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Finally... => Forum Games and Roleplaying => Topic started by: Man of Paper on July 25, 2019, 11:36:21 pm

Title: Mechanized Warfare: Embral Thread / Final Phase, 1941 Cold Season
Post by: Man of Paper on July 25, 2019, 11:36:21 pm
Welcome, Embralish Engineer, to Harren Island.
Core Thread (http://www.bay12forums.com/smf/index.php?topic=174353.0)

(https://i.imgur.com/0Qo20Lq.png)


Your people have landed in an area you've dubbed "The Rupture", notable for it's extreme heat, lakes and rivers of molten rock and metal, and pillars of smoke. Your people have pushed their way north, combating the environment every step of the way. While your people attempt to understand and utilize the unique materials available to the island, your efforts are frequently stymied by a mysterious group known only as The Pact. Their headquarters is a centrally located island housing a massive Fortress-City. Past them, in the frozen lands of the north, lies another group representing a nation of the Old World: The Inithar. You must do what you can to ensure that they can't bring the knowledge they gain here back to The Old World and threaten Embralish supremacy.


It is presently the Design Phase. As mentioned in the Core Thread, you will be posed a scenario to be answered with an appropriate design. The prompt is as follows:

The Old World wasn't always a mess of nation-states clawing and tearing at one another. Early on most were nomadic tribes of hunter-gatherers. Your people lived off the land, migrating as needed to ensure they could be fed and watered. Stone tools helped push your people forward, granting them opportunities they otherwise would have never had. Indeed, this is the first time your people stand out above the rest. Propose an item that could be constructed during this period and utilized by your tribe in some way. This choice, as with those that come in the following turns, will paint your nation's past as well as influence their opening armory.

You are also to create the unique resource that makes your nation special by the end of the fifth preliminary turn.

Any questions can be posed here or in Discord (linked in the core thread). As we go further and options open up I'll explain some of the finer rules in-depth, but for now that's it!


Spoiler: Territories (click to show/hide)
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Design Phase
Post by: Madman198237 on July 26, 2019, 12:02:35 am
I'm too tired for this. Copy-pasted suggestion from Discord, will refine sometime later. Spoilered for all you indecisive sorts who haven't picked a team yet, just in case this is still the first reply.


Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Design Phase
Post by: frostgiant on July 26, 2019, 12:25:31 am
Stone age tech: Dogsled
The early peoples of Embral were said to live in a vast icy tundra, lacking access to metal and most of what people would consider a necessity for civilized life. During this time they used stone, The rare sources of wood and The products of the hunts for everything. The  key Tool to their survival was the Dog, and with them, The Dogsled.
Allowing Long distance travel over the vast icy tundras in search of prey, transportation for the daily hauls, and hunting companions to aid in tracking and killing the creatures that roamed the tundra, it is no stretch to say that The Dog and Dogsled enabled the survival of the Stone age Embral people.

Stone age tech:  Dog Breeds
From the early day's of the tribes, the animal tenders would separate out the strongest and most desirable traits in the litters of young from those without those traits. Through a deft hand, the Tenders steadily created families, sharing traits with each other. Some dogs would be Small and wiry, adept at flushing rodents from their holes. Others would be slim and fast, perfect for exhausting prey and hunting down food for the tribe. And then they were the largest and strongest dogs. Bred for large builds, sharp teeth and aggression towards those, not of the tribe, the war dogs of the Early Embral people were things to be feared among their enemies.
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Design Phase
Post by: Madman198237 on July 26, 2019, 05:24:17 pm
Quote from: Ainulindale
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.

I want to make this longer but am not sure how and I really an just done sitting on it.
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Design Phase
Post by: Tyrant Leviathan on July 27, 2019, 01:48:40 am
Wait what is our tech level?

As for super resourcevwa thinking of Xenonass. Unknown goo that can be used to evolve people Bioshock style or even used as fuel/series of energy guns by exploiting it. Already named it the RED Gun series. Has 6 models.
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Design Phase
Post by: Man of Paper on July 27, 2019, 05:34:01 pm
By the end of the opening turns you'll be mid/late 1930s, but the first five turns will be designs that served various purposes throughout your nation's history based on prompts I give.
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Design Phase
Post by: frostgiant on July 27, 2019, 10:19:21 pm
Quote from: Votty thingy
Stone age design:
Dog-sled (1): Frostgiant

Special resource
Ainulindale(1) : Frostgiant
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Design Phase
Post by: TheRedwolf on July 27, 2019, 10:54:09 pm

Quote from: Vœt bøx
Stone age design:
Dog-sled (2): Frostgiant TheRedwolf

Special resource
Ainulindale(1) : Frostgiant

Good bois are always needed!
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Design Phase
Post by: NUKE9.13 on July 28, 2019, 02:39:57 am
So, I don't like the sled suggestion, for two reasons. One, when we came to the New World, we chose the hot climate, and our rivals chose the cold climate. If our home nation has a very cold climate, it would be weird of us to go for the extremely hot region.
Two, I'm not really sure where dogs and sleds are supposed to take us. I know that we aren't literally going to be using dogsleds in the modern era- but this tech is supposed to, like, inspire our starting tech in some way.

I have an alternative suggestion:
Quote
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.

Not sure about the special resource. The music thing sounds interesting, but, uh, it is pretty poorly defined currently. It kinda sounds like wish magic, insofar as it can do anything with no limits. I'd like to see Madman expand on how it works, and maybe some examples of what it might be able to do.
Until then, I'm going to vote to wait on the special resource for now.

Quote from: Vœt bøx
Stone age design
Dog-sled (2): Frostgiant TheRedwolf
Catamaran: (1) NUKE9.13

Special resource
Ainulindale(1) : Frostgiant
No choice yet: (1) NUKE9.13
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Design Phase
Post by: frostgiant on July 28, 2019, 08:32:05 am
I am weary about the catamaran because most of what I can find suggests it was a bronze age vessel, not a stone age one and since this is getting rolled like a normal design I would be wary of overreaching.
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Design Phase
Post by: frostgiant on July 28, 2019, 03:10:43 pm
Quote
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.
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Design Phase
Post by: Madman198237 on July 28, 2019, 03:49:38 pm
Quote from: Ainulindale
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.

Heavily rewritten. Wow, this is a lot harder to figure out than I thought it'd be.

Quote
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.
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Design Phase
Post by: frostgiant on July 28, 2019, 05:01:53 pm


Quote from: Vœt bøx
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

Sticking with the dog sled, Doge loyalty you must understand, but Moving my vote to the working version of ancient music.
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Design Phase
Post by: Madman198237 on July 28, 2019, 05:06:22 pm
Quote from: Vœt bøx
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
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Design Phase
Post by: Tyrant Leviathan on July 29, 2019, 12:14:42 am
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.

Spear Hurlers: Tyrant Leciathan.



Special Reaource: Xenomass. A unknown substance from the sea that can make controllable mutations and used as fuel when it ignites, generates lots of power. The Mad regrow snack st a fast rate. Meaning if fo not burn all reserces, it regenerates. For many, many uses
Xenomass: Tyrant Leviathan.
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Design Phase
Post by: Madman198237 on July 29, 2019, 09:50:03 am
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.

OR we could use the real-life atlatl which doesn't cause injury to the user, doesn't rely on a technology that is far outside the stone age, doesn't use a HIDEOUSLY inefficient method of firing things (crossbows are terrible, bows are flatly better until you need to get thousands of pounds of force into it and even then the biggest crossbows only barely surpass the biggest longbows in force delivered to target), and also isn't trying to stick an entire BALLISTA on somebody's arm.

Also, please put your votes into the votebox.
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Design Phase
Post by: Shadowclaw777 on July 29, 2019, 07:07:19 pm
Quote from: Vœt bøx
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
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Design Phase
Post by: Tyrant Leviathan on July 29, 2019, 09:40:43 pm
Quote from: Vœt bøx
Stone 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
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Design Phase
Post by: TheFantasticMsFox on July 30, 2019, 01:32:03 pm
Quote from: Vœt bøx
Stone 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
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Design Phase
Post by: Madman198237 on July 30, 2019, 11:24:22 pm
Quote from: Vœt bøx
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

I do hate to do this but if people aren't going to vote for immediate use of a special resource let's at least do something somewhat cool.
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Design Phase
Post by: Jilladilla on July 31, 2019, 04:25:52 pm
Quote from: Vœt bøx
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
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Design Phase
Post by: NUKE9.13 on July 31, 2019, 04:44:11 pm
Having- with great effort- broken the tie, we have now agreed to do the third option instead.

Quote from: Vœt bøx
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
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Design Phase
Post by: Madman198237 on July 31, 2019, 04:44:44 pm
Quote from: Vœt bøx
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
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Design Phase
Post by: frostgiant on July 31, 2019, 04:44:54 pm
Quote from: Vœt bøx
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
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Design Phase
Post by: Shadowclaw777 on July 31, 2019, 05:07:13 pm
Quote from: Vœt bøx
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
Title: Mechanized Warfare: Embral Thread / 1st Prelim Revision Phase
Post by: Man of Paper on July 31, 2019, 09:32:52 pm
Embralish Defining Tech: Stone Age

Proposal: Masters of Nature/Ancient Music (Wells)
Quote
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.
Quote
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.

Difficulty: Very Hard
Result: (4+3)-2=5, Below Average

Deep under the Embral homeland, for as long as anyone could remember, laid a network of caverns. While we now know of their scientific significance, their initial discovery during the dawn of our people painted them as mystic, spiritual places of power. These deep caverns, or Wells, seemingly granted those who entered and survive their trials a magical ability to shape the world through music, should that music be created with instruments formed of materials from within the Wells - wood (plant life was oddly abundant in these Wells), chitin or bone, and metal from the walls as time went on. The "trials" one had to overcome were, in reality, hallucinations caused by the moderate concentration of toxic gases. If one was able to fight through the poisoned air, harvest the materials, and leave, they were rewarded with resources capable of twisting and forming the world around them, if worked right.

Well material affect matter on a wide scale, determined by a combination of specific note, key, the type of instrument, and the actual material it incorporates. Each peculiar vibration was capable of affecting molecular structures in their own unique ways. Initially however, the only thing our people were able to use on a regular basis was the steady beat of a large bass Well Wood drum with any sort of hide stretched over it. A soft, steady beat stimulated plant growth, and while it couldn't necessarily be directed, it helped kick the Embralish towards being a dominant agrarian people. Massive drums centered in vast fields were a common sight, and all Embralish came to know the deep, low thumping thumping beat not just heard, but felt, as a sound of comfort, of home.


----------------


IT IS NOW THE REVISION PHASE.

As this turn has no previous age's tech to advance, you're given a little more leeway in regards to revision difficulty. So long as it is loosely related to your Wellwood Bass Drum it should be doable. Note that much realism was added to your design, though flavorwise it's acceptable to continue having your people think it's magic. Now that your special resource (which utilizes the sphere of Sound) is better defined within the parameters of a sci-fi universe you can yell at me for how far off the mark I was. Note, the VH difficulty was because of the complexity of music combined with very specific interactions and a lack of musical notation during the era.

Spoiler: Preliminary Proposals (click to show/hide)
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Revision Phase
Post by: frostgiant on July 31, 2019, 10:09:19 pm
Quote
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.
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Revision Phase
Post by: NUKE9.13 on August 02, 2019, 01:05:23 pm
Looks alright to me.

Quote from: xoB etoV
Wellwood Flute: (1) NUKE9.13
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Revision Phase
Post by: dgr11897 on August 02, 2019, 03:15:33 pm

Quote from: xoB etoV
Wellwood Flute: (2) NUKE9.13, DGR
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Revision Phase
Post by: Jilladilla on August 05, 2019, 07:05:21 am
Quote from: xoB etoV
Wellwood Flute: (3) NUKE9.13, DGR, Jilladilla
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Revision Phase
Post by: frostgiant on August 06, 2019, 01:28:04 pm

Quote from: xoB etoV
Wellwood Flute: (4) NUKE9.13, DGR, Jilladilla, Frostgiant
Title: Re: Mechanized Warfare: Embral Thread / 1st Prelim Revision Phase
Post by: Shadowclaw777 on August 06, 2019, 04:37:51 pm
Quote from: xoB etoV
Wellwood Flute: (4) NUKE9.13, DGR, Jilladilla, Frostgiant, SC777
Title: Mechanized Warfare: Embral Thread / 2nd Prelim Design Phase
Post by: Man of Paper on August 06, 2019, 09:27:07 pm
Embralish Defining Tech: Stone Age Revision

Proposal: Wellwood Flute
Quote
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.

Difficulty: Hard
Result: (6+5)-1=10, Superior

The wild, untamed jungles surrounding Embralish lands during the beginning of their journey as a legitimate civilization were a dangerous place on their own: venomous creatures, stalking predators, territorial primates, twisting vines, thorned bushes, and pockets of mud that could swallow a man whole prevented most from attempting to pierce through it. Some peoples though were drawn by tales of a promised land within the heart of this vibrant hellscape. The Embralish took it upon themselves to add yet another layer of protection to their homeland: Woodsmen armed with a wooden mask whose mouthpiece jutted forward. These masks bore the visage of fanged demonic entities meant to strike fear into those who gazed upon them. The effect was amplified by the mouthpiece carefully built into each of these masks. After tying the plant fiber cords around one's head to secure the mask the wearer could purse their lips and blow into what Anthropologists refer to as the "Wellwood Flute". By blowing into this device the wearer could create a blood-curdling, and for lack of better words, pants-shittingly terrifying noise that was capable of striking fear into anyone who lacked hearing protection. The Woodsmen themselves blocked their ears with earwax, and while this wouldn't negate the effect entirely, it was enough of a dampener for the Woodsmen to resist the urge to flee as fast as their legs could carry them.

Research has shown Woodsmen sending large parties scurrying in terror, corralling them with their Flutes until they fell into a prepared ambush, where they would descend upon them with clubs, "screaming" as they went.

Click To Hear Your Flute Noise (https://youtu.be/I9QuO09z-SI?t=50)

----

The Bronze Age

With a homeland well-protected by both nature and dedicated warriors the Embralish had to deal very little with outsiders for a very long time. The biggest issue they had to tackle was a persistent issue of plantlife withering away and dying off. The accelerated growth of crops and other flora drew nutrient from the soil at an unnatural, unsustainable rate. The problem was eventually solved thanks to the introduction of crop rotation.

As society continued to advance the barest forms of metal industry appeared - first in tools, then in weapons. The rest of the world was also progressing, and eventually the savage people of Embral drew the attention of a rapidly expanding empire. They had no qualms cutting through jungle, tearing root from earth just to improve their chances of finding Embral and taking it's rumored riches for itself. The isolated people of Embral were no push-overs though, and made this advancing menace regret every foot of ground they defiled. This did not stop them from building fortifications within rightful Embralish territory, claiming what they could as their own in their conquest and greed.

Your design this turn will be the thing that aided most in your ability to assault these fortified locations and push back into their own homeland. These guys are the equivalent of the Roman Republic and it's legions; well-trained, well-armed, and, up until their encounter with Embral, largely undefeated. This design will be seen as the biggest contributing factor to a string of defeats up to and including the sacking of their capital.

IT IS NOW THE DESIGN PHASE.

Spoiler: Preliminary Proposals (click to show/hide)
Title: Re: Mechanized Warfare: Embral Thread / 2nd Prelim Design Phase
Post by: frostgiant on August 06, 2019, 09:59:42 pm
Horn of The spirits Fist:

Known as the horn of the spirits fist, this man-sized piece of well-wrought Horn and wood has been designed and molded to wrap around the upper torso of its musician, an having the large end protrude from a little over their shoulder. This allows an increase in the total length of the horn to increase the sound along with having the heavyweight of the bronze sit stable on their torso and shoulder.

The Sounds produced from the Warhorn are tremendous, with most of the sheer noise being channeled out and away from the virtuoso who wields it, who are typically picked for impressive lung capacity and size. When the horn is used by the Virtuoso wielding the result can be compared to an ocean, breaking a flowing around you as you attempt to keep yourself from being carried away. Those who are to close to the WarHorn a very likely to be heavily injured by the deathly Sounds of the Virtuoso, with blood leaking out from many an orifice for those who are too close, and those farther away acting like they have spent the day drinking the finest of spirits back at camp.

This makes it quite simple to quickly assault a fortification, rendering the defenders dead or dazed as our warriors attack, quickly entering the perimeter. Any attempt to group up and push back the attackers quickly Disrupted by the Virtuosos of the Horn, as they release their wall of sound upon the enemy formations and chokepoints.

Gale arrows:
A Metal and horn tipped arrow with a special head, The Gale arrow Produces a terrible keening, whaling sound as it flies through the air that is rather disconcerting, albeit nowhere need the level of the Woodsmen's Mask. Instead, the Horribly noises produced by the arrow is but a side effect Created as the wind whistles through specially designed grooves, producing rapid vibrations.
When this arrow impacts a surface, the rapidly vibrating head will, of course rapidly lose that energy. However, The rapid vibrations allow the arrow to slice deep into its target, and the vibrations introduced into the impact area are very unhealthy. This gives the arrow power that would match bows many times bigger than itself as it splinters shields and ruins limbs.

Loosed from hunting bows originally designed for bringing down game inside of the tight quarters of the jungle, the Gale arrows serve to make up for the power that would be lost from the smaller design. In turn, this allows the hunters to stay more mobile with their short bows and fire faster compared to the large bows of the enemy's.

Spider:
Made from wood and the fibers of the tree's near the homes of the Embral people, the Spider is a weapon designed for a siege. Perhaps one of the first of its kind in the world. Taking advantage of a torsion set up, the spider posses 4 arms, each with a heavy piece of Rope attached. These arms are cranked back in order to create tension along the main channel, upon rests a metal ball the size of a man's fist.
When released, the arms snap forward, dragging the ball with them and sending it flying, creating a remarkably simple and effective long-distance weapon.
With the spider, the embral people were able to lay siege to the invaders fortifications from a distance, raining fist-sized metal orbs unto them from which they had no recourse as they could not match the sheer range of the weapon, and any attempt to foray out in order to destroy them were quickly ambushed and eliminated by Embral woodsman who had been lying in weight.
While the actual damage caused by the spider is minimal, lacking the power to punch down all but the weakest fortifications, the danger of a ball of metal appearing out of nowhere was enough to keep the defenders heads down, providing ample time and opportunity for an assault on the walls, or even just waiting for the enemy to give out as they slowly starve to death.
Title: Re: Mechanized Warfare: Embral Thread / 2nd Prelim Design Phase
Post by: NUKE9.13 on August 07, 2019, 06:19:05 am
Quote
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.
Title: Re: Mechanized Warfare: Embral Thread / 2nd Prelim Design Phase
Post by: frostgiant on August 07, 2019, 11:26:43 pm
Quote

Bronze age design

Sau-Chiare (1): Frostgiant

Intrigue option is a go.
Title: Re: Mechanized Warfare: Embral Thread / 2nd Prelim Design Phase
Post by: NUKE9.13 on August 08, 2019, 12:58:35 am
Quote from: Votebox
Bronze age design
Sau-Cihare (note spelling)(2): Frostgiant, NUKE9.13
Alright then.
Title: Re: Mechanized Warfare: Embral Thread / 2nd Prelim Design Phase
Post by: Jilladilla on August 08, 2019, 09:19:55 pm
Quote from: Votebox
Bronze age design
Sau-Cihare (2): Frostgiant, NUKE9.13, Jilladilla
Title: Re: Mechanized Warfare: Embral Thread / 2nd Prelim Design Phase
Post by: dgr11897 on August 09, 2019, 12:15:00 pm
Quote from: Votebox
Bronze age design
Sau-Cihare (4): Frostgiant, NUKE9.13, Jilladilla, DGR
Title: Mechanized Warfare: Embral Thread / 2nd Prelim Revision Phase
Post by: Man of Paper on August 09, 2019, 08:42:21 pm
Embralish Defining Tech: Bronze Age

Proposal: The Sau-Cihare
Quote
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.

Difficulty: Normal
Result: (6+6)-0=12, Unexpected Boon

Being familiar with striking from the shadows in the jungles, it was only a matter of time before similar tactics were utilized elsewhere. The Sau-Cihare do not exist. They never have, and they never will. The Samnite Empire was weakened from within due to political and religious schisms in no way influenced by an outside force. There is no evidence that states otherwise. When Embralish soldiers marched on Samnite forts imposing on their territory garrisons would turn on one another as disagreements between commanders on how to deal with the jungle-dwelling savages turned into arguments and then open conflict. As the Embralish pushed back against their enemies in an attempt to secure their homeland the Samnite forces were disorganized, with whole armies often out of position, showing up to reinforce or defend cities well after the token resistance offered by their garrisons had been overcome - if the cities had fought the approaching Embralish forces at all. Embralish banners were raised in city after city, fortress after fortress, solely because Samnite governors and generals sought the security they saw in Embral. The conversion of Samnite territory spread like a plague.

A cabal of powerful Samnites in the capital of Samnium saw to the assassination of their Emperor as an Embralish Army made it's presence known in the nearby countryside, and imperial power was turned over to the leader of the Embralish people. The Embralish Empire had risen, thanks solely to the Samnite infighting and nothing else.

The Sau-Cihare do not exist.


----------------


IT IS NOW THE REVISION PHASE.

Once again you will be given some leniency on what you can do with your revision, but note that these revisions should be used more for bringing past advancements into the current age.

Spoiler: Preliminary Proposals (click to show/hide)
Title: Re: Mechanized Warfare: Embral Thread / 2nd Prelim Revision Phase
Post by: NUKE9.13 on August 10, 2019, 05:42:31 am
Quote
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.

If no one has any alternative suggestions, consider my vote to be for this. I'll wait on starting a votebox for a moment so as not to discourage others from proposing something.
Title: Re: Mechanized Warfare: Embral Thread / 2nd Prelim Revision Phase
Post by: Shadowclaw777 on August 11, 2019, 02:05:43 am
Quote from: McVoteBox
Water-driven Wellwood Drum: (1) SC777
Title: Re: Mechanized Warfare: Embral Thread / 2nd Prelim Revision Phase
Post by: NUKE9.13 on August 11, 2019, 02:53:15 am
Quote from: McVoteBox
Water-driven Wellwood Drum: (2) SC777, NUKE9.13
Title: Re: Mechanized Warfare: Embral Thread / 2nd Prelim Revision Phase
Post by: MaxTheFox on August 11, 2019, 08:21:30 am
Quote from: McVoteBox
Water-driven Wellwood Drum: (3) SC777, NUKE9.13, Max
Title: Re: Mechanized Warfare: Embral Thread / 2nd Prelim Revision Phase
Post by: frostgiant on August 11, 2019, 11:21:06 am

Quote from: McVoteBox
Water-driven Wellwood Drum: (4) SC777, NUKE9.13, Max, Frostgiant
Title: Re: Mechanized Warfare: Embral Thread / 2nd Prelim Revision Phase
Post by: Madman198237 on August 11, 2019, 01:36:24 pm
Quote
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.

Quote
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.
Title: Re: Mechanized Warfare: Embral Thread / 2nd Prelim Revision Phase
Post by: frostgiant on August 11, 2019, 01:59:57 pm
Quote
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.
Title: Re: Mechanized Warfare: Embral Thread / 2nd Prelim Revision Phase
Post by: Madman198237 on August 11, 2019, 10:51:05 pm
Quote from: McVoteBox
Water-driven Wellwood Drum: (4) SC777, NUKE9.13, Max, Frostgiant
Screaming Spears: (1) Madman
Title: Re: Mechanized Warfare: Embral Thread / 2nd Prelim Revision Phase
Post by: dgr11897 on August 12, 2019, 05:24:06 pm

Quote from: MyVoteBox
Water-driven Wellwood Drum: (5) SC777, NUKE9.13, Max, Frostgiant, DGR
Screaming Spears: (1) Madman
Title: Mechanized Warfare: Embral Thread / 3nd Prelim Design Phase
Post by: Man of Paper on August 13, 2019, 12:37:10 am
Embralish Defining Tech: Bronze Age Revision

Proposal: Water-driven Wellwood Drum
Quote
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.

Difficulty: Very Hard
Result: (3+3)-2=4, Poor

As Embralish society evolved and expanded it's borders and population did as well. With a need to feed an increasingly large number of citizens (and an appropriately growing active military) there were many attempted methods to increasing crop yield and production. One of the most successful methods was the combination of two separate items already used by our people: the water wheel and the Wellwood Drum. The pairing resulted in a massive project that manipulated the flow of water through a series of dams and channels spread throughout the fledgling empire. The channels were dotted with water wheels connected to an assembly of simple levers and pulleys operated a pair of mallets slapping the drum at steady intervals dependent on waterflow. The large instrument and steady beat led to the rapid maturation of plant growth in a widespread area. The issues came from the dams themselves.

By heavily redirecting the flow of water across the empire over the course of a couple decades, a number of neighboring tribes and nations were left with cities who's lifeline had completely dried up. When envoys were sent in protest a number of nations found themselves embroiled in a sudden coup resulting in the placement of an Embralish-friendly leader placed at the head. This kept the affected groups from striking for a time, but eventually the metaphorical dam broke and a number of nations marched onto Embralish soil.

The Embralish Empire was able to hold off for a time, but raids and attacks on the Water-Driven Wellwood Drums as well as the dams led to a serious disruption of their supply lines. With the empire being weakened a number of other nations sensed a chance to strike. An Empire that largely projected an image of fear was easy to make look like a villain, and so many people found themselves with unlikely allies.

As battles turned into routs the Empire made a stand at Samnium.

While not much is known about the exact composition of besieging forces, evidence of their sacking of Samnium can be found in the city's ruins, notably in the Flooded Citadel. This apparent Ancient Wonder of the World was broken apart and toppled, though the subterranean chambers largely remained intact. On the walls are carvings of dozens of different languages, some lost and some not, though everything we've translated so far has been fairly vulgar and directed at the Embralish.

----------------


The Age of War

Samnium has been sacked and lost, and with each passing year more land is lost to vultures circling the nation. Aggressor nations occasionally collapse and become friendly, or at least withdraw, but the the inherent instability of surrounding nations means it's only a matter of time before power swaps again and they're back over our border. This process lasts for millenia as nations grow and collapse, but the Embralish Empire always evolves and persists. Foreign aggressors find it hard to ever catch sight of the homeland, which prospers as it always has. The Age of War, although it is defined by hardship and loss for our people, represents the period in which we accomplished great deeds not only for ourselves, but for all who would come to our banner. This period lasts until 1911 A.C. A massive uprising in multiple nations sees the rise of a singular large power never-before-seen. It was nearly impossible to get two nations to ally with one another past wars for convenience, let alone dozens, but it had happened. The Embralish Empire was now staring into the jaws of a hungry beast.

You get two design prompts this turn:

What is the one most defining advancement of your nation undertook during this extensive period?

What is you best piece of pre-World War 1 Era equipment?

Include as much fluff as you can, this is a significant portion of time to allow you to make whatever type of nation you actually want.

IT IS NOW THE DESIGN PHASE.

Spoiler: Preliminary Proposals (click to show/hide)
Title: Re: Mechanized Warfare: Embral Thread / 3rd Prelim Design Phase
Post by: NUKE9.13 on August 13, 2019, 06:55:08 am
WIP. I haven't finished it, cos the last part heavily depends on what designs we go with. Let me know what you think.



The History of the Embral Empire

The First Empire:
The Samnite-Embral War ended suddenly and conclusively, with the total surrender of the Samnite Empire to the Embral people. This thrust the commander of Embral's forces, General Samarata, into the position of Emperor over a vast expanse of territory. One of his first acts as emperor was to grant independence to almost anyone who asked, but this still left him ruling a land more than three times the size of his homeland- which had not been a unified nation until recently, making the culture shock even greater. Therefore, the new Embral Empire adopted many of the practices of the former Samnite Empire, with many Samnite officials continuing to serve in their former roles, just under a new master. Even Samnite Legionaries joined the newly-formed Embral Legions- many of them having been citizens of subjugated nations anyway, it made no difference to them who gave the orders.
There were some notable changes, however. Military spending was reduced considerably, reflecting both the reduced size of the Empire, and the new Emperor's policy of peaceful relations. The money that would've been spent on extra legions was instead invested into infrastructure- specifically, the installation of Wellwood Drums (mostly waterwheel-driven) throughout the Empire, along with the necessary hydraulic engineering. This served to raise the prosperity of most regions, endearing the new rulers to the citizenry.
Religious freedom was proclaimed, as the Embral people did not follow the Samnite pantheon- rather, they mostly followed the Kai Guna Rasata (the Manifold Path), more of a philosophy than a deistic religion. Rasata temples sprung up in Samnium, and soon throughout the empire, attracting adherents who appreciated the emphasis on personal growth, as opposed to the Samnite pantheon's capricious gods.

Emperor Samarata ruled for three decades, a period which after some initial hiccups was one of prosperity and growth. On his death, his son, Samarata II, took the throne, and served ably as the Empire's steward for two decades more. It was during the reign of his son, Samarata III, that the first signs of trouble emerged. Samarata III was an ambitious visionary, enacting many great projects to the betterment of the Empire. Such wonders as the Grand Canal, the Flooded Citadel, the Harbour of One-Thousand Ships, and the Terraces of the Northern Mountains were all constructed during his reign, along with dozens of lesser achievements that elevated the Empire to new heights of prosperity. Unfortunately, all these projects needed to be paid for, both figuratively and literally. The increase in taxes stirred discontent amongst the people, too widespread for a few unfortunate accidents to suppress. Furthermore, the ambitious scope of the hydraulic engineering resulted in rivers changing course or even drying up completely, which aggravated neighbouring nations- who also envied the wealth of the Empire.
Whilst Samarata III reigned, things remained stable- the budget was carefully balanced, upset neighbours and citizens skilfully appeased. However, Samarata III died with no heir, and a distant relative was elevated- Bharakana I. Though he initially appeared competent enough, Bharakana was not prepared for the responsibilities heaped upon him. Debts accrued, tensions flared, and Bharakana grew increasingly reclusive and paranoid. He claimed that assassins were everywhere, and instituted stringent security throughout his palace- filling it with hand-picked guards, who patrolled the walls day and night, whilst the royal quarters were sealed behind several layers of locked doors that could only be opened from within.
Bharakana died unexpectedly in his bed at the age of 36; historians believe he died of stress.
His replacement, Harana I, did what he could, but things were already slipping away. Despite internal unrest sapping the strength of their enemies, the Empire was invaded by a coalition of several nations six years into his reign. The war was hard-fought, but the Embral Legions found they were overstretched, constantly having to rush from one battle to another. Nevertheless, the superior resources of the Empire allowed them to fight their enemies to a standstill, resulting in a white peace. However, this simply made the Empire's problems worse; debts had built up during the war, whilst unrest had grown, and other neighbours who had stayed out of the war saw signs of weakness. Harana's successor, Harana II, was invaded less than one year into his reign, and this time there would be no standstill. The Legions were overstretched to breaking, incapable of facing the many enemies arrayed against them, and eventually war came to Samnium again, this time with the Embralish on the defensive against a coalition of enemies.
Samnium fell, and with it, the First Embral Empire.


The Second Empire:
The Embral Legions beat a hasty retreat to Embrallia, the impregnable homeland of the Embral people. There, they mustered their strength, whilst their enemies succumbed to infighting. However, when they marched forth once more, this time with the assistance of the newly developed "Strings of Motion", they did not set out to restore an Emperor. It had been decided that one man could not rule such an expanse. Instead, they announced the New Empire would be a federation of Kingdoms, with Kings chosen by each member state, who would convene to make decisions for the Empire as a whole.
This proved a popular concept, and the Second Empire quickly retook most of the territory that had been lost, and even managed to attract nations that had not been part of the First Empire to join the Second. For several decades, everything worked perfectly. However, the new system was unable to recreate the same scale of great works that had defined the First Empire, and prosperity declined on average. In addition, despite the most corrupt kings tending to fall victim to illness or accidents, not all kings were equally concerned with the well-being of their people.
Inevitably, uprisings resulted. Sometimes popular, with over-taxed smallfolk rising up to overthrow a tyrannical king, sometimes noble, with ambitious kings seeking to make it big by themselves, at the expense of the rest of the Empire. The Embral Legions were almost never idle, as whenever there was no internal strife, there was almost always some neighbouring nation that needed to be put in their place.
Nevertheless, the Second Empire persisted, sometimes larger, sometimes smaller, but with the (increasingly refined) Wellwood Drums keeping the farmland prosperous, and the folly of the First Empire's pacifist tendencies burned into the cultural memory, the Embral Legions were generally able to win out over all comers.

The Second Empire lasted for over a millennia. It was known as the Eternal Empire at the time of its fall, as the period before its rise became almost mythical. Its downfall was not military, but ideological. Foreign travellers started to visit the Empire from far-off lands, attracted by tales of its great prosperity. They came in grand ships, and brought with them weapons unlike any seen before- weapons of smoke and fire. But they came not to fight, but to trade. They seemed harmless enough- indeed, the trade with the foreigners brought great wealth to the coastal regions of the Empire, resulting in a swelling merchant-class. They were happy enough to sell their weapons and knowledge of their creation, although the Embral Legions, convinced of their own superiority, were slow to adopt them. But what no one realised was that they brought with them an infection- an infection of the mind, which they called "Enlightenment".
Enlightenment philosophy spread slowly, and seemed harmless. It resonated well enough with the tenets of Kai Guna Rasata, and many temples incorporated elements into their sermons. The emphasis on education initially paid off, as smarter people were more productive, leading to rulers spending more money on schools, some going so far as to make basic schooling freely available to all. But like a plague, by the time symptoms appeared, it was too late. It started with merchants, who clamoured for more say in the ruling of the Empire. Educated peasants questioned the status quo. Then radicals started to call for the abolishment of Kings. And the foreigners, who had seemed so friendly before, supported these radicals, providing them with money, then weapons. Rebellion broke out, and the Embral Legions, still mostly reliant on old-fashioned weaponry, discovered that a peasant with a cheap musket could kill an armoured soldier who had trained for years. The rebels declared "Republics" all over the Empire, and quickly formed ties with the foreigners, giving them favourable trade deals and allowing them to station troops in their territory.
Within four decades of the first foreign ship making landfall in the Eternal Empire, the Empire had fallen.


The Republican Period:
Embrallia itself remained true to the Embral ways, the people loyal to the King, who had always treated them fairly. But the rest of the empire was overtaken completely by republics of various flavours. For a few years, the spirit of Enlightenment united the republics, some of which formed a coalition that attempted to invade Embrallia. However, the remnants of the Embral Legions that remained loyal were joined by volunteers who excelled in guerilla warfare, like the ancient Embralish Woodsmen, albeit now armed with muzzle-loaded rifles (developed locally) instead of spears. The republican armies found the jungles surrounding Embrallia impossible to penetrate, and the roads heavily guarded by Legionaries, who by now had adopted and trained in the use of muskets, and developed tactics to counteract enemy musketeers.
Eventually, the republican coalition gave up- their home situations having become problematic. For the friendly foreigners had turned out to be less friendly than advertised, as they exerted more and more control over the newly-formed republics. Some were even persuaded to appoint foreign governors- and though these suffered many accidents, they were always replaced, each time with a larger retinue of troops. In fact, the foreigners went so far as to accuse the Embral people of employing spies and assassins- a scurrilous, unsubstantiated, slanderous fabrication, that only foreigners who knew nothing of Embralish luck could come up with. And so, foreign influence spread, and the 'free' republics became little more than puppets of the foreign empire.
However, the people did not take this lying down. They soon realised that they had been hoodwinked, and started to fight back. Foreign armies landed en-masse, and with superior weapons and more experience using them, put down many uprisings. But the Empire had been very large, and without local forces to augment their elite troops, the foreigners could not hope to rule it. And as Embralish luck would have it, dissent spread quickly amongst said local forces, hampering the foreigners' efforts. Eventually, those opposing the foreigners turned to the one place that remained entirely free of their influence: Embrallia.

The Embralish had not been idle whilst foreigners ran roughshod over their former lands. All of Embrallia had been gearing up to fight back: the Legions, swelled with volunteers from across the Empire, had been training incessantly for years, with large contingents of 'Sikari', who had modernised and perfected skirmish warfare; the Wells had been plumbed deep to make weapons that used the Ancient Music in never-before seen ways, whilst engineers had developed ways to mass-produce rifles and high-quality muskets; and politicians and philosophers had worked tirelessly to create the framework for a new empire, that would satisfy the new spirit of egalitarianism, whilst still presenting a strong, resilient state that could fight off foreign aggressors.
When the resisting republics came to Embrallia with their hats in their hands, they were welcomed with grace, and aid promised in exchange for their participation in the New Empire. Almost without exception, they agreed to the terms, and so the Embral Legions marched forth once more, now fully prepared for a new age of warfare. Their first encounter with hostile forces was over in a flash, with the local conscripts breaking almost immediately, and the foreign troops left without support against weapons that outmatched their own. The republics bordering Embrallia were quickly liberated, and incorporated into the New Empire.


The New Empire:
The Legions of the New Empire marched forth, seemingly unstoppable, until they reached the coastal republics. These had been under foreign rule for a long time, and they were heavily fortified and garrisoned with large numbers of foreign troops, as well as locals who were unwavering in their loyalty to the governors. In addition, the shores were the domain of the foreigners' ships, which were replete with many cannon, and built of stronger stuff than any Embralish vessel. To dislodge the foreigners would not be a simple task, yet the Legions did not waver.

Before fighting could begin, the foreigners offered a truce. They would recognise the Embralish claim to the lands the New Empire had reconquered, and cease hostilities, in exchange for hefty reparations and a rather unbalanced trade deal. Needless to say, this offer was taken as an insult, and negotiations broke down. The Legions began besieging several forts and cities, many of which felt the full weight of Embralish luck. Artillery was lacking, slowing progress, but the attacks from both within and without, as well as dwindling supplies, meant that the garrisons could not hold out forever. Naturally, the foreigners mustered their forces, and marched forth to break the sieges. However, as they approached the beleaguered fortifications, they found themselves harassed by the Sikari; camps raided in the night, commanders sniped on the roads, supplies stolen- all by soldiers who would vanish without a trace if any attempt was made to chase them down. One army, the 6th Expeditionary Command, suffered almost 2000 casualties- 10% of their starting number- over a three day march through a densely wooded region.
Nevertheless, skirmishers alone could not stop the foreign armies, though the attrition and demoralising effect was significant. But when the foreign forces arrived at their destination, they invariably encountered one of two situations: the besieging forces had packed up and left, mere days before their arrival; or the besieging forces had their numbers bolstered by reinforcements, to the point where the relief force found itself severely outnumbered. It did not help that scouts were the most vulnerable to Sikari interference- and those that did report in often brought back conflicting information.

Thus did the New Empire whittle down the foreign armies, through superior strategic manoeuvring and intel, and the use of expert skirmishers. The inland regions of the coastal republics fell, leaving the foreigners with only the fortified port-cities.
Again, the foreigners offered a truce. They now offered a reasonably fair trade agreement, and to surrender half of their remaining territory, asking for nothing in return. They pointed out that the Embral Legions could not best them on the seas, and would be hard-pressed to win a siege if they could not cut the garrison off from naval resupply. In response, the Embral negotiators presented a copy of a news-sheet from the foreigners' homeland. "WAR DEBT SKYROCKETS", the headline read.
This was an unexpected development, from the foreigner's perspective, as they had been extraordinarily careful not to let any information or news from their homeland reach the Embral Empire. The Embralish negotiators made their position clear: the Embral Legions could maintain this war almost indefinitely. They did not have to win at sea, or capture any ports. They needed only to continue to sap the resources of their enemy, until economic forces forced them to surrender.
Not having the power to surrender unconditionally, the foreign negotiators were forced to return to their homeland. When they returned, they came bearing a white flag. The war, as they say, ended not with a bang, but with a whimper. Yet this was, and always had been, one of the Embral people's greatest strengths: prosperity.

Jubilation was widespread. People who had once rebelled against the Empire now lauded the New Empire, for saving them from the foreign menace. However, the new Emperor (Dubara I) knew that true safety was a long ways off. Neighbouring nations had fallen victim to the foreigners, and refused the New Empire's help. Should the foreigners sort out their finances and return, the Embral Empire would have to be ready. And for that, he declared, they would have to voyage out into the world, so they could share in whatever innovations were happening in distant lands, and invest in homegrown innovations as well- which meant that, despite the desire of some to destroy the schools and universities that had poisoned the minds of so many citizens, education would have to be a priority.
Ships were built, by shipwrights who had worked on the foreigners' ships, to carry Embralish envoys to distant shores. Schools were built, now teaching an Embralish curriculum. And, of course, debts had to be paid- for all their bravado towards the foreigners, the war had not been kind on the Empire's finances.
In time, contact was made and embassies established with nations all over the world, and goods and ideas flowed freely- though always with someone watching, lest a new poison be introduced. This scrutiny, for instance, helped prevent a ploy by the same foreigners to export an addictive drug into the Empire- a combination of stringent anti-smuggling work, strict laws, and some threatening diplomacy put a halt to the opioid epidemic before it started.

As the years passed- now measured using the same calendar as the rest of the world, by which reckoning it was the 19th century, the Embral Empire developed rapidly. Steam power was adopted, with Embralish inventors contributing some small but important tweaks to the development of the innovation. Railways criss-crossed the Empire, making the use of Strings of Motion somewhat less crucial in moving troops quickly (although it still aided greatly in regions without rail access). Industrial agriculture was integrated seamlessly into the Embral's traditional agricultural expertise, whilst factories sprung up in the cities like mushrooms.
Throughout this, the Embral Legions continued to modernise, going from smoothbore muskets to bolt-action rifles (with some stops along the way). There were, as ever, wars to be fought, though none of the same intensity as the formation of the New Empire.

Until, of course, 1911. Tensions with neighbouring nations, many of which still had strong connections to the invasive foreigners, boiled over, despite the best efforts of Embralish luck. This, of course, drew in their foreign ally- a superpower with a grudge, as the Embral Empire had continually been a thorn in their side. The Empress Jita I gave a stirring speech, distributed across the empire by telegram. War, which the Embral people knew all too well, was here again- but the Legions were, as ever, ready.


Structure of the New Empire:
The New Empire is a parliamentary empire, meaning that it has an emperor, who more or less controls the executive, and a parliament, which more or less controls the legislative side of things. Emperor is not a hereditary position- the next emperor is chosen by a select group of people, a process which most citizens trust to produce a capable ruler, as Embralish luck generally means incompetent or corrupt rulers do not last long. Members of parliament are elected on a by-district basis, with universal suffrage (more or less). Parliament has some power to overrule the Emperor, and vice-versa. The former kingdoms of the Second Empire form administrative provinces, with a provincial parliament (elected locally) and a governor (appointed by the Emperor).

The military of the New Empire retains the legionary structure, with legions consisting of about 10000 men. Legions are subdivided into 500 man Cohorts, each of which is made up of 5 100 man Centuries. Each legion has 500 Sikari, who remain experts in sniping, scouting, and all manner of unconventional warfare.
Different legions may have different specialities; some employ more artillery, others excel at defensive warfare.



My tentative proposals for the two design prompts would be:
Defining Advancement: A stringed instrument that resonates with the rhythms of the human body, allowing it to be accelerated (allowing for faster movement from place to place (not so useful in melee combat, as it would affect the enemy just as much)) or slowed down (useful for keeping injured soldiers stable whilst surgery is performed).
Best pre-WWI weapon: A really good rifle, ideal for sniping, descended from rifles used by the Sikari.



E: Here's the stringed instrument proposal. Not sure about the name, if someone has a better suggestion, I'd gladly change it.

Quote
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.


E2: And here's a proposal for the rifle.
Quote
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.
Title: Re: Mechanized Warfare: Embral Thread / 3rd Prelim Design Phase
Post by: MaxTheFox on August 15, 2019, 02:21:01 am
Quote from: ВОТЭ БОКС
Best pre-WW1 weapon:
Samarata 1902 (1): Max
Defining Advancement:
Strings of Motion (1): Max
Title: Re: Mechanized Warfare: Embral Thread / 3rd Prelim Design Phase
Post by: Jilladilla on August 15, 2019, 10:26:09 am
Quote from: ВОТЭ БОКС
Best pre-WW1 weapon:
Samarata 1902 (2): Max, Jilladilla
Defining Advancement:
Strings of Motion (2): Max, Jilladilla
Title: Re: Mechanized Warfare: Embral Thread / 3rd Prelim Design Phase
Post by: frostgiant on August 15, 2019, 11:27:06 am

Quote from: ВОТЭ БОКС
Best pre-WW1 weapon:
Samarata 1902 (3): Max, Jilladilla, Frostgiant
Defining Advancement:
Strings of Motion (3): Max, Jilladilla, Frostgiant
Title: Re: Mechanized Warfare: Embral Thread / 3rd Prelim Design Phase
Post by: NUKE9.13 on August 16, 2019, 12:18:10 pm
Quote from: ВОТЭ БОКС
Best pre-WW1 weapon:
Samarata 1902 (4): Max, Jilladilla, Frostgiant, NUKE9.13
Defining Advancement:
Strings of Motion (4): Max, Jilladilla, Frostgiant, NUKE9.13
Title: Mechanized Warfare: Embral Thread / 3rd Prelim Revision Phase
Post by: Man of Paper on September 28, 2019, 06:00:13 pm
Embralish Defining Tech: Age of War Design


Proposal: Strings of Motion
Quote
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.

Difficulty: Normal
Result: (6+4)+0=10, Superior

The most expensive musical instruments from any period are the Wellmade of Embral. Throughout history, though especially during the Renaissance Era, the music played on instruments of Embralish make by the Embralish themselves were able to evoke emotions from the listener. While this made the music highly popular for a time, it was also often banned as forms of "witchcraft" and then eventually propaganda or brainwashing. The most well-known bit of musical history though comes from the days of the Second Empire with the inception of the Strings of Movement.

The music played on the strings of movement quickened the body, granting those who heard the music clearly a bump in stamina and endurance. While it didn't result in the super-men of legend, the ability to increase the movement speed of an entire armed force even slightly further increased the Embralish's ability to utilize devastating hit-and-run tactics. With the music poorly understood by outsiders, even less so by enemies of the state, it increased fear of the nation as a whole - deserved or not.


----------------


Proposal: Samarata 1902
Quote
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.

Difficulty: Very Easy
Result: (4+3)+2=9, Above Average

The Sikari rose to prominence as one of the elite forces of the Embralish military. With their penchant for ranged combat, they needed a tool up to the task. The Samarata 1902 made it's debut at the turn of the century. The finely-crafted rifles were constructed specifically for the Sikari. They were reliable and relatively light weapons with an effective firing range of 1000 meters. Their simple, sturdy design saw them adopting more widespread use during the outbreak of war in 1911. The People's Union of States sprang into being far from Embral, but their influence spread rapidly as they exerted control over and absorbed nation after nation. This nation with the desire to subjugate the Old World met Embralish borders and it was only a matter of time before a refusal to submit led to war.

The seemingly untouchable empire of Embral initially held off the advances of a much larger power. Use of guerilla tactics meant that every town, city, forest, and field was a potential battleground the Union needed to watch out for. Every citizen was a potential combatant. Historians speculate that this persistent fear of the Embralish, and their exploitation of said fear, is at least partially to the massacres in a number of their more distant cities.

The Embralish military used it's enemy's numbers against them, and while ground was frequently surrendered by the Empire throughout the early years of the war, the price in Union blood was steep.


----------------


You have a single Revision to either fix something that's broke or modernize (to the Pre-WW1 era) an old piece of tech.

It is now the Revision Phase.

Spoiler: Preliminary Proposals (click to show/hide)
Title: Re: Mechanized Warfare: Embral Thread / 3rd Prelim Revision Phase
Post by: frostgiant on September 28, 2019, 06:28:51 pm
Sikari Death Mask
An advancement on the ancient Wellwood flute, the sikari death mask was designed for use by the elite skirmishers fielded by the second empire. Seeing much use during the war with the peoples union in order to create terror among invading forces, it is likely that invading forces took nearly 1/4 of its total causalities from desertion and mental breakdown caused by sheer terror.

The Deathmask is typically made to order, Bearing the face of a terrifying monster or demon from folklore or even just a skull. This metal mask is designed to protect the face from small shrapnel such as wooden splinters and houses a wooden mouthpiece. Similar to the Wellwood mask, the Wellwood Mouthpiece creates the initial death scream, before it travels through a couple small, coiling, metal pipes located around the cheeks of the mask. The resulting sound is louder than the ancient Flute and is much stronger.
During the war with the union, there are records of men terrified so badly during ambushes that their hearts stopped outright.

Hmm, First attempt at modernizing the Wellwood flute.

Title: Re: Mechanized Warfare: Embral Thread / 3rd Prelim Revision Phase
Post by: NUKE9.13 on September 29, 2019, 06:31:42 am
Spoiler: Obsolete (click to show/hide)
Alternative version of a modernised Wellwood Flute. I figure just bringing the tech into the modern(ish) age would be trivial, so we can include some other (minor) advances without making things too difficult.
Serves both to modernise the equipment (enhanced range is crucial in an age where everyone has rifles; getting into melee range to use it would often not be practical), and to establish the creation of sound-focusing tech, which will be important if we want to deploy other sorts of sonic weaponry in the future.

I'm not totally happy with this suggestion, but I can't really think of anything else.

E: I decided that including a helmet is unnecessary. There may be times when Sikari would rather not be encumbered (minor as the encumbrance may be) by a helmet, and there's nothing stopping them from wearing a helmet as well when desired. I made some other tweaks- I unspecified the range, since hard numbers are rarely useful, and I changed the mask to be more featureless (removing the air holes, specifying the capacity for air flow from the sides instead), since I like the mental image better that way.

Quote
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.

Anyway, if no one has any better ideas, consider my vote to be for this.
Title: Re: Mechanized Warfare: Embral Thread / 3rd Prelim Revision Phase
Post by: NUKE9.13 on October 03, 2019, 02:11:10 pm
Quote from: Discord
Frostgiant Today at 9:06 PM
Need to go to work, could you Put my vote down for the Mk 2 sikari mask?

Double post cos it might jog someone's memory seeing the thread pop up. Inithar is apparently done, and no one else seems to have any suggestions, so.

Quote from: Botevox
Mk2 Sikari Mask: (2) Frostgiant, NUKE9.13
Title: Re: Mechanized Warfare: Embral Thread / 3rd Prelim Revision Phase
Post by: Madman198237 on October 03, 2019, 08:38:50 pm
Quote
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.

Well it's kind of...lame, but a very reasonable (I think) upgrade to our bass drums that would be a pretty good way to intensify agriculture...and also fits with the Roman theme of gigantic waterworks and our need to feed many people on relatively little arable land...assuming we haven't totally destroyed the jungles, anyway.
Title: Re: Mechanized Warfare: Embral Thread / 3rd Prelim Revision Phase
Post by: NUKE9.13 on October 05, 2019, 08:29:52 am
An alternative option occurred to me, if people are interested. Whilst Madman's suggestion above is... literally the exact same thing as the original Water-driven Wellwood Drum revision, there is something we can do in the field of improved agriculture:

Quote
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.
Title: Re: Mechanized Warfare: Embral Thread / 3rd Prelim Revision Phase
Post by: Madman198237 on October 05, 2019, 10:44:31 am
Quote from: Botevox
Mk2 Sikari Mask: (2) Frostgiant, NUKE9.13
Khada-Miti Artificial Fertilizer: (2) Madman, Nemonole
Title: Re: Mechanized Warfare: Embral Thread / 3rd Prelim Revision Phase
Post by: NUKE9.13 on October 05, 2019, 10:46:21 am
I'm fine with both, so for the sake of moving on;
Quote from: Botevox
Mk2 Sikari Mask: (1) Frostgiant
Khada-Miti Artificial Fertilizer: (3) Madman, Nemonole, NUKE9.13
Title: Re: Mechanized Warfare: Embral Thread / 3rd Prelim Revision Phase
Post by: frostgiant on October 05, 2019, 10:55:55 am

Quote from: Botevox
Mk2 Sikari Mask: ()
Khada-Miti Artificial Fertilizer: (4) Madman, Nemonole, NUKE9.13, Frostgiant
Title: Mechanized Warfare: Embral Thread / 4th Prelim Design Phase
Post by: Man of Paper on October 06, 2019, 04:15:13 pm
Embralish Defining Tech: Age of War Revision

Proposal: Khada-Miti Artificial Fertilizer
Quote
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.

Difficulty: Hard
Result: (3+1)-1=3, Buggy Mess

While Embralish society survived, thrived, and grew, so did their demands. Wellbased materials were too uncommon to be used across the expansive empire, so more mundane methods were deployed closer to the borders to keep up with the requirements of the people.

One such advancement came in the form of the Khada-Miti Artificial Fertilizer. It's development in the latter half of the 19th century saw it promoted as a miracle chemical fertilizer - the first of it's kind in the known world. Not only did it boost yield of crops but it also worked to repel pests and deter animals. We know now that this was at least in small part thanks to the use of dichlorodiphenyltrichloroethane(DDT), and some fields were so saturated by carcinogenic materials that the government sectioned the lands off and to this day they remain completely uninhabited, no matter what rumors you may hear.


----------------


The Air War

The effects of the dangerous fertilizer were not fully understood until a few decades after it's creation. By this time groundwater had been affected. All the farms using the fertilizer happened to be upstream of nearby borders with other nations, so it was the citizens of other countries that suffered the effects most. This mass poisoning was but one of many contributing factors to the Union invasion. Some say it was an intentional act meant to weaken their enemy's borders, but there exists no government leader or agency with the will or ability to willingly destabilize the frontier regions. If, to entertain some, some such group existed, their plan backfired, as the weaknesses caused by tainted water and land made absorption into the Union a much quicker process. This poisoning of land and water was one of the many reasons the People's Union cited for the invasion of Embral.

The Embral forces rapidly maneuvered, hit, and retreated from the front lines over a number of months. The Sikari proved their worth massively during the opening of the campaign, credited with a number of crippling strikes at supply lines and command posts. The initial advance was slowed as the tainted borderlands taxed the relatively disorganized Union supply lines - it was extremely difficult to supply a massive poorly organized force consisting of people using weapons from dozens of different recently-absorbed manufacturers. Without the ability to use local resources, the need for untainted water and food was felt drastically. It wasn't enough to win the war or even completely halt their advance, as the Union was massive and eventually worked out it's logistical issues. It was around this time that another front was introduced to the war as the first armed aircraft set to the skies.

----------------

You are currently charged with designing an aircraft during an era dominated by biplanes. Keep that in mind when trying to estimate difficulty. Note that you may choose to design something other than an aircraft if you deem it more important, but it will impact the path of your nation in a way that will adjust requirements for your final design as well as dramatically influence the narrative.

It is now the Design Phase.

Spoiler: Preliminary Proposals (click to show/hide)
Title: Re: Mechanized Warfare: Embral Thread / 4th Prelim Design Phase
Post by: NUKE9.13 on October 07, 2019, 04:47:29 am
Here's something I consider to be a really stupid idea, but which Nem/Jilla convinced me to write anyway:
Quote
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.

E: Changed specs from four engines to two, and from two turrets to one. I was thinking of this thing: https://www.militaryfactory.com/aircraft/detail.asp?aircraft_id=584 , but that was a strategic bomber intended to hit targets well behind the front lines, and whilst that is a valid thing to do, the Pisaca Cikaviga is intended to operate on a more tactical level.
E2: Changed name from Pisaca to Cikaviga, because even I kept wanting to call it the Picaso.
Title: Re: Mechanized Warfare: Embral Thread / 4th Prelim Design Phase
Post by: Madman198237 on October 07, 2019, 07:24:44 pm
That is suitably hilarious and actually pretty useful, more useful than standard air attack likely would be considering that it can completely ruin the enemy's ability to sleep.

Quote from: Votebox
Cikaviga Night Flier: (1) Madman
Title: Re: Mechanized Warfare: Embral Thread / 4th Prelim Design Phase
Post by: frostgiant on October 07, 2019, 10:45:40 pm
Quote from: Votebox
Cikaviga Night Flier: (2) Madman, Frostgiant

Getting a march on night flying is both flavourful to embral war tactics and just a really useful thing to have. Might be difficult, but i'm fine taking risks with how we have been doing
Title: Re: Mechanized Warfare: Embral Thread / 4th Prelim Design Phase
Post by: Jilladilla on October 08, 2019, 12:45:54 am
Let's do it.

Quote from: Votebox
Cikaviga Night Flier: (3) Madman, Frostgiant, Jilladilla
Title: Re: Mechanized Warfare: Embral Thread / 4th Prelim Design Phase
Post by: NUKE9.13 on October 08, 2019, 03:21:12 am
Aw geez, aw geez. Fine, I'll vote for the Cikaviga.

Quote from: Votebox
Cikaviga Night Flier: (4) Madman, Frostgiant, Jilladilla, NUKE9.13

E: A lore thing I wrote.
Quote
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.
Title: Re: Mechanized Warfare: Embral Thread / 4th Prelim Design Phase
Post by: frostgiant on October 08, 2019, 08:49:28 pm
Quote
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.

Quote
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.
Title: Mechanized Warfare: Embral Thread / 4th Revision Design Phase
Post by: Man of Paper on October 10, 2019, 09:48:49 pm
Embralish Defining Tech: The Air War Design

Proposal: Cikaviga Night Flier
Quote
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.

Difficulty: Theoretical
Result: (3+2)-3=2, Utter Failure


Lofty goals for the Cikaviga were ultimately it's downfall. Wellquartz was used by the Hunter Bat not for eating as originally announced, but because of the effect it produces. Wellquartz "sings" when rubbed, and depending on the resulting tone can cause a range of emotion from optimism to euphoria and may induce mild hallucinations. This helps explain why some engineers continued to try to integrate it into the Cikaviga anyway. The plane itself was poorly constructed, and it's payload consisted of a few sacks storing grenades for the gunner to toss out of his seat. A seat, by the way, mounted forward of the propeller. With little to no protection throughout the aircraft the gunner was especially vulnerable. Bombing from the aircraft became a nonissue as gunners would often suffer maiming or death as the result of accidents involving flailing arms, flapping clothing, and fast-spinning propellers.

Nobody knows why they utilized a nose gunner as a bombardier when they had the whole rear length of the aircraft, but we benefit from hindsight and understand what they did back then was just wrong.

Much like tales of explorers in days of old, the biologist who initially reported the connection between the bat and wellquartz had embellished her story and paid a "reputable" journal to print her findings. This woman was attempting to get a grant to continue her studies when she'd been spending most of her time on less-than-academical pursuits. Of course, there was a rumor that still circulates today that she was a member of some secret society, and that someone pulled her into the spotlight to vilify her publicly before she was silenced permanently. Of course the biggest issue here is that evidence points to the biologist dying of natural causes after withdrawing from society and cutting off contact with her family, friends, and associates.

There is a marked increase in the amount of things that seem to go wrong for the Embral Empire from that point onward, in that things still had a tendency to go well, just not as often. There is no way this was due to infighting in a shadow organization, because no such thing ever existed, especially one that's existed in the same general state since ancient times. It's not like anyone's ever disagreed on how the Empire should portray itself to the world at large anyways.

----------------

You have been given a single revision. You can, uh, fix that thing or maybe do something else.

Spoiler: Preliminary Proposals (click to show/hide)
Title: Re: Mechanized Warfare: Embral Thread / 4th Prelim Revision Phase
Post by: NUKE9.13 on October 12, 2019, 07:01:52 am
Alright, so. Here's the deal. We can either try to fix up the shitty aircraft we got into something vaguely competent (ditching the AB, obviously). Or we can accept that we are not winning the war of 1911, and revise something else.
Now, if it were purely a question of what sort of equipment we start with (competent aircraft or competent something else), I'd go for something else. We can't use aircraft in the middle of the map- you know, where most of the fighting will take place-, and any experience we do get will probably be minimally applicable once we start working with Caelium (I'm assuming that we will get round to capturing some of the Pact mines eventually). However, this turn came with an ominous warning, that failing to design an aircraft could have dramatic consequences. No other turn came with such a warning, so I fear that the dramatic consequences (which I assume would be losing the 1911 war) will have mechanical consequences, as well as narrative ones. If failing here means we, like, get -1 to all our starting equipment rolls, then I definitely do not want to fail here.

That said, I'm not sure that there would be mechanical consequences. And even if there are, they may not be as bad as I fear. TFF indicated on Discord that he'd prefer to do some non-aircraft revision. Nobody else had an opinion. I mean, to be fair, it hasn't been that long. Hopefully there will be some more activity soonish.

Anyway, here's two revision proposals, one each for the two options outlined above.

Quote
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.

Quote
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.

Title: Re: Mechanized Warfare: Embral Thread / 4th Prelim Revision Phase
Post by: frostgiant on October 14, 2019, 11:47:36 am
Quote from: Votebox
Cikaviga II (0):
Tunnel Warfare (1) :Frostgiant
Title: Re: Mechanized Warfare: Embral Thread / 4th Prelim Revision Phase
Post by: TheFantasticMsFox on October 14, 2019, 12:52:13 pm
Quote from: Votebox
Cikaviga II (0):
Tunnel Warfare (2): Frostgiant, TFF
Title: Re: Mechanized Warfare: Embral Thread / 4th Prelim Revision Phase
Post by: NUKE9.13 on October 14, 2019, 09:42:35 pm
Fine by me.
Quote from: Votebox
Cikaviga II (0):
Tunnel Warfare (3): Frostgiant, TFF, NUKE9.13
Title: Mechanized Warfare: Embral Thread / 5th Prelim Design Phase
Post by: Man of Paper on October 15, 2019, 03:22:28 pm
Embralish Defining Tech: The Air War Revision

Proposal: Tunnel Warfare
Quote
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.

Difficulty: Easy
Result: (6+5)+1=12, Unexpected Boon

The war in the skies was...bad. A token force was left to defend the skies while resources were put underground.

The Embralish doctrine of Tunnel Warfare drastically impacted the war. An entire underground system of tunnels, roads, and even a railway, were constructed along the borders of our necessary holdings as trenches were dug out above. Networks of bunkers housed entire armies capable of popping out from tunnels hidden anywhere from an old crater to a basement to, once, a Major's tent. Hardened positions beneath tons of earth proved impossible for airborne attacks of the period to affect, and infantry thrown into the labyrinth rarely made progress before being pushed back, bloodied and beaten.


----------------


The Final Endeavor

While the enemy reorganized and their attacks slowed, they still managed to make progress through the immensely deep Embrallish lines. They dug in where they could, and soon the war turned into a bloody stalemate as the commanders of the Union restrategized. It was only a matter of time before they thrust forward once more, and the search for a possible ally resulted only in the discovery of  the rest of the continent embroiled in another one-sided conflict as great powers swallowed smaller ones before their own inevitable confrontation.

During the course of the war a series of odd flying ships appeared over the horizon. These people spoke languages similar but much different to those we knew of, so translation took a surprisingly short time. These people claimed to be refugees of yet another Great War in the New World, and were the first contact anyone had had with them since the original colony fleets left 1934 years prior. That area of the world had relatively recently seen some sort of massive invasion, and most of the stories of "interdimensional beings" were translated as being wars of religion. The facts that could be proven were those of the strange, interesting materials and armaments they had with them, and their source, Harren Island. Giant Iron Men, massive guns, and the strange flying ships of both a disc and more typical boatlike shapes were loaded with wondermaterials that could swing the war in our favor - if only we could get our hands on them in time.

We were warned off, told that the island was nothing but a deathtrap - that if the weather didn't kill you that the natives would. Those dangers had never frightened the Embralish before, and the future of their homes relied on something drastic to change the war. The refugee convoy was allowed passage through Embralish lands, and leaders immediately put together a plan of action.

All military resources not necessary to hold critical locations were diverted to the formation of the Great Fleet. This force, larger than any previously mustered at once for a single objective, was to land on this "Harren Island" and take what they could of these wondermaterials for use back home. [Remember that there may be more benefits to taking Pact locations than just acquiring a resource.]

----------------

It is the final Design Phase. The Great Fleet needs a flagship. This design will always be a National Effort, and will automatically upgrade compatible equipment without revisions. This ship will have reduced difficulty from a standard design and will be treated as though a Research Credit was applied. You have a second design to be used on your standard infantry uniform. You've heard rumors of how bad the weather is on Harren, so prepare for it.

Spoiler: Preliminary Proposals (click to show/hide)
Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Design Phase
Post by: NUKE9.13 on October 16, 2019, 05:22:12 am
...
Quote
"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, and most expensive most 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 first draft. Suggest changes or additions as you see fit. Or, suggest a non-submersible flagship design. Please. Somebody stop me.

E: For reference, dimensions and layout stolen shamelessly from https://en.wikipedia.org/wiki/Typhoon-class_submarine ; torpedo more or less a copy of https://en.wikipedia.org/wiki/Mark_10_torpedo (a WWI-era torpedo); other stuff from a variety of WWII-era subs. Note that the largest sub deployed in WWII was this one: https://en.wikipedia.org/wiki/I-400-class_submarine , and we're in 1934, not 1942 (when it was designed). I think the Leviathan is vaguely plausible, assuming that you don't care that much about the cost. But still, it's a bit Abberan.
Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Design Phase
Post by: TheFantasticMsFox on October 17, 2019, 01:12:10 pm
Abbera shall rule the waves! Our Jotun will crush their for- *shakes head* What game is this? Anyway, Support this beautiful monstrosity.

Quote from: Uniform Proposal
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.


Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Design Phase
Post by: NUKE9.13 on October 17, 2019, 01:58:47 pm
Integrating the above uniform appearance into this uniform design.

Quote
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:
Quote
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 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.

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.

E: Votebox.

Quote from: Xobetov
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
Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Design Phase
Post by: Jilladilla on October 18, 2019, 10:54:05 am
Let's do this! Wooo!

Quote from: Xobetov
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
Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Design Phase
Post by: Madman198237 on October 18, 2019, 01:46:15 pm
Quote from: Xobetov
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

Like there's actually a choice.
Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Design Phase
Post by: frostgiant on October 18, 2019, 08:58:11 pm

Quote from: Xobetov
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

Life has been crazy for me and really busy, So I'm just going to head for this.
Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Design Phase
Post by: NUKE9.13 on October 19, 2019, 09:04:56 am
Some lore stuff:

Quote
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.

Quote
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.
Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Design Phase
Post by: TheFantasticMsFox on October 19, 2019, 08:40:29 pm

Quote from: Xobetov
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

Title: Mechanized Warfare: Embral Thread / 5th Prelim Revision Phase
Post by: Man of Paper on October 21, 2019, 11:01:43 pm
Embralish Defining Tech: The Final Endeavor Design

Proposal: The Leviathan
Quote
"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, and most expensive most 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.

Difficulty: Hard
Results: (4+4) (6+3)-1= 8, Average


As the siege of Embral-held territories continued, with the Empire making the Union pay for every single inch of ground taken in blood, a large number of resources were diverted to the creation of the Great Fleet. With the enemy in control of the skies, it was thought best to focus on more sub-surface endeavors. While submarines had become increased in number over the course of the invasion, no nation took quite as large a leap into the vessels as the Embralish did. The Leviathan was quite an achievement for it's time, with a displacement at 24000 tons - nearly thirty times that of the standard submersible deployed prior to the Leviathan's maiden voyage.

The multiple pressurized hulls aided to make The Leviathan sturdy enough to survive depths of 200 meters with little issue. Three internal hulls housed the crews for their assigned purposes and auxiliary roles (mechanic, cook, etc.), with the fore serving as a torpedo bay, midships as C&C, and aft responsible for steering as well as a pair torpedo launchers. While space was somewhat cramped for the 240-man crew, they had enough supplies to stay asea for a year before needing to stop at a port - unless she used her torpedoes and required rearming or, due to oversight somewhere, came under enemy fire and required repair.

The Leviathan could travel at a steady 18 knots on the surface and 9 knots submerged thanks to it's fairly reliable twin screws and diesel-electric engines. It's 26 fore Backstab II torpedoes and 6 aft ones gave it the ability to land a good number of devastating blows with a range of 3200 meters. With the biggest threat to The Leviathan being from above, it also housed four 25mm autocannons along the deck to ward off a sudden aerial attack.

The bridge of The Leviathan was fairly well-equipped, with multiple radios and maps to help the Admiral keep in contact with and organize the surface fleet. Notably, the bridge came with a liquor cabinet filled with bottles of the Admiral's favorite single-malt whiskey, with orders given to the Quartermaster to restock at every port. Our "experience" with the Cikaviga, as flawed as it may have been, led to a more thorough study of sonar and various well materials. This resulted in Wellbronze, a bronze-colored (obviously) metal mined from wells that's fairly rare even among wells, but extremely potent. Wellbronze was discovered to be extremely sensitive to sound so long as an electrical current is provided, with a piece the size of a man's thumb in a directional mounts used as the receivers for both active and passive sonar systems. Wellbronze vibrates when affected by sound, and this was translated into a spectrogram on an electronic display to visualize strength of the noise. The Wellbronze Sonar systems were capable of providing The Leviathan with the capability for both "broadband detection" and "narrowband analysis", as the stronger electrical input becomes, the narrower (not to mention clearer and longer ranged) the focus of the Wellbronze becomes. The Leviathan's sonar systems were generally effective out to 3000 meters.

The use of Wellvine Sap in the resin plating on the external hull was perhaps the most powerful piece of equipment on the entire vessel. Wellvine Sap absorbs and neutralizes sound, and it's use on The Leviathan meant sound couldn't get out, and it rarely ever bounced back to, say, be picked up by enemy sonar. The propellers still produced sound, but due to their housing they could only be detected within the rear 30 degrees of The Leviathan. Otherwise, The Leviathan was simply a dead zone.


----------------


Proposal: Legionary "Terra Nova Expedition" Uniform
Quote
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:
Quote
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 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.

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.

Difficulty: Normal
Result: (6+4)+0=10, Above Average

The TNE Uniform was pretty standard for the period. Coming in khaki, olive drab, or grey based on the deployment environment (deep blue for the Navy), with a rimmed dome helmet for protection and a cloth cap and neck cover, as well as a number of easily accessed pouches and pockets, the TNE proved reliable and was generally well-liked by those who wore it. The preparations for Harren saw a variant for each extreme environment crop up and were fairly effective at keeping Embralish soldiers not-too-uncomfortable. The boots proved sturdy, capable of standing up to excessive use for excessive periods of time with little wear. Every soldier was also given a machete as a part of their kit along with a small map and compass, matches, dried rations, a flashlight, some rope, and some very stylish nonreflective sunglasses made of quality materials and sure to impress. Smocks with colors matching the uniforms contained a number of sizeable pockets for whatever a soldier may need to cram in said pockets. The Winter version is well-insulated. Gas masks were also made available to all soldiers after the Union began pumping lethal gases into Embralish tunnels once discovered.

The Sikari also saw an upgrade to their equipment with the TNE Uniform - the Mk.III Sikari Mask. The mask struck a very unique profile, giving the wearer's face a bird-like visage. The Sikari Mask Mk.III came with a pair of moldable Wellvine Sap earplugs to protect Sikari from the new mask's more intense emotional response. The "beak" housed both the filters for the gas mask portion of the mask, as well as an up-to-date, refined Wellwood Flute. It was prominent, but not enough so that it would interfere with combat operations. The eye lenses were large, allowing a wider field of view than most masks of the time granted.


----------------


It is now the Revision Phase. But instead of a revision, you have another design. This phase was going to be something else, but once again both teams samesied, this time into the final phase of a game titled Mechanized Warfare Arms Race with no proposals up for any land transportation whatsoever through any era. This is your opportunity to design a land transport or vehicle for any era. The further back your design goes, the less it will directly translate into the vehicle selection you get, but difficulty will be lower as a result. An interwar-era vehicle will be graded on a standard scale - no additional difficulty will be added - and will automatically be assigned to your final armory.


Spoiler: Preliminary Proposals (click to show/hide)
Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Revision Phase
Post by: frostgiant on October 21, 2019, 11:42:36 pm
The Screaming Bells of Ruination (Bronze Age siege weapon)

Created during the war against the samnite empire, The screaming bell of ruination was used as a siege weapon, created to clear the walls in order to allow embralish soldiers to take the walls with minimum resistance.  Housed in a thick wooden frame, covered in soaked cotton sheets to protect it from arrows and various burning liquids, the bell was a massive bronze Construct, cast in a single piece and then carved with a series of veins and channels in order to fine-tune the sound.

Once the Bell had been Wheeled close to the wall, The embralish troops would make space, and cover their ears with wellvine sap soaked linen and bee's wax in order to protect themselves from the effect. When the massive man-sized bell rang, the enemy soldiers manning the wall quickly found themselves overcome with feelings of vertigo, sickness and various illness, leaving them easy picking for the following offensive of embralish troops with ladders as the defenders would hardly have the strength to stand in many cases.
Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Revision Phase
Post by: dgr11897 on October 22, 2019, 12:02:00 am
IFV 1, The Mole rat
Created in an attempt to make up for our lack of air superiority with which to cover armored vehicles, the Mole Rat is an IFV designed to operate out of our tunnel network. The mole rat carries a small squad of infantry and is armed with a 20mm autocannon and little else. Its main assets are its speed, small size, and minimal pricetag.
Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Revision Phase
Post by: NUKE9.13 on October 23, 2019, 12:17:36 pm
Well, I've tried to think of interesting options here. I keep coming back to what would objectively be the most important vehicle for our strategy, which is a jeep. A jeep is also boring and uninspired, hence why I've tried to think of alternatives. But I give up.

Quote
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.

(It's a jeep)
This is what a jeep is in a WW2 context, for those who aren't aware: https://en.wikipedia.org/wiki/Willys_MB

E: Added another paragraph, making it a slightly more interesting jeep.

Quote from: Jeepbox
The Screaming Bells of Ruination:
IFV 1, The Mole Rat:
Mk.II Jovi 4x4: (1) NUKE9.13
Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Revision Phase
Post by: frostgiant on October 23, 2019, 08:52:21 pm
Quote
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.

Quote from: Jeepbox
The Screaming Bells of Ruination:
IFV 1, The Mole Rat:
Mk.II Jovi 4x4: (1) NUKE9.13
Boridiga Siege Tower: (1) Frostgiant
Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Revision Phase
Post by: Madman198237 on October 23, 2019, 09:24:23 pm
Quote
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.

Quote
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.
Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Revision Phase
Post by: TheFantasticMsFox on October 23, 2019, 10:29:38 pm
Quote from: Rōgī Hunter-Killer Vehicle
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.
Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Revision Phase
Post by: NUKE9.13 on October 24, 2019, 10:18:49 am
Look at all these things you could be voting for. I'm going to move my vote over to the Rogi. I could be persuaded to support the Boridiga as well.
Quote from: Jeepbox
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
Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Revision Phase
Post by: Jilladilla on October 24, 2019, 10:21:22 am
 
Quote from: Jeepbox
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
Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Revision Phase
Post by: dgr11897 on October 24, 2019, 10:22:08 am

 
Quote from: Jeepbox
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
Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Revision Phase
Post by: TheFantasticMsFox on October 24, 2019, 10:25:00 am
Quote from: Jeepbox
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
Title: Mechanized Warfare: Embral Thread / 5th Prelim Strategy Phase
Post by: Man of Paper on October 26, 2019, 01:32:36 am
Embralish Defining Tech: The Final Endeavor "Revision"

Proposal: Rogi Hunter-Killer Vehicle
Quote
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.

Difficulty: Normal
Result: (5+4)-0=9, Above Average

The Rogi is a 4-crew vehicle shaped like a short, front-sloped box with a single 50mm cannon protruding from the armored casemate with an adequate range of traversal. The open-topped vehicle is capable of defending itself with a pintle-mounted machine gun as well as the crew's own weapons. 30mm of steel armor protect the front, with the rest covered at 20mm. The Rogi is capable of reaching speeds of 45km/h and is able to turn rapidly and precisely to aid in tracking targets.

It initially saw limited use during the expansion of the subterranean war, but the Rogi proved itself a reliable enough military vehicle to be sent over to Harren Island.


----------------


The trip across the sea was long, but not as lonely as one would like. Another fleet, the Grand Fleet of the Initharian Empire, had been identified as headed toward Harren as well. Th Great Fleet did not engage, as Embrallia could not risk losing lives vital to the survival of the nation - at least not while there were civilians aboard the ships. Luckily it seemed these Initharians were in a similar situation, and neither fleet decided to approach the other.

Which was good, because there were nothing but bad tales about the Initharian Empire.

The Initharian Peninsula housed a number of growing tribes that eventually came together as a strong seafaring nations, with their extremely well-made voyaging canoes aiding in their expansion and control of the islands and nearby seas. As these tribals dominated the surrounding area they began covering their ships in vibrant, clashing colors. They apparently held meaning, but only the Initharians know for sure.

The Bronze Age's Median Empire had decided to tame the wild islanders, but were turned away. The tribals had gained access to some strange green-glowing stone of force. They used it in their arrows to great effect, where the impact of the arrow seemed to have an extra devastating kick to it. Hails of arrows were capable of bringing down ships, and over the course of a siege could sufficiently weaken walls and damage defenses. They used this devastating power to push into the Land of the Medes and "coerce" others to turn against their largely benevolent ruler. When the Median Capital fell, it was the Initharians who rattled them with their arrows and crumpled them with their "Boom Sticks" - spears using this odd metal - then stood by and allowed a myriad of tribes and nations to sack the ancient city with reckless abandon.

The Initharian's claimed much of the Median Empire, imposing their will and forcing trade through their ports for a large number of mainland nations. When a nation would refuse their terms, the Initharians would strike without hesitation to maintain dominance. During the advancement through the industrial revolution of their nation (which was delayed in part due to their very strict profession-based caste system's innovative incompatibility) they went through an event known as "Inithar's Folly". They had tried to harness water and their "refocyte" in some way at specialized dams called Charging Stations. One such dam exploded terribly, killing many inside. This included the heads of the "Refocyte-worker Fellowship". While their economic growth took a massive hit, Inithar's stranglehold on the area's economy kept them afloat. During this same period of time they went on to introduce boats that ran on coils of their refocyte. Smokeless, quiet, and potent, Coilengines increased the pressure they applied on coastal nations. They also moved away from the gunpowder weaponry rapidly gaining popularity, and instead crafted firearms which utilized their wondermetal. While their weapons suffered from lower range and penetration compared to similar weapons, the only noise they make is that of the firing mechanism striking a metal plate. They were also significantly shorter but stockier than contemporary counterparts.

The Initharian Oppression lasted millennia, and it was only relatively recently that a number of nations were capable of joining together to overthrow these aggressors. The Great Powers began pushing them back to the seas, but the islanders refused to give in, fighting relentlessly on the coasts and asea. When a stalemate was forced, The Great Powers introduced aircraft onto the battlefield. The Initharian response was initially weak. The A1 Iwa was a largely unremarkable two-seater biplane save for it's quiet coilengine and the inclusion of a "refocyte battery" that ultimately acted as a supercharger. Refinements were hastily performed, and the Supercharger Coilengine came into being. While it wasn't enough to completely turn the tides, the improved Iwa was able to dive in and hit a target or two at high speed before flying off, often unable to be caught.

The Powers finally managed to make progress in the seas thanks to their vast numbers of men and material. It seems the Initharians had a refugee convoy pass through their territory as well, because they soon created and sent forth their "Grand Fleet". Rumor has it that the ship is some sort of superbattleship people refer to as a "Kona-like".

These people are cruel and savage, and if the bounty of Harren should fall into their hands it would only be a matter of time before they would use those resources against us, if someone else doesn't take them and turn them against us anyway. They are a vital threat, and so after we've landed and begun work on studying and extracting the island's resources we will be prying them from the Initharians as well.


----------------


The approach to Harren was just as we were told. A massive permanent storm stained the skies an inky black to the north, the seas churning up an impenetrable haze. Our ships, more importantly, had to contend with the rapidly-heating air and rough seas approaching Salvios. The air was impossibly dry and was a clear and immediate threat. A more pertinent threat though was the natives watching the Embralish fleet approach.

It is now the Strategy Phase. You will be presented with a variety of fields to choose from. Propose lists that select one item from each field and propose entire armories, then vote on whichever selection you want most. This will be used to engage Pact forces immediately (this turn) and the Initharians afterwards (next turn in 1938). You are obviously encouraged to change the names alongside you proposals - I definitely don't want to write about ship shooting gun at ship but it's the other team's.

Spoiler: Ship #1 (click to show/hide)

Spoiler: Ship #2 (click to show/hide)

Spoiler: Aircraft (click to show/hide)

Spoiler: Infantry Weapon (click to show/hide)

Spoiler: Support Weapon (click to show/hide)

Spoiler: National Bonus (click to show/hide)


Time to make your decisions! Good luck! Note that if you choose a design that utilizes equipment you wind up not having a design for (ex. machine guns for vehicles) then you will be considered as using WW1-era equipment as placeholder.

Spoiler: Embrallish Armory (click to show/hide)
Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Strategy Phase
Post by: Shadowclaw777 on October 26, 2019, 02:25:20 am
Quote from: VoteBox
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
Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Strategy Phase
Post by: NUKE9.13 on October 26, 2019, 08:23:28 am
We're supposed to vote for entire lists at a time, not individual elements (in this case, at least). So Shadowclaw's proposal looks like this:

Quote from: Shadowclaw's Proposal
Ship 1: Submarine - "Nautilus" Submarine
Ship 2: Light Cruiser
Aircraft: Light Fighter
Infantry Weapon: Samarata 1902
Support Weapon: LMG
National Bonus: Well of Knowledge

I like most of those choices. The only one I don't like is the cruiser- yes, the Heavy Cruiser is a National Effort, but only until we grab a single resource (Ore, Oil, or Wells), then it becomes VE. Submarines are not great at naval fire support, so we could really use something with big guns. Also, the Light Cruiser has no AA, and whatever about facing Inithar, we're going to need anti-air if we want our navy to survive versus the Pact.
I'm also going to propose some alternative names:

Quote from: NUKE's Proposal
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

Quote from: The Final Preliminary Botevox
Shadowclaw's Proposal: (1) SC777
NUKE's Proposal: (1) NUKE9.13
Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Strategy Phase
Post by: frostgiant on October 26, 2019, 10:21:27 am


Quote from: The Final Preliminary Botevox
Shadowclaw's Proposal: (1) SC777
NUKE's Proposal: (2) NUKE9.13, Frostgiant

I really want tunnel rats, But well of knowledge and its espionage credit replacement is just to cool, I actually think its a unique mechanic and I'm a sucker for unique in arms races.
Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Strategy Phase
Post by: Madman198237 on October 26, 2019, 11:22:12 am
Quote from: The Final Preliminary Botevox
Shadowclaw's Proposal: (1) SC777
NUKE's Proposal: (3) NUKE9.13, Frostgiant, Madman

NUKE literally listed out everything I wanted. Everything. So, yeah, let's go learn things that the enemy doesn't think we know.
Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Strategy Phase
Post by: Jilladilla on October 26, 2019, 11:59:53 am
There's stuff I'm undecided on, but this works well.

Quote from: The Final Preliminary Botevox
Shadowclaw's Proposal: (1) SC777
NUKE's Proposal: (4) NUKE9.13, Frostgiant, Madman, Jilladilla
Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Strategy Phase
Post by: frostgiant on October 26, 2019, 05:08:59 pm
Spoiler: Aether (click to show/hide)
Spoiler: Blood Iron (click to show/hide)
Spoiler: Ferromagnetic Obsidian (click to show/hide)
Spoiler: Druids Glow (click to show/hide)
Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Strategy Phase
Post by: TheFantasticMsFox on October 26, 2019, 11:00:36 pm

Quote from: The Final Preliminary Botevox
Shadowclaw's Proposal: (1) SC777
NUKE's Proposal: (5) NUKE9.13, Frostgiant, Madman, Jilladilla, TFF
Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Strategy Phase
Post by: Shadowclaw777 on October 27, 2019, 02:08:10 am
Quote from: The Final Preliminary Botevox
NUKE's Proposal: (5) NUKE9.13, Frostgiant, Madman, Jilladilla, TFF, SC777
Title: Mechanized Warfare: Embral Thread / Design Phase, 1938 Hot Season
Post by: Man of Paper on October 27, 2019, 08:14:25 pm
Combat Report, Cold Season 1937 AC
Music for Getting In The Mood (https://www.youtube.com/watch?v=JsVb0g-g7DA)

The unforgiving sun and an unnatural heat beat upon the Embralish fleet as the first landing ships made it to the shore of Harren. A few scouts had landed earlier and stumbled across the ruins of an abandoned city half-swallowed by a massive ever-smoking crater. Smouldering ruins and the occasional seemingly permanent fire dotted the landscape, and signs of heavy fortification some years ago were readily apparent. Initial progress for setting up a base of operations was successful, with the Embrallia Expedition Command Center built up in an old military facility just outside the abandoned city. This burning slice of wasteland paradise was dubbed "The Rupture".

Scouts and prospectors found trace amounts of elements unique to Harren during the first few days of exploration on the island, but progress came to a sudden and absolute halt when the natives finally made their presence known. A convoy was moving to an outpost being set up in the direction of The Badlands when they were attacked by a pair of Pact soldiers utilizing some sort of strength-enhancing armor with a pack on their backs granting flight. Each was armed with a devastating weapon larger than any individual would normally carry that fired bullets which would explode into a burst of liquid metal on impact.

They strafed the convoy, raining shots down on the transport trucks and the vehicles escorting them. It was a bloodbath. While they were clear targets with little cover while flying around, drawing fire from a dozen different machine guns and many more rifles, neither assailant seemed to suffer injury. They flew off before we could properly respond, and attacks like this, without any contact from these flying soldiers, began to occur on a regular basis. The only reason we were able to continue onwards, even when we had, at most, maybe, managed to inconvenience one of their soldiers with gunfire, was due to our scouting parties.

Embralish Sikari were dropped along the shores of the Salviosi island through The Boiling Seas and into The Maelstrom. These small groups were tasked with identifying anywhere these natives might be using for operations - past the massive fortress jutting out of the river between Salvios and Abbera. We dared not extend ourselves over Pact territory as well as land that the Inithari had likely already taken, so operations were focused on Salvios, with the Fortress-City being given a wide berth. A few unexpected attacks along the coast from the lone Mukebaza's guns with accurate spotting support from Sikari and the occasional damaging blow from a Rogi saw the Pact withdrawing to protect only their most vital holdings.

On occasion our forces would be harassed by a flying disc-shaped vessel or bombarded by specks on the horizon, but their numbers were too small to cause significant impact. Their ammunition was devastating, and every hit just about guaranteed plenty of death, but there was no capability, or perhaps desire, to follow through. Reconnaissance showed that they doubled down on holding the exact things we were there for: the locations where extraction and processing the island's unique resources were possible. Probing these positions proved very, very deadly.

We encountered ten-foot tall armored warriors capable of tossing aside a Rogi, bipedal war machines, hovering gun platforms, hovering tanks, and there were even reports of a massive ship flying through The Maelstrom north of the Fortress-City before the radio cut out. The Pact drew their lines in the ground and dug in, confident in their ability to defend that which we were here for. And, for now anyways, it seems as if they are right. Mines, machine guns, massive rifles, and monstrous artillery have stubbed any attempt at closing in on them so far.

When The Pact surrendered the majority of land it gave us the opportunity to further expand our operations. Prospectors soon realized that, not only did this island have the fabled energy-providing Gavrillium and the gravity-defying Caelium, but there were also entire Wells that the natives never touched. It's possible they just never knew what they were looking at and thought them useless cave systems.

Scouting and combat throughout Salvios has given us information about each of it's environments:

Spoiler: The Rupture (click to show/hide)
Spoiler: The Mesas (click to show/hide)
Spoiler: The Badlands (click to show/hide)
Spoiler: Desert (click to show/hide)
Spoiler: Volcanic Range (click to show/hide)
Spoiler: Burning Hills (click to show/hide)
Spoiler: The Wastes (click to show/hide)
Spoiler: South Peaks (click to show/hide)
Spoiler: Southern Stormlands (click to show/hide)
Spoiler: The Mudflats (click to show/hide)

----------------


While we prepare to push the Pact from their holdings we still need to contend with the more immediate threat of the Embralish across the strait. While going through the Pact isn't suggested, we still have options for engaging them. While plans of action are drawn up it is time to prepare for the coming conflict!

You have one design. IT IS NOW THE DESIGN PHASE.

But wait, there's more! There's a contest! You are tasked with creating propaganda to smear your enemies (Pact included) or promote yourself! Doing so will result in a Resource Credit, and the better of the two, chosen by me, will win their team a Research Credit as well! This propaganda can come in any format.

Spoiler: Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1938 Hot Season
Post by: NUKE9.13 on October 28, 2019, 03:13:54 pm
Just posting this here to keep the conversation moving. A simple howitzer, which we will definitely need at some point; why not now?

Quote
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.

I would gladly accept suggestions for changes/additions.
Title: Re: Mechanized Warfare: Embral Thread / 5th Prelim Revision Phase
Post by: Madman198237 on October 28, 2019, 04:51:07 pm
Quote
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.

Thank you to NUKE for the original proposal, and now I've *very lightly* modified it to put some more emphasis on its power, because I'd like something capable of doing some heavy equipment. Like, for instance, an ~1800 kilogram ~5" (technically 120mm) gun mounted on a wheeled carriage and deployed to defensive positions...like this potential revision:

Quote
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).
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1938 Hot Season
Post by: NUKE9.13 on October 29, 2019, 04:04:37 pm
I'd rather not jury-rig artillery. There's no huge rush to get it out, so better to take our time and do it right.
I agree that a jeep (it's a jeep) would do us good, but since we have at least some sort of vehicles available that could tow artillery around, I'd rather do artillery first, then jeep (not that towing artillery is the only thing jeeps are good for, obviously, but artillery is our priority right now).
So, to get things moving, I'm going to put down a vote for my thing.

Quote from: Quoth the Votebox
Havezara-108 Mk.IV: (1) NUKE9.13
Mk.III Jovi 4x4:
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1938 Hot Season
Post by: Madman198237 on October 29, 2019, 06:28:30 pm
Since visions of the 5"/38 caliber are now dancing through my head, what if we did something patently Arms Race and just stuck a 120mm naval gun in a high-elevation less-armored land mounting?

Quote
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.

So this would be a design, but is basically "What if we took a naval dual purpose gun, and also includes smaller charges so it could be fired as a howitzer?" It has historical precedent in being a dual-purpose weapon, and firing a lighter non-armor-piercing-capable artillery high explosive shell with a lower-velocity howitzer charge is definitely something that is physically possible and not unreasonable to do. Basically, it gets us artillery, but artillery that packs an unimaginable wallop in direct fire and can also do antiaircraft work against heavy flying units.

I personally prefer doing the Jeep for maximum logistical power (and also because the vehicle is really super fitting to our deployments whereas heavy artillery is just not) and because we could conceivably revision up a decent if not perfect (I must disagree with NUKE: this would be far from "jury-rigging" and would produce a perfectly serviceable weapon) artillery gun from the naval gun, whereas we can't for the Jeep and not having the Jeep means we don't have the sort of mobility our strategy really could use in the wonderful environs of Harren.

Quote from: Quoth the Votebox
Havezara-108 Mk.IV: (1) NUKE9.13
Mk.III Jovi 4x4: (1) Madman

Also I'm going to edit in a basic air conditioner to my repost of NUKE's Jovi proposal.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1938 Hot Season
Post by: frostgiant on October 29, 2019, 07:59:08 pm

Quote from: Quoth the Votebox
Havezara-108 Mk.IV: (2) NUKE9.13,Frostgiant
Mk.III Jovi 4x4:(1) Madman

Artillery first, everything else can wait.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1938 Hot Season
Post by: TheFantasticMsFox on October 30, 2019, 10:46:38 am

Quote from: Quoth the Votebox
Havezara-108 Mk.IV: (3) NUKE9.13,Frostgiant, TFF
Mk.III Jovi 4x4:(1) Madman

Hail to the queen of the battlefield.
Title: Mechanized Warfare: Embral Thread / Revision Phase, 1938 Hot Season
Post by: Man of Paper on October 30, 2019, 01:40:52 pm
Design Phase, Hot Season 1938 AC

Proposal: Havezara-108 Mk.IV
Quote
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.

Difficulty: Normal
Result: (5+4)+0=9, Above Average

That damn Dave. If it weren't for his consistent idiocy some might suspect the man of intentional sabotage. Luckily the rest of this expedition's forces aren't so incompetent and we have managed to begin local production of the Havezara to complement the pieces we've recovered.

The Havezara is a staple of Embralish modern warfare. It's a reliable, sturdy 108mm artillery piece capable of firing a 17kg High Explosive shell out to 16 kilometers. The average gun crew is capable of sending out rounds at a rate of 6-7 rounds per minute. The split-tail carriage can be towed thanks to it's rubber-tired wheels - currently this means whatever substandard vehicles we have available. When in transit the barrel of the gun is unsecured and slid down the tail before being locked in place to reduce size of the load. A 10mm gun shield helps to protect the crew from small arms fire and fragmentation from counter-artillery.

Without a military transport vehicle maneuvering the Havezara is somewhat slower than desired thanks to a variety of issues that crop up when using civilian-level equipment (and horses when necessary/possible) in a warzone. Regardless, the piece itself is expected to be very effective when used. It costs 6 Ore to deploy, making it (VERY EXPENSIVE) until we open up some ore mines on the island.


----------------


The first engagements with the Abberans Initharians are right around the corner. You have a single revision to make adjustments to your equipment before taking them onto the battlefield. Good luck!

IT IS NOW THE REVISION PHASE.

Spoiler: Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1938 Hot Season
Post by: NUKE9.13 on October 30, 2019, 04:31:25 pm
A revision:
Quote
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 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.

E: A votebox:
Quote from: Votebox
Legion Issued Explosives: (1) NUKE9.13

E2: A bunch of propaganda:
Spoiler (click to show/hide)
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1938 Hot Season
Post by: Madman198237 on November 01, 2019, 03:56:31 pm
Quote from: Votebox
Legion Issued Explosives: (2) NUKE9.13, Madman
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1938 Hot Season
Post by: Jilladilla on November 01, 2019, 04:19:18 pm
We dawdled long enough.

Quote from: Votebox
Legion Issued Explosives: (3) NUKE9.13, Madman, Jilladilla
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1938 Hot Season
Post by: TheFantasticMsFox on November 02, 2019, 01:07:54 am

Quote from: Totebox
Legion Issued Explosives: (4) NUKE9.13, Madman, Jilladilla, TFF
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1938 Hot Season
Post by: NUKE9.13 on November 03, 2019, 06:59:46 am
I edited my long history piece, to remove any suggestions that we might be employing spies, as this is obviously not true, and we wouldn't want to spread false information.
Let me know if you think it needs more pruning, or if it can be shared in the core thread.
Spoiler (click to show/hide)
Title: Mechanized Warfare: Embral Thread / Strategy Phase, 1938 Hot Season
Post by: Man of Paper on November 03, 2019, 05:07:23 pm
Revision Phase, Hot Season 1938 AC

Proposal: Legion Issued Explosives
Quote
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.

Difficulty: Easy
Result: (1+1)+1=3, Buggy Mess
(While I said you could assume you used preWW2 equipment in places where I mentioned something you may not have, this does not mean you could use the Filler Equipment to revise a whole machine gun into existence. Perhaps I wasn't so clear about that? Remember that Revisions are for Revising. Something of this level is obviously doable (not that it mattered much lol) or I would have said something about it beforehand, I just want to make sure things are clear before someone comes up with revising upper-tier equipment out of thin air. You guys aren't dumb, and I learned quick that you're good at exploits.)

With our advancements with fertilizers we also expanded our knowledge of a variety of potentially volatile chemicals. That knowledge was put to use during the creation of the occasionally-utilized Legion Issued Explosives, or L.I.E. L.I.E. are given to soldiers in a canvas bag with a shoulder strap. The explosives themselves are metal pipes filled with a potent chemical cocktail that will burst should the fuse burn down far enough. And therein lies the first problem. The fuses are placed in the cap of the L.I.Es (which containing a charge of black powder) by hand during set-up, but are slightly too big for the hole, so a soldier might think the fuse has stopped pushing in because it's where it's gotta be when in all reality it's frayed and balled up on itself halfway down.

When the blasting cap is set off, the resulting explosion opens up the metal pipe and causes some amount of fragmentation. While the blast itself isn't actually all that powerful, the chemicals used can be debilitating and even lethal. The previously-concentrated-now-aerosolized-via-explosion cocktail is absorbed through mucus membranes and can cause liquefaction of the affected areas if submitted to extremely high doses. Otherwise it'll just burn pinholes through them. Dispersal is highly unpredictable, so even if that would have been the intended effect it couldn't be counted on in the best of times.

L.I.E. Pipe Bombs come eight in a satchel, and if you're feeling particularly lucky you could attempt to set them all off at once to punch holes in walls and the occasional vehicle if it's timed perfectly. The pack comes at a cost of 4 Ore and 4 Oil, making it (VERY EXPENSIVE).


----------------


Sikari scouts have positively identified a large Initharian force preparing to strike from the north and not long after were fired upon by enemy combatants. The Sikari were able to evade and escape capture before returning to our side of the strait. We have decided to launch an offensive to smother the Initharian threat before it ruins or chances of saving the Empire, and you, as the most knowledgeable of what has been deployed, will be in command. It's do or die.

Note that I forgot to specify that the sea areas are divided into East and West, but it's also not the hardest concept to deliver. Oops.

You are to choose Two Lanes to attack on. You can decide to attack a Pact facility in your territory in lieu of a second sector to attack.

Land Battles may result in either a Win, where you will gain control of 1/3 of the territory as well as a resource node; a Loss, where you will be forced to withdraw and, if defending, lose a resource node; or a Stalemate, where no ground will be gained, though repeated Stalemates will tend to push things in the Attacker's favor as defending forces are whittled down and the attackers can maintain presence in the area.

Sea Battles determine control of a coastal region, with higher levels of dominance over your opponents allowing more sea-based support for the land forces. Territories can go from Contested, where both sides are in heated combat on the waves and minimal land support can be provided, all the way up to Total Control, where the dominating side can provide any support available to land forces from the coast. Attacking a Sea Lane gives the opportunity to increase your control of the area, but defending the sea can be a very easy task, given the right tools...

You are also to assign a resource to a node by specifying what resource to extract/produce in which sector.

Oh, and don't forget to submit your propaganda by posting it in the Core Thread by the end of this phase!

IT IS NOW THE STRATEGY PHASE.

Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)
Title: Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1938 Hot Season
Post by: frostgiant on November 03, 2019, 08:49:43 pm
Quote from: Xobetov
Attack!:
East Seas(1): Frostgiant
Eastern Ice plains (1): Frostgiant

Resource:
Ore on the Mesa's (1): Frostgiant

Leviathan:
East lane (1):Frostgiant
Title: Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1938 Hot Season
Post by: NUKE9.13 on November 04, 2019, 01:27:33 am
Seems reasonable.
Quote from: Xobetov
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
Title: Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1938 Hot Season
Post by: Madman198237 on November 04, 2019, 03:13:13 pm
Quote from: Xobetov
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
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1938 Cold Season
Post by: Man of Paper on November 15, 2019, 01:50:12 pm
Strategy Phase, Hot Season 1938 AC

This season we began mining ore in the Mesas. This brings us to 3 Ore, resulting in the following:

Mk.III Musakila Machine Gun becomes (CHEAP)
Havezara-108 Mk.IV becomes (EXPENSIVE)
Legion Issued Explosives becomes (EXPENSIVE)
Rogi Hunter-Killer Vehicle becomes (EXPENSIVE)
Hetham-Class Submarine becomes (EXPENSIVE)
Mukebaza-Class Heavy Cruiser becomes (VERY EXPENSIVE)
Mk.II Baza Fighter becomes (CHEAP)


Combat Phase, Hot Season 1938 AC


War Without Mercy


With both sides massed and planning to invade one another almost simultaneously on the same front, the Initharians were able to organize much faster than anticipated, even with our application of the Strings of Movement where necessary, and took initiative. The Maelstrom proved to be the first arena where the two nations faced off.

The enemy had invested heavily in incredibly fast destroyers known as the Ho'oula-Class, a 105m long ship armed with 4x2 120mm guns, 4x2 50mm flak guns, two aft torpedo tubes, and a mine track. They were incredibly fast, observed as hitting speeds of up to 50 knots, but were practically unarmored. Their presence was supplemented by a Kaipo'u-Class Battleship, armed with 5x1 300mm cannons as well as 10x2 120mm cannons firing devastating "refocyte" rounds along with a handfuls of 50mm flak and their machine gun, identified later as the Kakala. Leading them south was the INFS Kona. She was 200m long and armed with 2x300mm conventional cannons, 16 2x180mm "Refocyte" Guns and some 50mm flak. They were all powered by relatively silent "coilengines" that gave them more speed than we would expect from ships their size.

This resulted in the Initharian fleet pushing past the strait and engaging in scuffles on our side of The Maelstrom with numbers greater than our own, and were generally faster than our entire fleet. Our saving grace was that our submersible fleet was almost invisible to them. The first few engagements were on Embralish terms as Hethams were able to engage at will practically anywhere within The Maelstrom, so long as a Destroyer Group stumbled across them. Which they often did, as they were numerous, vision in the Maelstrom was horrid, and their detection equipment was apparently subpar. It was harder than we had anticipated to identify and track their ships, given the nature of their engines, but the rest of the ship provided enough noise to pick up on eventually. The rough seas could occasionally interfere with a torpedo, but the impaired vision granted by the constant rainstorms made them difficult to spot.

Their destroyers had been responsible for laying mines along their coast, and while this didn't serve to sink many of our submarines, it did act as a deterrent. While the sparring between the Ho'oulas and Hethams resulted in Initharian losses more often than not, we also didn't have the presence to press any advantages our seaborne guerilla tactics created. This ultimately led to both fleets committing a majority of their forces to a decisive battle to press control of The Maelstrom - though the Initharians might not have been fully aware of that fact.

Their fleet was crossing The Maelstrom closer to the coast where their mine fields, though outdated and rudimentary, provided at least some protection from our submarines in the deeper waters. Intelligence reports indicated their primary objective was hitting our coastal facilities as they could hardly make an impact on our forces otherwise, and so a large Embralish battlegroup positioned themselves between the Initharians and their goal.

----------------

It was midday but the skies within The Maelstrom were, as always, a dark gray. The winds blew harshly and sprayed mist from the rough seas onto the already rain-lashed decks of the handful of Mukebazas chugging along the surface. Beneath the waves spread out widely in all directions were teams of Hethams coordinated by The Leviathan. The Initharian fleet was on the approach and was being tracked by packs of subs that were waiting silently all around them. All throughout their journey they'd been picked at - Destroyers that wandered too far from the bulk of the fleet often found themselves trying to evade torpedoes - and now they were fully on edge as they were approaching the Embral-occupied side of the strait.

The Mukebazas quickly became the focus of the ships becoming visible through the rain mere kilometers away. The Inithari fleet and our surface vessels began firing their guns on one another but the seas made it somewhat difficult to hit targets. Unfortunately for our fleet, the sheer volume of fire coming the the Initharians was overwhelming. The destroyers were numerous, but they were not the targets in this battle. The Mukebazas focused their fire instead on the enemy battleship and superbattleship. It was futile of course, but our Heavy Cruisers were the unfortunate bait in a trap the Initharians realized they were in only once it had been sprung.

The ships began to break formations no doubt as torpedoes were picked up by their passive sonar and passing by them. One destroyer was blown nearly in half as a torpedo struck it amidships. The Initharians responded promptly by annihilating one of our Mukebazas. Their Kona superbattleship struck the vessel with a shell from it's "Refocyte Cannons". The shell slammed into the conning tower and decimated it with an unexpected amount of force. More torpedoes met their marks as a second, third, and fourth destroyer were pulverized. A group of destroyers had split off from the rest of the fleet and were headed as fast as they could straight for our surface fleet. A small handful of submarine commanders, knowing their deck guns could take one of the Ho'oula destroyers out of the fight if they scored a hit or two, had surfaced to do just that. A couple subs were struck by Initharian guns and sunk, but they'd left a good few destroyers smoking or sinking. The Mukebazas had managed to score a couple hits on the Kaipo'u Battleship and start a fire on it's deck, but there were two Mukebazas left afloat by this time. And then it happened.

One. Two. Three. Four.

Four massive explosions rocked the Inithari Battleship almost simultaneously. The sky brightened in a flash and the sea seemed to rise beneath the ship, lifting it up and cracking it in two as it slammed back to the surface. The ship went down remarkably fast, though survivors in these waters were unlikely in the first place.

One of the destroyers on approach to the last Mukebazas unveiled a section of it's bow covered in their refocyte metal. It began to turn from silver to a faint green hue as waves slammed against it. Our cruisers were staying dedicated to their goal of sinking the capital ships before they were sunk themselves and didn't understand what was happening at the time, so the destroyer approached contending only with some smaller fire while it's own shots were only doing small amounts of damage to our ship. It wasn't until it made contact with the Heavy Cruiser's hull that we understood what was going on. At the moment of impact the refocyte bow on this suicide vessel went from a light green to a deep forest green then back to silver as it discharged a massive amount of force into the Mukebaza. A massive hole was blown deep into the side of the ship, tangling with the destroyer and pulling them both down as water poured into the gaping wound. The final Mukebaza in the battle was already heavily smoking from a number of lucky strikes against it, but the sea was turning into a smouldering graveyard as torpedoes continued to find targets among the destroyers. It wasn't long though before the final Mukebaza attempted to break and flee, only to be bombarded by the swarming enemy ships and slowly losing it's fight against the waves.

Our submarines, as devastating as they were, also found themselves in a bit of trouble - the destroyer groups had been mining the area and some of the submarines in shallower waters found themselves at risk. One submarine was lost while the Initharian fleet with practically no way to detect our ships took another couple destroyer losses. The Leviathan found itself running low on torpedoes after unloading them in rapid succession during the opening stages of the battle. As the hours passed and the enemy ships began to thin out she found herself with two opportunities to strike at the Kona. The first torpedo struck the superbattleship in the side, sending up a huge spray of water and definitely causing some damage, but not enough to sink the beast. The Initharian flagship had begun to turn about, and in doing so left itself exposed for one last shot before she'd speed off into the distance. With a large number of destroyers still present and nearby, The Leviathan risked coming up to periscope depth and training themselves onto the Kona.

A firing solution was acquired and all four forward torpedo tubes were launched in sequence. As The Leviathan prepared to dive once more a number of shells slammed into the water nearby. The seas had parted in such a way that The Leviathan had become just barely visible to a destroyer behind her some distance. Guns on the Kona lit up as well as our flagsub began to dive. Shells impacted the water a few moments afterwards to devastating effect. The powerful bursts of energy released by it's Refocyte shells as they struck the water shook The Leviathan violently, with damage being reported all along the vessel. She went into an emergency dive as more of these shells smacked the surface, shaking The Leviathan enough that a torpedo in the stern was unseated and pinned a sailor against a wall. She quickly reached a depth safe from the strange shells effects, but she'd suffered damage and would require maintenance. The Initharian fleet had been struck hard, and that was their goal. No use in risking The Leviathan any further. As the Fleet Admiral (note: someone get your list of ranks together and post it on discord so I can pin it there for everyone's easy access. I also think you neglected the Navy lul) aboard The Leviathan gave orders to withdraw from combat one of the sonar operators confirmed a pair of explosions only moments apart from their torpedoes. Without ships left alive on the surface, and with the surviving submarine fleet preparing to disengage, no visual confirmation of a hit on the Kona was possible.

While most engagements throughout the season usually ended in losses tilted in our favor, Inithar's fleet outmatched ours greatly in terms of speed, and their judicious use of their rapid-moving, mine-laying Destroyers let them lock areas down while outpacing everything we could field. If we had more ships to capitalize on the successes of our submersible fleet then we would surely be unstoppable in The Maelstrom. As it is, we can only absolutely trash their ships during brief windows if we're lucky enough to cross paths. Their judicious use of minelaying is currently more of an annoyance and doesn't have a great impact now, but it will if they develop their equipment further or we fail to capitalize on our submersibles.

Inithar attains Very Minor Control over E. Maelstrom.

----------------

Initharian landing craft took to crossing the strait. The routes of their convoys were predictable, so our submarines were able to strike a few of them as they passed. We didn't have the presence to stop the invasion, and so the first engagement of ground forces took place in The Mudflats.

The Salviosi who had occupied these lands before laying waste to them had entrenched themselves in the area, and old craters where their Abberan foe had attempted to dislodge them had pooled with water, creating a vast stretch of land pock-marked with ponds. The beach fortifications were in shambles, but were in good enough shape for our forces to occupy. Initharian troops loaded into their extremely basic transport ships (not that we could have used anything better) approaching the shores of The Mudflats from the North-East and East were greeted by a number of Hethams before being able to land. The destroyer presence was used, as always, to deter more than destroy the submersibles by running around trying to locate them visually which was countered by frequent relocation and resulted in less active engagement. A small number of Destroyers sped along the coast to bombard anything that began firing on the transports - mostly our Musakilas and a number of Rogis sprinkled throughout our defenses. Some Havezaras aided in bombarding the ships, but their high speed made them difficult to hit and so most of the artillery zeroed on the landing zones.

The Initharians had dedicated the majority of their forces available to them for this invasion, as we had redeployed to this defense once they began pushing the seas. But a few things were off. For one, the invasion had come ahead of the timetables Embralish command had received from [REDACTED] by almost a week. They were also well-coordinated, with separate landings all along the coasts happening simultaneously. The northern beaches saw the worst fighting as more ships were able to get past our navy and contend with our forces.

Out of the first craft to land poured out soldiers dressed in a uniform of light silk with leather-soled boots, protective knee pads and gloves, and a facemask and goggles, in a 3-color disruptive pattern using beige, rust, and brown with a sharply sloping helmet with a slightly raised crest running from front to back. None of it kept the first men out from slipping on the mud and falling sprawled to the ground. It would have been comical, if they weren't immediately riddled with bullets along with everyone they'd held up behind them in the craft. A number of landing craft, not knowing the terrain, plowed too hard into the slop making up the half-kilometer of beach, jamming both the doors and the craft itself, and forcing their men to climb over the sides of the landing craft or be gunned down inside of them. Both the Samarata 1902 and the Mk.III Musakila Machine Gun proved to be highly effective in taking out the Initharian soldiers who were trying to find cover anywhere they could, even if it meant risking drowning in an old crater, with our Havezara-108 Mk.IVs shelling whatever clusters of infantry would form.

The first men killed by Initharians had exit wounds the size of baseballs that practically exploded into gore. The guns they had effective at those ranges were the M2 'Haaheo' Heavy Rifle, a bulky 8mm rifle using a number of "refocyte" components including a removable "battery" in the stock and made to be compatible with their special "refocyte" bullets, with a bipod and scope; it's sibling the M2.1 'Haaheo-B' Rifle, which had the "battery" shifted forward in the rifle and the bipod removed, rebalancing it for easier use on the move but somehow losing rate of fire; and the M1 'Kakala', an 8mm machine gun firing rounds from a box or pan magazine fed into the top of the gun. One thing all the Initharian guns shared, and something we would eventually grow to loathe, was they were practically silent. If you were very close and normal firearms weren't going off nearby you might hear the dull metal-on-metal reaction that fires rounds in their guns. And the Refocyte Bullets were a weapon no human should use on another, leaving gaping unhealable wounds and forcing untold trauma and suffering on both the victim and their brothers-in-arms. Luckily the special ammunition was rarer than the rifles that fired them.

As the next waves of Initharians began piling onto the shores, larger landing craft carrying Wikiwiki Armored Carrier started to land. These 8-man-carrying civilian-turned-military vehicles were built to handle a wide array of terrain and it showed. What it and it's pintle-mounted roof machine gun were not built to handle was the task of being the primary means of non-infantry support for an amphibious invasion. While it was able to get some traction on the slick mud and didn't get bogged down as much as we'd have expected, it wasn't built to withstand being the primary target of weapons such as the Rogi's 50mm, or even raking fire from a Musakila.

While the losses were extremely one-sided on most fronts, a few of their landings met with minimal resistance. These positions saw the Initharians close quickly, allowing use of their primary firearm, the M1 'Nima'. The 8mm semiauto rifle was fed from a 10-round box magazine and, like the rest of the Initharian refocyte-mechanism guns, was almost completely silent but seemed to suffer from lower range than our equipment.

----------------

Xilmal Jagpal was holding a pillbox on the loosely-defended old defensive emplacements forward of the actual defensive line by a couple hundred meters. The concrete coffin was half-buried by mud and had a single exit to the decades-old trenches with access to an old firing pit and another pillbox closer to the approaching Initharians that it had firing lines over. It was eerie being on the receiving end of an Initharian invasion, and it was clear why a large number of nations came together to take them down. Their side of the fight was practically silent. They not only spoke in a language foreign to our own, but rarely even used it at all, preferring to communicate in short bursts of code and body language. Their guns barely made a sound as they fired. The engines of the couple of Wikiwikis that sped up the beach somehow mostly unmolested had engines that ran completely silent. It was unnatural, as if they had forsaken the very thing that gave Embral life and removed sound from their lives in whatever ways possible.

Or at least that was what went through Xilmal's mind while her squadmates were falling back from the forward pillbox. Two Sikari Commandos along with Xilmal had set up in their little pocket between two mounds of mud that had swallowed the defensive construction on either side of their little dogleg of trenchline. The actual defensive line a few hundred meters back had been doing an admirable-enough job, but this beach had a minimal complement of troops. It was farther south than anyone had anticipated the Initharians to strike by a good distance, and so numbers were low as units were moved further north. Most of the artillery had gone with them, and so the Initharians on this section of beach had pushed up faster than most places. Her squadmates had set up all the Legion Issued Explosives they could get on short notice from anyone willing to give them up in the forward pillbox. They lit a fuse to set it off after a few minutes when the Initharians were expected to be in or around the trench before they returned to the second pillbox, closed it's heavy, rusted door behind them, and began shooting.

The Initharians on approach were armed with rifles and machine guns. Nothing else. No grenades came flying as the Initharians got closer. No vehicles other than their machine-gun armed Wikiwiki came onto the beaches. What they did have were refocyte rounds. One came though a firing port and hit one of the Sikari in the face, blowing apart the orbital socket and the entire back of his skull.

Xilmal and her other squadmate put on their Sikari Masks in preparation for the LIEs to go off.  But they didn't. Nothing happened.

Xilmal swore as she took up her fallen teammate's Musakila and took the spare magazines from his still-twitching body. More rounds came through the firing ports, with the occasional refocyte round cracking cement on the other side of the pillbox. Both the Sikari were prepared to charge out of the pillbox in an attempt to do something against the advance, but the Initharians had already gotten into the trenches. The door's viewing slat had rusted shut long ago, so when Xilmal's squadmate went to peek through the door he was unaware of the rifleman preparing to shoot the door with a refocyte round to try to breach for his squad. The round fired as the door was unlatched, kicking it inward and knocking the Sikari to the ground. A pair of Initharians unloaded their M1 Nimas into him. Xilmal blew through her Sikari Mask Mk.III filling the bunker with a blood-curdling scream. She gunned down the first Initharian through the door and charged, taking advantage of the initial fear caused by the wellwood whistle in the beak to take out the closely-packed Initharians in the trench. Xilmal dropped a box mag to the floor and slapped another in, blowing her whistle the whole time and stepping over the fallen. As she went to leave the pillbox the explosives went off. The ground beneath her feet seemed to heave with the force of the blast as the forward pillbox blew apart, raining mud and concrete on the trench. She backed into the pillbox and tried to close the door once more, but the refocyte round had warped it and it wouldn't hold closed. It didn't matter too much, though. The underreported side effects of LIEs were fast-acting and readily apparent, and someone had already rolled into the trench foaming light pink at the mouth. Every Initharian nearby was likely in a similar situation, so Xilmal simply sat down in the pillbox opposite the door and waited to see who'd come through next.

----------------

Overall, the defense proved to be a success. Without much support either navally or on land, the Initharian infantry were forced to do a lot of work with little in the way of tools. We are surprised that an operation of this scale was able to catch us off-guard, and that did result in some initial losses of territory even though we were quick to respond. Without a strong ability to take out hard targets though, the Initharians took too many losses to contest the ground they took (though they were frightening when they did so) and were pushed back across the strait.

Embral has successfully defended The Mudflats.

----------------

The war has begun, and we've parried the first blow! With the Cold Season upon us it is our turn to strike back. We've learned from the Initharians that it's not smart to go to battle across a waterway without dedicated landing craft, so we have two designs this turn. One design will be standard, do what you want with it. The other will be a design for a landing vehicle. We could have modified ships in the fleet for the role (and would have if we were the first to cross), but everyone agrees it'd be better to put resources and manpower into making it happen.

As you have been on the defense for the first time in this war, you are also to select a new trait from the following list by the end of the turn!

1) Chemical Warfare: While we have learned of many of the ill effects of a number of chemicals through unfortunate accidents, it would be a shame not to apply what we've learned. Chemical Warfare-related proposals are one difficulty lower when being designed or revised.
2) Sea Wolves: Our submersible fleet has proven itself to be lethal and fearsome, and more resources have been dedicated to our submersible fleet. Submersible ships and related designs and revisions are one difficulty lower.

IT IS NOW THE DESIGN PHASE.

Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)

Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1938 Cold Season
Post by: NUKE9.13 on November 16, 2019, 10:53:23 am
Quote from: Non-lander Design
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.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1938 Cold Season
Post by: frostgiant on November 16, 2019, 11:58:14 am
heres a couple of designs that i'm posting just for the sake of getting them in thread.
Spoiler: Vox blaster (click to show/hide)
A sonic alternative to a flamethrower, similar effectiveness and lacking the fuel canisters on the wielders back. aldo doesn't create raging wildfires. Meant as a way to get our foot in the door of sonic weaponry.

Spoiler: WellBone Heart engine (click to show/hide)
A non-serious design that exists solely for the purpose of being a well based non-internal combustion engine.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1938 Cold Season
Post by: TheFantasticMsFox on November 19, 2019, 01:41:13 pm
Mamkirali (Mother Lizard) Naval Lander

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

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.

TL;DR: Large Amphib lander able to land a good deal of men or vehicles on the lighter side of things. Armed for light defense and beach defense suppression. Likely VE.

Niramātā MK-II(Unmaker) Mortar
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.

TL;DR: Heavy infantry mortar that can cover our advance with smoke and inflict war crimes form a good distance away. In a pinch, the shells could be used to replace the lies entirely.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1938 Cold Season
Post by: NUKE9.13 on November 19, 2019, 01:57:47 pm
Lander looks fine. Between the other options, I think we def want something to give infantry a bit more oomph (important for landings), so I'd go for either the mortar or the ASH. And, well, the ASH is more fun (I think).
Quote from: Belatedbox
Lander Design
Mamkirali Naval Lander: (1) NUKE9.13

Regular Design
Autoresonant Siege Horn: (1) NUKE9.13
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1938 Cold Season
Post by: Shadowclaw777 on November 19, 2019, 02:02:36 pm
Quote from: Belatedbox
Lander Design
Mamkirali Naval Lander: (2) NUKE9.13, SC777

Regular Design
Autoresonant Siege Horn: (1) NUKE9.13
Niramātā MK-II(Unmaker) Mortar: (1) SC777
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1938 Cold Season
Post by: TheFantasticMsFox on November 19, 2019, 02:21:21 pm
Quote from: Belatedbox
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

E: I would go for the mortar over the ASH on the grounds that the mortars ability to deploy smoke rounds and suppress targets with minimal setup time on the beach will help us gain ground, while the ASH strikes me as our future dedicated Anti-Armor weapon. I quite like the ASH, I just feel that a mortar will help us take the beaches, and wont have us without a mortar for very long. Additionally, I expect the mortar to come in around Easy-Normal Range, so it should be a safe and reliable choice. I am hopeful for it to get a good roll and become a staple of our armory.

In regards to the lander, I wish there was more to compare it to in thread, but I think it will owrk. Its heavily inspired by the mainline us naval lander of 1942, with room to be improved to mount the Rogi's gun in a turret if we want more heavy fire power on hitting the beach. We will likely heavy relatively few of these, so that may be a concern.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1938 Cold Season
Post by: NUKE9.13 on November 19, 2019, 03:25:44 pm
Yeah... on reflection, the mortar is probably the better choice.
Quote from: Belatedbox
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
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1938 Cold Season
Post by: Madman198237 on November 19, 2019, 04:43:46 pm
Quote
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.


Quote from: Belatedbox
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

The ASH is going to be immediately and permanently useful, not to mention being a great tech, whereas a mortar is....hard to use during an offensive landing for sure. Also I expect them to try and fix up the "Rogi slaughters everything vehicular" problem they had last turn.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1938 Cold Season
Post by: Strider03 on November 20, 2019, 01:10:14 pm
Quote from: Belatedbox
Lander Design
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
Like 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.

Basic PT boat proposal, could probably be spiced up.
Quote
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.
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1938 Cold Season
Post by: Man of Paper on November 22, 2019, 09:16:17 pm
Design Phase, Cold Season 1938 AC

Proposal: "Mamkirali" Naval Lander
Quote
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.

Difficulty: Hard
Result: (5+1)-1=5, Below Average

The Mamkirali are our solution to the problems the Initharians made abundantly clear in their misguided attempts at an amphibious invasion without anything amphibious. These sizeable craft are capable of traveling at 5 knots on water and 16km/h on land. This was possible thanks to the use of two treads bearing oblique cups to push in the water and grip on land. 20mm steel protects the entirety of the forward cabin and 15mm armor covers the cargo compartment (save for the open top, which can be covered in canvas but that is not suggested - see below for details). The cargo compartment is capable of carrying 22 soldiers or a single Havezara and crew. A drop-down ramp in the rear and hand- and footholds made disembarking a relatively easy process. The cabin section has a cupola that provides the Commander with a 180 degree field of view and can be buttoned up.

We also noted the psychological effect having a door fly open only to see a vast killing field littered with the wrecked bodies of people you may have known has on someone, and installed a Wellquartz horn that plays into the cargo compartment at the commander's behest. While this is intended to boost morale among our landing troops, the tone can fluctuate without warning and provide slightly more potent mood boosts. Preliminary testing has shown soldiers within will regularly disembark with smiles on their faces. The device works by pressing a chunk of Wellquartz onto one of the engine's belt wheels at the pull of a small lever, with the resulting tone played through a pair of pipes. This happens to also vent fumes from the engine compartment into the cargo compartment. Covering the cargo compartment may lead up to toxic levels of build-up, so it is not suggested at this time. The Wellquarts requires fairly regular replacement as the belt wheel grinds it away.

Finally, our Mamkiralis carry a pair of rear-mounted machine guns - currently our Musakila - with 5mm shields.

Overall, this vehicle costs us 5 Ore, 3 Oil, and 4 Wellmaterials, making it (VERY EXPENSIVE) to produce at this time.

----------------

Proposal: "Niramata" Mk.II Mortar
Quote
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.

Difficulty: Easy
Result: (6+5)+1=12, Unexpected Boon

The Niramata is a 105mm heavy chemical mortar crewed by seven (Squad Leader, three Ammo Bearers, three Gunners) and composed of three separable sections - the bipod assembly (including the mechanical ranging system), the baseplate, and the tube (with rifled barrel), each weighing nearly 30kg. The mortar is capable of lobbing it's 8.5kg shells out to 4km. The shells themselves come in three different flavors: High-Explosive, Smoke, and LIE. While the HE is good for general bombardment and the Smoke for providing screening, the LIEs excel at antipersonnel duties. The shells burst in a cloud of highly concentrated toxic chemical smoke that is almost neutrally buoyant in the air, lingering in an area until dispersed by the winds. With an average fire rate of 20 RPM, the crews of the Niramata can inflict a devastating amount of casualties on known enemy combatants within range. And unknown enemy combatants within range.

The development LIE shell proved to be quite beneficial, as it has granted the Havezara use of the shells as well as any future ground-based indirect fire equipment. They will be available to weapons tagged with (LIE Shells[EXPLVL.]) at a cost one level higher than the Legion Issued Explosives. The sole exception is the Niramata, which will always treat LIE Shells as equal to it's own EXPense LeVeL.

The Niramata costs 5 Ore, making it (EXPENSIVE).


----------------


You have a single Revision to do with as you see fit.

IT IS NOW THE REVISION PHASE.

Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)
Spoiler: Credits (click to show/hide)

Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1938 Cold Season
Post by: Madman198237 on November 22, 2019, 09:36:45 pm
Quote
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.
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1938 Cold Season
Post by: NUKE9.13 on November 23, 2019, 10:45:26 am
There was talk of a revision to the lander, but given that our navy has not been upgraded this turn, I doubt we'll be able to make a successful landing regardless. Next turn, maybe, after designing a better sub.
For now, I agree that we need good honest LIES. We can get their price down to Cheap this turn (by grabbing an Ore and an Oil, which will also drop the prices of... a whole bunch of stuff, more than any other combination I believe), and they should be useful in a multitude of roles.

Quote from: Botevox
Legion Issued Explosive Set: (1) NUKE9.13
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1938 Cold Season
Post by: Madman198237 on November 23, 2019, 09:03:05 pm
Quote from: Botevox
Legion Issued Explosive Set: (2) NUKE9.13, Madman

Maximum ambush!
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1938 Cold Season
Post by: frostgiant on November 24, 2019, 12:57:29 pm

Quote from: Botevox
Legion Issued Explosive Set: (3) NUKE9.13, Madman,Frostgiant


Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1938 Cold Season
Post by: Strider03 on November 24, 2019, 02:29:00 pm
Quote from: Botevox
Legion Issued Explosive Set: (4) NUKE9.13, Madman,Frostgiant, Strider
Yeah, this seems pretty cut and dry. No need for something more fancy, seems like a solid move.
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1938 Cold Season
Post by: frostgiant on November 26, 2019, 01:26:11 pm
Quote from: Strategy phase votebox
Resource:
Ore in the badlands (1):Frostgiant

Resources credit
Oil (1):Frostgiant

Attack
Eastern Ocean (1):Frostgiant
Northern Peaks (1): Frostgiant
Title: Mechanized Warfare: Embral Thread / Strategy Phase, 1938 Cold Season
Post by: Man of Paper on November 27, 2019, 02:06:40 pm
Revision Phase, Cold Season 1938 AC

Proposal: Legion Issued Explosives Set
Quote
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.

Difficulty: Hard
Result: (6+3)-1=8, Average

The original Legion Issued Explosives suffered from a large number of flaws (one of which proved to be beneficial). We've isolated the cocktail producing the lethal chemical agent and have been able to remove it from our explosives development process with minimal detrimental effect to the explosives themselves, and the initial dispersal of the toxins in the Chemical LIES is now predictable across a radius of three meters for a single device. We've also fitted a number of explosives with ceramic casings that muffle the blast itself somewhat while increasing the lethal radius to soft targets thanks to fragmentation.

While manual fitting of the fuses are still required prior to use, the gauge of the fuses actually permits them to fit into the LIES, and a small latch clamps them in place. A wire may also be run from the explosives to either a timer provided with each satchel or run to a palm-sized triggering mechanism that sends a charge through the wire to detonate the explosives. The wires may also be run to a pressure plate that completes a circuit when under at least 200kg of pressure. Each explosive also has a pin protruding from the blasting cap that immediately detonates them when pulled (a secondary safety pin needs to be removed before utilizing LIES in this way). LIES come in satchels of eight (3 HE, 3 Frag, 2 Chem), with external pouches holding a spool of thin-gauged wire, a spool of string (for setting up tripwires) and the optional timer. The pressure plates are cumbersome more than heavy and are hauled around separately from the satchel itself.

Unfortunately the extensive modifications to the triggering mechanism mean the devices are no longer used as grenades. However their newfound reliability cannot be understated. They are more costly than the base LIE at 7 Ore and 4 Oil, making LIES a (NATIONAL EFFORT) for now, meaning we only have enough of the LIES charges to deploy them on a single front at this time (in this case it does not mean that there is only a single satchel).

----------------

With this season's developments ready it is time to propose our strategy for engaging the Initharians. Remember that you are also tasked with assigning a Resource to an empty node within your control on top of proposing the two lanes to dedicate forces to. Also remember that you can attempt to engage The Pact in lieu of attacking along a lane. Also choose where to deploy any potential National Efforts (regardless of whether or not your resource decision/s will drop their cost). Also...

It's also time to finalize the vote on your new trait, visible in the last Combat Report!

With the next update likely not to come out for a week at least, I am also giving youse an extra task to stay occupied! You are to write up a lore piece about life for your people in this newly occupied land. Remember that not all the Embralish on Harren are military, so feel free to explore potential aspects of life in Salvios (the southern half of Harren). The best write-up in my own opinion will be chosen from submissions posted in the Core Thread (link on page 1 of this thread) and will win their team an Espionage Credit.

IT IS NOW THE STRATEGY PHASE.

Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)
Spoiler: Credits (click to show/hide)

Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1938 Cold Season
Post by: NUKE9.13 on November 28, 2019, 10:51:57 am
Quote from: Strategy phase votebox
Resource:
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
Right, so. Here's my thinking:
-In the unlikely event that we lose access to resource nodes in the adjacent regions (while still having a chance at victory; one possible scenario is the Pact deciding to blockade our mines or something?), I'd rather not lose access to our third Ore, more so than our third Oil. Thus, using the Resource Credit for Ore (as that can not be disrupted).
-We want to get an Oil as well, but I'd rather put it in the Desert than the Badlands, because the Badlands is at 2/3 nodes already, and the Desert only 1/3. There are mechanical effects to how many nodes are occupied in a region, and I'm specifically worried that it might annoy the Pact to fill a region? Probably not, but since there's no real difference otherwise, I figure we can delay filling a region for one more turn.
-We haven't improved our navy at all, so we have no chance of winning a naval battle where they bring their NEs to bear (although I imagine their non-flagship battleship will become VE this turn). So naval action in an attempt to make territory easier to defend is somewhat futile, since if they do attack there, our navy will lose, and if they don't attack there, our navy won't be helpful. Hence, I'm voting for attacking the sea region corresponding with our crossing attempt.
-It has also been stated that repeated stalemates favour the attacker. So it is in Inithar's interest to keep attacking the Mudflats, since eventually they will push us out, if I understand correctly. We don't want to butt heads with Inithar again, so attacking the other lane makes sense. E: MoP clarified that this is not entirely accurate, since we both attacked that lane. Still prefer the peaks.
-We're doing alright on land, but losing badly at sea. A bonus to submarines would be more useful in shoring up our naval weakness.
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1938 Cold Season
Post by: Madman198237 on November 28, 2019, 09:42:06 pm
Quote from: Strategy phase votebox
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
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1938 Cold Season
Post by: TheFantasticMsFox on November 30, 2019, 04:11:09 pm
Quote from: Strategy phase votebox
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
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1938 Cold Season
Post by: Strider03 on December 04, 2019, 06:55:56 am
Quote from: Strategy phase votebox
Resource:
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
[/quote]
Title: Mechanized Warfare: Embral Thread / Design Phase, 1939 Hot Season
Post by: Man of Paper on December 04, 2019, 06:10:16 pm
Strategy Phase, Cold Season 1938 AC
More AC7 OST To Real Along To (https://youtu.be/O89h4mN6Vo8)

This season saw the discovery of a vast well of Oil in the Desert, and some miners discovered readily available Ore in The Rupture. The extraction of these resources results in the following:

'Niramata' Mk.II Heavy Mortar becomes (CHEAP)
Legion-Issued Explosives become (CHEAP)
Legion-Issued Explosives Set becomes (VERY EXPENSIVE)
'Rogi' Hunter-Killer Vehicle becomes (CHEAP)
'Mamkirali' Naval Lander becomes (EXPENSIVE)
Mukebaza-Class Heavy Cruiser becomes (EXPENSIVE)

We have also adopted Sea Wolves, meaning any designs or revisions used to create submersible equipment is effectively one difficulty easier to attempt.


----------------

Combat Phase, Cold Season 1938 AC


The Eastern Maelstrom remains, barely, in Initharian control as neither side focuses more effort into the rough waters there. They continue to have Very Minor Control in the region.

The Western Maelstrom however sees a sharp uptick in combat, and the naval engagements here are very much unlike those in the East. The constant storms continue as always, and visibility remains low here as it does in the East Maelstrom. Two things make the fighting here swing wildly from the hit-and-run ambush tactics of the last season - our increase in Mukebaza deployment and the Initharian use of their new Refocyte Active Sonar, a plate of refocyte that "kicks" a dedicated section of hull to produce a bell-like ring with reflections of the noise picked up by ship-mounted hydrophones. Our Hetham's advantages see a heavy decline in effectiveness as every Initharian ship is capable of detecting, disengaging, and avoiding our numerous submersibles. Still, their ships don't ring constantly, and this means our submarines still manage to score hits and kills on their ships. Without the ability to effectively hunt the Hethams the war beneath the waves slides even further into a stalemate - which is admittedly to Initharian benefit, as we'd edged them out in that regard last season.

As with the last season, both navies devoted their resources to contesting the same portion of sea. Without the ability to set a massive ambush, Inithar determined the stage for the more decisive surface battles. While their Ho'oulas guns could punch through the Mukebaza's decks, achieving reliable plunging fire at the close engagement ranges the Maelstrom afforded was difficult. The hulls of our ships were susceptible to their Destroyer's guns, but in a very limited capacity, and shots at or below the waterline proved largely ineffective. The Ho'oula's damned advantage was, as always, it's speed, which made zeroing in on them very difficult. Opportunities for their psychotic ramming attempts were rare however, as our Mukebazas increased numbers and (most importantly) their orders to engage at will as opposed to focusing down flagships meant that ships approaching at ramming speed were targeted and, being on a relatively predictable course, blown away. While submarines near engagements were often detected by Inithar, this did not mean they were completely ineffective, and they often used the distraction of our surface fleet to launch a salvo of torpedoes towards their ships before scurrying away. A couple of Destroyers could break off to stalk and harass the Hethams, but the firepower required to take down a Mukebaza necessitated their dedicated effort.

The Initharian Kaipo'u (1938) and repaired Kona provided heavier weapons during engagements where they were available. Both were difficult targets for Mukebazas to kill, and the Hetham fleet was unable to get the jump on their two ships. In fact, it was these two ships that, thanks to their Refocyte guns, were capable of attaining semi-reliable kills on our submarines when detected before disengaging - something that was admittedly fairly easy as orders were to dive to maximum safe depths once the loud ring of the R.A.S echoed through the water.

The Leviathan, however, continued to prove impossible for them to hunt.

----------------

She'd been lying in wait for days, and had gone far out to sea before turning back to face Harren. The Leviathan and it's crew had been keeping tabs on naval engagements involving the Kona and predicted, quite accurately, it's course through The Maelstrom. The Kona and her Destroyer Escorts had been left unmolested for a number of days, so their guard was down when they'd detected the decoy Hethams between them and the shore. The majority of the Kona's escorts left her to hunt down and dissuade the smaller submarines, and left the flagship wide open for The Leviathan quietly watching and waiting.

She saw her opportunity and launched a full salvo of four torpedoes - two on the Kona's predicted course and two on odd paths should the Superbattleship alter course. The torpedoes swam undetected by the active sonar as the ships using their R.A.S. were firmly on the opposite side of the Kona, and The Leviathan slowly slipped beneath the waves as the Initharian flagship made a slight course adjustment. Perhaps they had detected the torpedoes, but loitering was a risk none of the crew wanted to take. The Leviathan was already disengaging when a single massive blast was detected by their passive sonar. The Leviathan cautiously approached periscope depth and observed the Kona as it had begun to list to it's starboard side but the seas failed to swallow her. Still, The Leviathan had bested the Kona once again. The day would come when the largest of ships would add it's tonnage to The Leviathan's tally.

----------------

While our increased presence on the surface has proven to be somewhat beneficial, the Initharian's dedicated efforts to combating (or at least evading) our Hethams have resulted in a significant drop in effective submersible attacks. Of course The Leviathan still proves to be quite the vessel, but it was not enough to deter their advances. The Mukebazas proved to be quite the fighters, and while they were capable of inflicting a number of losses on their Destroyer Fleet, Inithar able to dictate engagements (for the most part, barring The Leviathan of course). While their naval advantage isn't amazing, as they have difficulty clearing our fleet from the seas and practice evasion more than anything, Inithar attains Light Control of the W. Maelstrom.

----------------

With Initharian forces recovering from their failed landings at the Mudflats and slowly building up for an assault on the South Peaks, we launched their own attack on their territory in the North Peaks. Their forces had prepared positions along the few passes amid the cliffs bordering the strait, with minimal effort of their own thanks to the old Abberan positions still carved out of the mountains. The Initharian navy patrolled the waters around the treacherous mountain range and tied up our surface ships supporting the vessels making the trip loaded with men and munitions. The Hethams proved to be of little assistance, as they couldn't support the landing itself and could be (relatively) safely ignored. While a number of basic landing craft similar to those fielded by Inithar approached the limited landing areas, they had mixed among them a significant number of "Mamkirali" Naval Landers.

With the terrain too treacherous for heavier vehicles, and most passes too narrow for them to navigate anyways, our landers were loaded solely with infantry. The enemy's Naval superiority led to a small number of losses among our transport fleet, and some of their ships were capable of providing limited fire support. The Kaipo'u (1939) and it's Destroyer Escort proved to be quite the obstacle and forced us to abandon the landings further north, focusing more on the opportunities available to us along the Strait.

The Mamkiralis proved effective at their task of bringing troops ashore, as the Initharians seemingly lacked heavy weapons support. While they provided hardened points to fight from, they were unable to carry troops through the passes that led to the defenses the Initharians soldiers occupied. They also proved vulnerable to the Haaheo family of weapons and their Refocyte rounds. The bullets imparted enough force to cause significant spalling, if not blow a hole clear through the relatively light armor of our Mamkiralis. Still, Embralish soldiers, shouting, screaming, smiling, and bloodied would pour out of the landing craft and attempt to charge the heavily-defended passes without pause. While the debut of the Niramata Mk.II Heavy Mortar firing 105mm shells proved helpful in hitting some positions when we found somewhere to set them up, and the toxic LIE shells they utilized more than capable of clearing a trench while the smoke shells provided some screening for our troops, the old hardened positions required a bit more effort to break through significantly.

Still, some of our units managed to bypass their lines and deployed a number of LIES. These LIES proved very dangerous among their rear echelon, though with faltering support from the amphibious landings we were unable to capitalize on the backline chaos and fear of advancing.

Without the flash or sound of gunpowder to give their defenders away, we had a very difficult time identifying and dislodging Initharian troops in the rain-battered mountains. Our weapon's better range was mitigated by their lines being set up within effective firing range of the landing areas, and the tight quarters of the passes and defenses maintained the negation of our infantry's clearest advantage. Without any form of vehicle support available past the landings, the fighting between infantry was rough but rapid, and often in favor of the defenders.

Our assault went poorly thanks in part to their Navy's ability to stymie our attempted push north through the Maelstrom, even if they were unable to provide much direct support. Their lines were not infallible, and continued incursions may compromise their ability to effectively defend from further dedicated amphibious assaults, but for the time being Embral has failed to assault the North Peaks. 


----------------


As we rebuffed their advances last season, they have returned the favor. With the Cold Season coming to a close, so has the first year of conflict. Already we feel too much time has passed without so much as probing The Pact positions, but the Initharians prove to be a pervasive threat that must be dealt with.

We have also attacked the Initharians for the first time in the war. As a result, we may choose a trait from the following by the end of the Strategy Phase for this turn:

Lasting Impressions: Our units, even when losing, prove effective at penetrating the enemy lines. We can capitalize on this by dedicating resources to the development of deployable traps and equipment meant to disrupt their rear lines - something that may be beneficial on the defensive as well. Mines, barbed wire, and traps of all sorts have their difficulty reduced by one level.

Old World Blues: The Initharians are keen on using Abberan successes to their advantage. With engagements at close range, and plenty of fighting within trenches and bunker complexes on the horizon once someone manages a foothold, we've decided to dedicate manpower and resources to developing Close-quarters weaponry not unlike that used by our tunnel rats at home. Close-Quarters weaponry has it's difficulty level reduced by one tier.

Note that any reductions in design difficulty will not stack, so don't try to subvert things and make some sort of Shotgun Submarine thinking it'll be an easy task.

You have a single Design to use as normal.

IT IS NOW THE DESIGN PHASE.

Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)
Spoiler: Credits (click to show/hide)

Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1939 Hot Season
Post by: ConscriptFive on December 06, 2019, 11:09:13 pm
Quote from: Design: Submersible Engineered Aquatic Litter (SEAL) Diver Propulsion Vehicle and Rebreather
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.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1939 Hot Season
Post by: Madman198237 on December 07, 2019, 10:45:14 pm
Quote
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.

Literally just an SDV except ripped off. I need a name for our own assault diver/underwater demolitions corps since I expect that given our submarine skill and stealthy nature we'll be using them to soften up positions before we begin amphibious assaults, so we should really name them. And also because I need a more interesting name for this proposal.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1939 Hot Season
Post by: ConscriptFive on December 12, 2019, 11:19:25 am
Quote from: Voteboxening
(1) Submersible Engineered Aquatic Litter (SEAL) Diver Propulsion Vehicle and Rebreather: ConscriptFive
(0) Assault Diver Vehicle:
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1939 Hot Season
Post by: Madman198237 on December 12, 2019, 03:27:42 pm
Quote from: Voteboxening
(1) Submersible Engineered Aquatic Litter (SEAL) Diver Propulsion Vehicle and Rebreather: ConscriptFive
(1) Assault Diver Vehicle: Madman
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1939 Hot Season
Post by: Shadowclaw777 on December 12, 2019, 06:59:35 pm
Quote from: Voteboxening
(2) Submersible Engineered Aquatic Litter (SEAL) Diver Propulsion Vehicle and Rebreather: ConscriptFive, SC777
(1) Assault Diver Vehicle: Madman
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1939 Hot Season
Post by: NUKE9.13 on December 13, 2019, 03:48:03 pm
Quote from: Voteboxening
(3) Submersible Engineered Aquatic Litter (SEAL) Diver Propulsion Vehicle and Rebreather: ConscriptFive, SC777, NUKE9.13
(1) Assault Diver Vehicle: Madman
They 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.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1939 Hot Season
Post by: Strider03 on December 13, 2019, 04:55:05 pm
Quote from: Votevoxening
(4) Submersible Engineered Aquatic Litter (SEAL) Diver Propulsion Vehicle and Rebreather: ConscriptFive, SC777, NUKE9.13, Strider
(1) Assault Diver Vehicle: Madman
Both interesting, but I kinda like the idea of single unit stealth units
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1939 Hot Season
Post by: Madman198237 on December 13, 2019, 08:10:35 pm
Both interesting, but I kinda like the idea of single unit stealth units
Inefficiency, though.
Title: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Hot Season
Post by: Man of Paper on December 25, 2019, 11:19:58 pm
Design Phase, Hot Season 1939 AC

Proposal: Submersible Engineered Aquatic Litter (SEAL) Diver Propulsion Vehicle and Rebreather
Quote
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.

Difficulty: Hard Normal
Result: 2+1=3, Buggy Mess

The idea of a manned torpedo was originally laughed at. It wasn't understood why until the technicians and engineers returned with their interpretation of our ideas.

The SEAL DPV/R is a Backstab II with only the barest of modifications. The explosive warhead is removed and replaced with a dummy, and there's a small seat-shaped indent on the torpedo for the rider. The SEAL DPV/R can be secured to a ship or submarine's deck or towed behind it. The vehicle requires submersibles to surface in order to be removed, manned, and launched. The rider can control the direction of the torpedo, but only by a couple of degrees, through a joystick and relatively sloppy mechanical parts that are prone to failure.

A nozzle on the diver's mask can be attached to a port on the SEAL DPV/R to connect to the air supply. Unfortunately the entire assembly is riddled with issues, from punctured hoses to easily ruptured tanks to CO2 buildup due to faulty filters (which also leaves our divers needing some recovery time after extended trips, which, with the top speed of 3 knots, was most trips where the parent ship didn't want to be spotted).

The largest nail in the coffin was the attempted sap resin composite for the propeller. Steel-Sap Resin Composite proves to be too brittle for use, even after most of our development time and resources were dedicated to the creation of working propellers. Their sound-absorbing properties are also nearly nonexistent thanks to the permeation of steel throughout. While the resin being quite rigid and brittle hasn't proved to be an issue through it's use on our submarines, being an integral component of a part under occasional extreme stress and duress has unveiled the material's physical weakness. As a result, the propellers on the SEAL remain original.

The "volunteers" for infiltration via SEAL all get the same basic kit: a tight-fitting rubbery suit that did little to keep the water or cold out, goggles that provided distorted vision, swim fins that were tightened by straps that came loose during use, and a knife strapped to their leg that would also come undone during the course of swimming.

Overall, not that great.

They come at a cost of 4 Ore and 4 Oil, making them (CHEAP) even if they are near-useless.


----------------


You've got one Revision this phase to fix any issues you may think you have, wherever they may be. You're also still responsible for providing submissions for the lore contest by the end of this turn! And pick your new trait!

IT IS NOW THE REVISION PHASE.

Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)
Spoiler: Credits (click to show/hide)

Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Hot Season
Post by: ConscriptFive on December 28, 2019, 12:29:53 pm
Ouch...  at least we learned something about well resin.  Here's a fix revision.

Revision: SEAL and Rebreather Kit Reforms (SEA LARK)

Quote
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.

Here's the one I had in mind before the design rolled so terribly...

Revision: Mamkirali-Niramata Amphibious Tracked Mortar Carrier

Quote
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.
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Hot Season
Post by: Madman198237 on December 28, 2019, 12:47:04 pm
Quote
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.

Quote
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.

Quote
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.

Quote
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.


Quote from: Votebox
SEA LARK: (0)
Mamkirali Niramata Amphibious Mortar Carrier: (0)
Rogi Infantry Transport Vehicle: (0)
50mm Field Gun: (0)
Hetham II-class Submarine: (1) Madman
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Hot Season
Post by: ConscriptFive on December 31, 2019, 09:32:24 am
Quote from: Votebox
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
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Hot Season
Post by: Shadowclaw777 on December 31, 2019, 10:23:01 am
Quote from: Votebox
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
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Hot Season
Post by: NUKE9.13 on December 31, 2019, 01:58:06 pm
Quote from: Votebox
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
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Hot Season
Post by: Strider03 on December 31, 2019, 04:23:59 pm
Quote from: Votebox
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
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Hot Season
Post by: TheFantasticMsFox on January 05, 2020, 05:32:12 pm
Quote from: Votebox
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
Title: Mechanized Warfare: Embral Thread / Strategy Phase, 1939 Hot Season
Post by: Man of Paper on January 10, 2020, 11:20:08 pm
Revision Phase, Hot Season 1939 AC

Proposal: SEAL and Rebreather Kit Reforms
Quote
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.

Difficulty: Normal Easy
Result: (3+3)+1=7, Average

The SEALARK Reforms definitely turn the SEAL from a cumbersome hindrance into an occasionally viable tool. Durable mechanisms are used for the control system to prevent breakdown during use, and range of control for the pilot is improved slightly (though not by much). Air hoses are tested for leaks prior to installation, tanks with thicker walls are utilized, and the production line for filters thoroughly analyzed and proper adjustments made to assure a quality product.

The suits were also redone, with a form-fitting rubbery suit that provided some, but not much, protection from icy waters, goggles that weren't seemingly made in a dark cave, and straps that will properly secure both the fins as well as the knife.

While the upgrades do add cost to producing the SEAL, at least it may prove to be more than a glorified death sentence. Producing the SEAL now costs us 6 Ore and 5 Oil, making it (VERY EXPENSIVE).


----------------


As development of our new equipment comes to a close we now need to look towards the strait, and the enemies that lay across it. As always, you have the ability to choose (up to) Two Lanes to attack on and assign a resource to one of the Nodes in your territory.

Also, you have to select your new trait from the last Battle Report!

Double also, last chance to submit lore contest submissions in the Core Thread! Remember, it's supposed to be about the nonmilitary experience on Harren, and that an Espionage Credit is up for grabs!

IT IS NOW THE STRATEGY PHASE.

Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)
Spoiler: Credits (click to show/hide)

Title: Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1939 Hot Season
Post by: ConscriptFive on January 12, 2020, 10:18:05 pm
Trait - I was tempted to pick the combat engineering one, but the SEAL didn't roll particularly well.  I also don't know who else wants to design obstacles besides myself.  As far as AP traps/mines we already have LIES, so I don't see us doing that again soon.  Old World Blues, (CQB tech) seems like a more versatile choice everyone can understand.  We also haven't done anything CQB yet.
Resource - If I'm counting right, ore would make our Havezara arty and Mamkirali tracked amphib vehicle cheap, knock LIES and SEAL down to expensive, and put most of our expensive vehicles one step away from cheap.  It's the broadest pick based on what we use right now.  Might as well stick it in the central hills.
Manuevers - Full Focus West.  Try to open maelstrom west before the Innies shut it down, then land across the western strait at the Northern Peaks again.  Hopefully the the SEALs will find a nice beach for our cheap Mamikirali to drop off cheap Havezara arty now.

Quote from: Hey, it's a votebox
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
Title: Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1939 Hot Season
Post by: Shadowclaw777 on January 13, 2020, 03:57:39 pm
Quote from: Hey, it's a votebox
Trait:
(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
[/quote]
Title: Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1939 Hot Season
Post by: Madman198237 on January 13, 2020, 05:45:45 pm
Quote from: Hey, it's a votebox
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
Title: Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1939 Hot Season
Post by: Strider03 on January 14, 2020, 08:44:31 pm
Quote from: is it though?
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
Title: Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1939 Hot Season
Post by: TheFantasticMsFox on January 16, 2020, 12:21:28 pm
Quote from: Of course we know this is the Votebox
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
Title: Mechanized Warfare: Embral Thread / Design Phase, 1939 Cold Season
Post by: Man of Paper on January 18, 2020, 10:05:50 am
Strategy Phase, Hot Season 1939 AC

This season saw the utilization of a large deposit of Ore in the Burning Hills, meaning we now have access to 5 Ore. This provides the following changes to our armory:

Havezara-108 Mk.IV becomes (CHEAP)
-It's access to LIE Shells is set to (EXPENSIVE), and should have been noted last turn, but did not see use either way so suck it nerds
-The Mortar's LIE Shells are set to (CHEAP) , which wouldn't have changed the outcome of the invasion last turn anyways
Legion Issues Explosives Set becomes (EXPENSIVE)
Submersible Engineered Aquatic Litter Diver Propulsion Vehicle and Rebreather becomes (EXPENSIVE)

We have also embraced the Old World Blues, meaning Close-Quarters weaponry has it's difficulty level reduced by one tier.


Combat Phase, Hot Season 1939 AC

The Western Front


Plans this season for the Embral forces focused efforts on pushing through the Initharian defenses they'd managed to probe the season before. Unfortunately for our fleet, Inithar had made progress asserting control over the sea, and had shored up their positions. The most immediate and apparent issue was the increased presence of Kaipo'u-class Battleships leading a number of sub-hunting groups. Our Hethams, outnumbered by the ships hunting them, and now facing Destroyer Groups with refocyte-armed battleship support, had to fight more conservatively than any of them would have wanted. The Initharian Ho'oulas were already enough a pest for our Mukebaza cruisers based on sheer volume of fire alone, and with the additional firepower from more Kaipo'us they didn't really stand a chance. The Initharians picked almost every engagement, and without sufficient surface presence we were unable to wrest their control of the sector from them. The Leviathan was the only vessel that was able to actively make an impact, sinking a Kaipo'u and causing significant damage to two more.

It would've been a bad enough season on the seas if things ended there. But they did not. Towers had cropped up along the Initharian-controlled shores, and their purpose was made abundantly clear when our submarines tried navigating through the Initharian minefields. At first we thought the captains of the Hethams were just being careless, but a large uptick in mine-related sinkings within visual range of these towers, and the lucky discovery of a series of cables laid in the seabed uncovered the nature of Inithar's new sea-based mines. Sets of indicator cables relayed information to the towers, where an observer would decide whether or not to detonate a series of mines. These things weren't all too common, thankfully, so a few of our subs were able to get close enough to shore to safely launch their SEALS. Not many made it past the Initharian fleet and their mines, but we were able to land a few disorganized units onto the enemy shores. Not that the North Peaks offered many safe landing zones in the first place, at least not for someone lacking significant support or climbing equipment.

Our saving grace here was Inithar's focus was not on the Western Maelstrom, and so they were unable to increase their gains in the sector. The Western Maelstrom is still under Initharian Light Control.

----------------

Our scattered commandos landed and struck the night before our second attempt to claw into the North Peaks. A couple of them managed to locate a landing and passes past the Initharian lines, but had no means of marking or relaying this information. The disruptions caused by our SEAL Commandos was heavily underwhelming. Not enough of them made it to land in one piece to cause significant havoc behind enemy lines, and without means of communication and coordination between scattered teams, joint efforts to secure important positions prior to the coming landing were practically impossible to pull off. The did manage to pull attention away from the shore defenses somewhat, but their activities acted more to increase Initharian alertness more than anything. Better equipment or more support (if, say, we already controlled a part of Initharian territory and used them to insert behind lines with artillery support, etc.) could see their effectiveness increase greatly, but a couple explosives planted in nonvital locations was not worth the men thrown into Inithar's snapping jaws. The first use of SEAL Commandos would go down ultimately as a failure, with little gained and each Commando missing, captured, or killed by the end of the landing attempt.

The landing itself was pretty rough once more. Approaching ships had to be extremely cautious of enemy mines, and the Initharian navy was able to harass our mostly unescorted transports. While a large number of their ships were dedicated to keeping our Hethams away, our comparative lack of surface presence bit us hard. Some analysts suspect the use of WellQuartz in our Mamkiralis is the only reason our troops were willing to fight after going through sea mines, ship-based fire, and the silent Initharian firearms. The enemy had no new advancements on the ground in this theater, but by-and-large neither did we. Again, as last season, our forces were able to bypass small sections of the Initharian defenses before being pushed back - which is an admirable feat, given the situation at sea was much worse than the last time we tried an amphibious assault. We suspect that there would have been gains this time around if the sea situation had stayed similar to last season's.

Embral has failed to push the North Peaks.


----------------


The Eastern Front


In preparation for their second attempt at landing in our territory, the Initharian Navy set to the task of securing the seas from us. Destroyer Groups centered around a Kaipo'u or, in one case, the Kona had little issue locating our submarines and saturating their suspected locations with refocyte bombardment to dissuade getting close to the surface. Our Hethams saw increased losses, and while a few of their ships did still get sunk by them, by and large every engagement was decided by the Initharian Fleet - and then won by them. The Mukebazas, now facing multiple Kaipo'us, were nowhere near enough of a surface presence to stem the tide. The Kona being active in the sector and organizing fleet actions made the situation that much more extreme (in a bad way for us). With Inithar's capability to reduce our advantage of stealth and the inability to engage on our own terms, they dominated the push into our territory.

Inithar attains Significant Control of the Eastern Maelstrom.

----------------

Rain pounded The Mudflats on the morning of the invasion. Deep pools of water collected in the craters littering the oversaturated earth. Artillery, too, fell onto our territory. Initharian capital ships were able to focus largely on supporting the invasion thanks to the shellacking of our fleets in the area, and we most definitely felt that as conventional 300mm shells whistled overhead alongside a large number of refocyte munitions. The appearance of the Makuahine CLC, a 50m long landing craft with 200 ton capacity, 20mm armor, a 90mm armored ramp, two 50mm guns, two Kakalas, smoke launchers, and a top speed of 15 knots, was certainly an undesirable sight for the forces having devils dropped on their doorstep.

Our 108mm artillery and 105mm mortars had zeroed in on slices of the landing area after last year's attempted landings, and the time we'd been given them to recover and reinforce was made abundantly clear. It felt as though more water was being thrown into the air by explosions than there was falling from the clouds. Being infantry on either side of this engagement was quite an undesirable prospect, as the sheer volume of indirect fire - mostly at the Initharians - was withering at best and downright devastating at worst.

Chemical clouds drifted across the landing zones as chemical mortars dropped with alarming frequency. One Makuahine was unfortunate enough to have a shell land right in front of the ramp as it opened, blocking the exit with a toxic cloud of smoke and drifting inward towards the trapped infantry and crew. Counterbattery fire from their fleet was able to stifle that pressure somewhat, while the ship-based refocyte rounds pounded the old Salviosi defenses, cracking, crumpling, and collapsing the decades-old abandoned concrete bunkers.

The first wave of landing craft was almost solely infantry. Their footsoldiers were at a disadvantage thanks to our superior range in regard to firearms, as with last time, but the uptick in indirect fire support and significant smoke cover gave their infantry the chance to push forward and not get socked in by the hail of 108mm shells. Then the second wave hit the beaches.

Makuahines opened up to reveal the first Initharian armored fighting vehicle of the war - the G2 Alanui, a tank wielding a 50mm cannon, two Kakalas, 50mm armor on all four sides and the turret, 20mm up top, and 15mm beneath, and can travel at speeds of 50km/h. These tanks provided a clear and present target for the Rogis which proved itself...somewhat lacking, though still capable. While it's AP and APHE shells could penetrate the Alanui, the tank was capable of high speeds that required significant leading, even in the muck of the Mudflats. The Alanuis provided direct-fire support for Initharian infantry, pounding defenses with their refocyte rounds and suppressing infantry with it's pair of Kakalas. The advantage provided to troops pushing forward was somewhat mitigated by the deep pools restricting movement forward to select routes, and the Rogis, largely used on the beach as defensive emplacements, severely outnumbered the Alanui. That said, they also afforded the Wikiwiki the opportunity to move up without getting absolutely annihilated immediately.

Their forces suffered significant losses on the landing, adding corpses to those already half-buried and rotted in the mud. But the inclusion of a proper lander, as well as the delayed introduction of the Alanui, paired with a significant degree of naval bombardment, with no advancements of our own in the theater, saw us pushed away from the landing zones along the strait. In the following days the landings were able to form a unified front and went largely unopposed, save for the occasional ambush of screaming, whistling Sikari, slowing them just enough for our troops to set up a solid second line (with a little help from the Strings of Motion) at some old Salviosi defenses. Long-abandoned Abberan positions provided their forces with some cover from fire and the elements.

As both sides dug in, one thing remained clear: many people would die in the coming months trying to fight over this useless, undesirable slice of land.

Embral has failed to defend The Mudflats, losing control of an empty Resource Node in the process.


----------------


As the season comes to a close, a single ship appears over the horizon from the east. It hails us as soon as it possibly can, identifying itself as a ship sent from the homeland with a very important person on board.

After docking and coming ashore, the envoy makes herself well known. Dressed in some of the finest garb available in the Empire, Lady Amanvir and her armed escort turn many heads and draw much attention. They move swiftly and with purpose, arranging an emergency meeting with you - those she knew to be pulling the strings, regardless of your job as "engineers".

The subterranean bunker is cooler than outside, but beads of sweat still form on the Lady's brow, being unaccustomed to the environment. Lady Amanvir and her family are wealthy individuals with a lot of influence in Embral, but no military background, so it is strange to see her here alone save for her two guards and the ship's crew. Once you've all been gathered she is quick to begin the meeting.

Amanvir's Theme (https://www.youtube.com/watch?v=9318WhMQr18)

"I have come here and gathered you lot together because, to put it bluntly, things at home are dire indeed. The war has turned poorly, the capital is bombed regularly, and we're being pressed too hard to hold out indefinitely. While aid from this expedition would certainly help the cause, I come to you with more troubling news," Amanvir shifts uncomfortably in her admittedly uncomfortable seat, "Subversive elements have been revealed within the Empire. An entity known as the Sau-Cihare has been pulling the strings of the Empire since, well, before it was an empire. They're responsible for almost everything, good or bad, that has befallen Embral. And they - we - need your help."

Amanvir purses her lips and makes a sucking noise with her teeth before continuing, "The Sau-Cihare are the only reason the Embralish Empire hasn't been absorbed and eliminated by The Union. Genocide is taking place within our borders, entire towns being lined up against walls and shot, and yet people are still attempting defection. In the face of absolute annihilation they would bow to The Union, be taken in, and, as has already happened to a number of people, never be heard from again. Surrender is not an option, and yet a few members of the Sau-Cihare have formed a splinter group after being corrupted by Union agents. They seek to systematically wipe out the members of the Sau-Cihare and steer our empire into the shadows before it's tossed into a shallow grave."

Amanvir pauses. Something tells you she's being honest, or at least believes she is - and that this has affected her personally on a deep level.

"The Sau-Cihare fight for Embral, but we cannot fight alone. This expedition could help us fight back, or at the very least, provide the Empire with a stronghold to fall back to should the worst come to pa-"

The door to the room opens. Two shots echo through the small room and both Amanvir's guards slump to the floor.

"You", Amanvir hisses, "You're why we haven't heard from Rasam."

"Yep," Dave says matter-of-factly, "He's at the bottom of the sea, kept company by some old artillery pieces. Sorry about that, by the way," Dave states, directing the apology your way.

Dave's Theme (https://youtu.be/w8KQmps-Sog)

"Don't listen to her bullshit," Dave was addressing you still, but his eyes and handgun both remain trained on Amanvir, "The Sau-Cihare is one of the worst, most corrupt, corrupting, and corruptible entities in the entirety of human history. AH! NOPE!" Amanvir tries to stand. Dave walks around her, places an arm on her shoulder, puts the gun to the base of her skull, and looks at each of you.

"The Embralish Empire is a rotting scarecrow propped up on the bones of the less fortunate, both within and outside of her borders. We've been demonized by The Union because we've acted like demons. We've been controlled from the shadows by fear, deceit, murder, and, well, wealthy assholes like this one," Dave punctuates his statement by tapping his handgun on Amanvir's head, "The Union isn't as bad as they've been painted. Yes, they're guilty of killing civilians, but so is Embral, and over the course of her entire history without ever answering for it. There's even evidence that one of the villages wiped out by The Union was done at the behest of the Sau-Cihare by the Sau-Cihare. And worst of all? This devastating war could be over."

Dave sighs, "The Union has requested peace multiple times. Every time the message is intercepted or corrupted by the Sau-Cihare, and even if it reaches the 'leaders' of our Empire, agents whispering in ears, utilizing blackmail, and making empty promises have turned those in power from the path of peace."

"Liar!" Amanvir interrupted, visibly seething, but her eyes seemed to beg you for help.

"That's cute, coming from the mouth of the Serpent Lady herself," Dave responded, "I represent those 'subversive' elements within the Sau-Cihare. We'd hoped Rasam's disappearance was all we needed to prevent the Sau-Cihare infecting this expedition, but it looks like my hand was forced. To put it simply, the Union is willing to withdraw from the Embral jungles and a significant area surrounding them, so long as we cease fighting them and replace our government with one approved by a Union council."

"And become a puppet for foreigners. Never in all of Embral's history..." Amanvir sighed.

There's a gun under the table. It's time for you to decide who walks out of here alive...and ultimately how interactions with the Old World will continue from this point onward.

Will you Kill Amanvir, siding with Dave and the Union, forsaking your Empire? Or will you Kill Dave, cementing your loyalties to the motherland at the cost of countless lives in the war at home?


You have one design.

IT IS NOW THE DESIGN PHASE.

Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)
Spoiler: Credits (click to show/hide)

Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1939 Cold Season
Post by: Strider03 on January 19, 2020, 09:51:21 pm
Quote
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.

Quote
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.

Quote
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.

Quote
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.

Quote
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.

((I was thinking when I made the name that if we could have some kind of close quarters sonic weapon, that'd be nice, but I didn't come up with one. I urge anyone to take my designs and refine, or rewrite them into something useful))
Quote
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.

Quote
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.)
Based on suggestions by Madman, some changes have been made.

All hard numbers such as ship speed, size, and specific armor thicknesses are left to GM discretion, as I'm not sure what to put for those.

Quote from: Why, that's a votebox!
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
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1939 Cold Season
Post by: Jilladilla on January 21, 2020, 09:23:53 pm
As much as I'd like to design a Mk2 Sub, we were hit by a Clue-By-Four to get a more existent surface fleet.

Quote from: Why, that's a votebox!
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
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1939 Cold Season
Post by: Madman198237 on January 23, 2020, 12:03:56 pm
Quote from: Why, that's a votebox!
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
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1939 Cold Season
Post by: TheFantasticMsFox on January 24, 2020, 11:12:02 am
Quote from: Why, that's a votebox!
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
Title: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Cold Season
Post by: Man of Paper on February 03, 2020, 09:18:00 pm
Design Phase, Cold Season 1939 AC

Proposal: Silada-Class Destroyer
Quote
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.)

Difficulty: Hard
Result: (6+6)-1=11, Masterwork


The Silada-Class Destroyer is a much needed, and extremely welcome, addition to the Embralish Navy at Harren. The high displacement of the 115 meter long ship compared to other destroyers of the time comes from the relatively thick armor, with 120mm at the belt and 100mm elsewhere. Bulkheads and redundant systems, including separate engine and boiler rooms for increased survivability, also add to the ship's mass. A single quintuple torpedo mount provides the ship with the ability to threaten and deter larger vessels, while it's 3x2 120mm guns provide rapid firing ability for engaging lightly armored targets as well as indirect fire support for land-based engagements. It's engines are able to put out enough power for maintainable speeds of 38 knots.

The guns are quite impressive, capable of launching shells out to a maximum 20 kilometers. Shells available to the Silada consist of AP, APHE, and Flak, as the gun is capable of rapid traversal and elevation at 20 degrees/second for both, and has a maximum vertical ceiling of 14 kilometers (at 90 degrees).

The most unique aspect of the Silada is the spaced hull filled with Wellmoss. While initial estimates expected a hefty cost in well-extracted material due to the installation of throughout the spacing between the ship's armor and hull, more intelligent engineers realized that simple seeding of the Wellmoss combined with controlled introduction of water and hammering on the hull allowed the stuff to grow on it's own, using the nutrients it gained from the water and...whatever it pulled from sound. While not perfect, as the process isn't rapid, it's fast enough to reduce the intake of water through breaches in the hull, and can patch smaller wounds over the course of an engagement. The only downsides to Wellmoss come on the form of increased drag as the Wellmoss grows outward, as well as it's continual growth once released from it's confines. Wellmoss growth can be stopped, and the material destroyed, through consistent application of direct flame after being removed from water.

The Silada-Class Destroyer costs 5 Ore, 3 Oil, and 4 Wellmaterials, making it (EXPENSIVE).


----------------


You have a single revision to work on, and remember to discuss which contact from the Old World you wish to support! Will you Kill Dave and side with the shadow government of the Sau-Cihare? Or will you Kill Amanvir and let a foreign power dictate Embral's future?

Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)
Spoiler: Credits (click to show/hide)

Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Cold Season
Post by: Madman198237 on February 05, 2020, 01:03:56 pm
Quote
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.


Quote
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.
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Cold Season
Post by: Strider03 on February 05, 2020, 07:14:28 pm
I very much approve of wellshrubbery. Though, will we have to worry about the enemy burning our cover easily?
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Cold Season
Post by: Shadowclaw777 on February 07, 2020, 04:39:25 pm
Quote from: MopeyBox
Wellshrubbery
Carpet Moss: (1) SC777

Kill Dave
Kill Amanvir: (1) SC777
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Cold Season
Post by: Madman198237 on February 07, 2020, 05:37:29 pm
Quote from: MopeyBox
Wellshrubbery: (1) Madman
Carpet Moss: (1) SC777

Kill Dave: (1) Madman
Kill Amanvir: (1) SC777

We should *probably* do something other than Wellshrubbery, buuuuuuuut…..
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Cold Season
Post by: TheFantasticMsFox on February 08, 2020, 12:37:29 pm
Quote from: MopeyBox
Wellshrubbery: (2) Madman, TFF
Carpet Moss: (1) SC777

Kill Dave: (2) Madman, TFF
Kill Amanvir: (1) SC777

Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Cold Season
Post by: NUKE9.13 on February 08, 2020, 03:31:10 pm
Damnit, Dave.

Quote from: MopeyBox
Wellshrubbery: (3) Madman, TFF, NUKE9.13
Carpet Moss: (1) SC777

Kill Dave: (3) Madman, TFF, NUKE9.13
Kill Amanvir: (1) SC777
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Cold Season
Post by: Shadowclaw777 on February 08, 2020, 04:47:34 pm
Fine

Quote from: MopeyBox
Wellshrubbery: (4) Madman, TFF, NUKE9.13, SC777
Carpet Moss: (0)

Kill Dave: (4) Madman, TFF, NUKE9.13, SC777
Kill Amanvir: (0)
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Cold Season
Post by: Strider03 on February 10, 2020, 11:57:42 am

Quote from: MopeyBoy
Wellshrubbery: (5) Madman, TFF, NUKE9.13, SC777, Strider
Carpet Moss: (0)

Kill Dave: (4) Madman, TFF, NUKE9.13, SC777
Kill Amanvir: (1) Strider
Title: Mechanized Warfare: Embral Thread / Strategy Phase, 1939 Cold Season
Post by: Man of Paper on February 10, 2020, 05:09:13 pm
Revision Phase, Cold Season 1939 AC

Proposal: Wellshrubbery
Quote
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.

Difficulty: Hard
Result: (3+1)-1=3, Buggy Mess


Wellshrubbery was certainly a novel idea, and with the successes of the introduction of Wellmoss to our fleet we expected to see it's use on land reach the bar set by it's predecessor. That was not the case.

Wellshrubbery is "successful" in that we can make Wellmoss grow on land, but the growths are short-lived. With less than near-total submersion and sound carried at a weaker level through air, the nutrient- and (sound?)-hungry material is not sustained for long. Testing in wetter environments sees the Wellshrubbery from the Grow Your Own Concealment kit grow to about waist-height and shoulder-length before withering away and dying out a couple hours later. In dryer environments, however, Wellshrubbery is practically useless, capable of growing out as little more than peach fuzz before rapidly turning into brown dust. Wellshrubberies also do not root, meaning they can be toppled with extreme ease. This includes the heavy winds in more turbulent areas.

The packets themselves are used by tearing them open, spilling out the seeds, and upending one's canteen over them while making a lot of noise.

Unfortunately, breeding wellmoss into wellshrubbery and harvesting enough seeds to put into a single packet proves to be time, labor, and resource-intensive, making the Wellshrubbery Concealment Kit (VERY EXPENSIVE) with a cost of 5 Wellmaterials.

----------------

It's time to decide what two lanes to attack on, what resource you will deploy and where, if you'll use an Attack to strike a Pact facility instead of Inithar, the deployment of your National Effort(s), and what your final decision on who lives and who dies will be. The future of the expedition, and indeed all of Embral, is in your hands now more than ever!

IT IS NOW THE STRATEGY PHASE!


Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)
Spoiler: Credits (click to show/hide)

Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Cold Season
Post by: Madman198237 on February 10, 2020, 08:42:19 pm
Quote from: Murder Box
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
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Cold Season
Post by: Jilladilla on February 10, 2020, 08:51:16 pm
Going to Strongly Disagree here a bit; we have no useful land development, so pushing the Mudflats isn't likely to give us a positive result.
However, attacking the Eastern Sea; where we do have an advancement, a quite good one at that, is one more likely to bear fruit. If we succeed we cut down on their naval support a bit.

And finally, Fuck Dave. Enough said.

Quote from: Murder Box
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
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Cold Season
Post by: Madman198237 on February 10, 2020, 09:24:33 pm
Quote from: Murder Box
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
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Cold Season
Post by: Jilladilla on February 10, 2020, 09:44:56 pm
Don't we have a resource to assign?...

Quote from: Murder Box
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
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Cold Season
Post by: Shadowclaw777 on February 10, 2020, 09:57:37 pm
we also have an espionage credit that could possibly use to weaken the Pact Base for our assault.

Quote from: Murder Box
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
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Cold Season
Post by: NUKE9.13 on February 11, 2020, 03:42:24 pm
Alright, so. I can get behind probing the Pact's defences (slash beginning the process of wearing down their defences in an area). But I don't think we should use an EC to weaken their defences, as even with such an advantage, I really don't think we'd make any progress. I mean, we just don't have the sort of guns you need to take out a dude in flying power armour. Using an EC to weaken the Pact's defences down the line (when we have a more developed armoury) would be a good idea, though.

As for the other stuff, it all makes sense. I haven't looked at what will get cheaper from another Well, but I assume it'll be relevant. 



E: Madman pointed out that more Wells will make our entire navy cheaper, pretty much, which combined with the new (Cheap) destroyer will drastically shift things at sea in our favour (I'm assuming that Inithar worked on something to hold the Mudflats this turn, since navally they were doing good last turn).
To quote the last BR: "We suspect that there would have been gains [in the North Peaks] this time around if the sea situation had stayed similar to last season's."
Taking advantage of our sudden spike in naval power to gain a foothold in the North Peaks would be a good move. It's not a sure thing- whatever Inithar made this turn could well bolster their defensive power in the peaks, in which case even improving the naval situation might not be enough. But it's worth a try over a, let's be honest, futile attempt to take a Pact facility.

Quote from: Murder Box
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
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Cold Season
Post by: Madman198237 on February 12, 2020, 09:59:11 am
Quote from: Murder Box
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

Taking the Pact facility will *probably* not be futile; I'd assume their numbers will be low enough for the first few facilities. After that, though, it's undoubtedly going to be ugly.
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Cold Season
Post by: Jilladilla on February 12, 2020, 11:08:05 am
Very well, shall we do this then?

Quote from: Murder Box
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
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Cold Season
Post by: Strider03 on February 14, 2020, 09:50:52 am
Quote from: Murder Box
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
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1939 Cold Season
Post by: Shadowclaw777 on February 14, 2020, 03:14:39 pm
Quote from: Murder Box
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
Title: Mechanized Warfare: Embral Thread / Design Phase, 1940 Hot Season
Post by: Man of Paper on March 06, 2020, 10:39:08 am
Strategy Phase, Cold Season 1939 AC

Over the course of this season we built up our industrial strength with the introduction of a Wellmaterial extraction facility in the Badlands, bringing our access to Wellmaterials to Three(3).

This has resulted in the following changes to our armory:

Sikari Mask Mk.III becomes (CHEAP)
Strings of Motion become (EXPENSIVE)
'Mamkirali' Naval Lander becomes (CHEAP)
Hetham-Class Submarine becomes (CHEAP)
Silada-Class Destroyer becomes (CHEAP)
Mukebaza-Class Heavy Cruiser becomes (CHEAP)

The Wellshrubbery Concealment Kit had it's cost mislabeled at 5 Wellmaterials. It has been properly adjusted to 6 to be in line with the intended (VERY EXPENSIVE) cost compared to starting Wellmaterial amounts, though the new Wellmaterial resource makes it (EXPENSIVE).

----------------

Two shots ring out in rapid succession, deafening each of you in the enclosed space. Dave hits the ground as the gun used to kill him hits the table. Everything happened so fast, you're not sure who fired the shot. Amanvir's eyes, squeezed tight from fright, slowly open as she realizes she hasn't been shot. Dave gurgles as blood flows freely from the hole in his neck. Amanvir looks down and watches silently while Dave holds both hands over the wound in a failing attempt to stop the bleeding, his mouth opening and closing silently not unlike a fish being held out of water. After a few moments his grip on his throat relaxes, his mouth stops moving, and his body goes entirely limp. Amanvir stands and kicks Dave's corpse in the chest with a sickening thump and the crack of a few ribs.

Embral's Theme (https://youtu.be/GgnClrx8N2k)

"A glorified fucking assassin," Amanvir says more to Dave's body than anyone else before looking to each of you, "I appreciate your decision. It was certainly not a choice to be taken lightly in such a short time, but it was the right one. We cannot sell ourselves to our enemies. They've already begun encroaching on our homeland, have initiated the slaughter of our people, and have begun extraction and use of resources found in our Wells. We stand on a razor's edge, as we always have, and the Sau-Cihare are the only ones capable of keeping us from slipping into our utter annihilation. But we cannot accomplish this task alone, and the forces at home require aid. With Wellmaterials being pushed to the front by our enemies, our largest advantage throughout history has been turned against us, and we need to bring forth something new. I'd originally made my way here to contact our dead agent and get filled in on why no shipments have left Harren, but I now understand you are in an entirely new war over here, with new and completely unprecedented threats. I will inform our circle that your success here necessitates the use of Harren's own materials, but know that if you acquire Gavrillium or Caelium you can send it home and we'll supplement your resource stockpiles with what we have available." [This will make the resource from the node unavailable to you for use, but will give you a Resource Credit to attain a nonHarren Resource with.]

"In time we will hunt down these Traitors, and those Loyal to the Empire will flourish once more."

----------------

Combat Phase, Cold Season 1939 AC

The Western Front

The Leviathan, finally, was at the head of a combat fleet worthy of it's presence. The new Silada-Class Destroyers and our more numerous Mukebazas made quite the imposing sight as they moved into the Maelstrom's perpetual storm. Hethams loitering all across the sector had set themselves up to observe enemy fleet actions. The Kona had been spotted, no doubt organizing patrols, but there was a significant lack of Initharian aggressiveness in their movements. No doubt they had become complacent after their victories at sea.

A pair of enemy Ho'oulas briefly skirmished with a Silada caught out on it's own by the terribly fast ships while it was probing ahead of the fleet. The Ho'oulas were quick to try to pincer the Silada between them and all three ships opened fire at once. The Silada's guns thundered as shells splashed in the water nearby, spraying the crew on the deck with frigid seawater. Water gushed towards the air in the distance as the Silada's shells fell in the wake of the Ho'oula it was focused on. More shells landed near the Silada, which pushed forward even as the pincer began to close on it. The Initharian's drew first blood as a pair of shell penetrated the hull at the waterline. As the sea washed into the compartments the Wellmoss sandwiched between the hull and armor expanded and slowly began to fill the new openings. She listed slightly, but the rush of water was steadily slowed as the engagement wore on.

A salvo fired from the Silada struck true in almost the same moment. Knowing the fragility of the Ho'oulas the captain of the Silada had been using HE rounds, and the effect was devastating as the ship was penetrated near the bow. The shell detonated a moment later, tearing a massive hole in the side of the ship. It rapidly listed and capsized. The second ship disengaged and hurriedly broke contact. A bright flash in the distance was accompanied by a delayed low boom as a Hetham's torpedo met it's mark.

Engagements at sea this season were dramatically different from the past couple years. With a sizeable, well-rounded fleet finally available, we were able to draw manpower from Initharian sub hunting operations, dramatically increasing the effectiveness of our submersible fleet. The presence of the enemy Kona gave the Initharians a more coordinated defense, but they soon realized their destroyers were outclassed by our own in an all-out brawl, and their Kaipo'u-Class Battleships were dramatically outnumbered by our Mukebazas (although plunging fire through the deck was the only reliable means of damaging one with the Mukebaza's guns, and made a very juicy target for our Hethams on the occasion that an opening was granted during a surface battle. Not to mention the capability of our Siladas to utilize torpedoes against the increasingly harassed battleships.

As the season pressed on, our fleet noted the absence of the Kona. With immense pressure from our fleet, and having a history of taking damage from our ships without much in the way of retaliation, the ship had pulled back to prevent being sent to the seabed. With a well-rounded, everpresent fleet of various warships and submarines, combined with Inithar's lack of significant pressure in the sector, we reduced their fleet to relying on raiding tactics and were thusly able to press our own advantages. As a result we were able to completely reverse the situation at sea, wrenching control from the Initharian's in a massive upset.

Embral attains Light Control of the West Maelstrom.

----------------

Later in the season, once our fleet had diminished enemy numbers and properly identified a number of minefields (before obliterating their control towers), they were joined by a mass of Mamkirali landing craft. We'd observed the enemy massing on their shores, likely preparing for an invasion of their own, but we'd gotten prepared and shoved off before they could, and so their force was resigned to trying to hold their mountains yet again.

Enemy ships moved to intercept our landing fleet, but were turned back a number of times by our effective screen of durable destroyers and stealthy submarines. While a few transport groups were hit by distant enemy ships in the hit-and-run attacks that the cowards had adopted, we were able to get more troops safely across the strait than any past attempt.

The night before, however, was when our naval supremacy, however slight it may have been, proved itself.

----------------

Three out of the four SEAL DPR/Vs assigned to the sector "Gujarat Beach" made it ashore in relatively close proximity. Xilmal Jagpal was the unlucky fourth.

Her SEAL's controls had stuck, sending her off-course and three landing areas down to "Talwar Beach". She'd managed to get lucky enough to hit a long-forgotten sheep trail tucked out of sight of the Initharians when the most likely option was being dashed against rocks or a cliff. It was some well deserved luck after being "volunteered" to infiltrate Initharian lines with nothing but a knife, then getting stuck with a SEAL with a fault that had been mostly eliminated. Xilmal dismounted her torpedo as it crossed parallel to the small rocky beach and kicked it out towards the ocean.

Well, that's it, she thought to herself. Not only was the SEAL a one-way trip, but she was now stuck behind enemy lines for hours before the invasion began, and even then her survival relied on the success of the landing. She wasn't confident.

Xilmal made her way up the steep winding sheep trail which took her further and further from the beach proper and eventually deposited her at the top of a sheer cliff overlooking the West Maelstrom. An Initharian soldier was there, pissing off the edge of the world. He was alone but armed, an M1 'Nima' resting on the ground behind him. The rain striking the ground covered the sound of Xilmal's approach, and she managed to get her hands on the rifle as the Initharian tucked himself in his pants and turned around. Xilmal fired the rifle - it was an odd feeling, there was almost no recoil. The 8mm round caught the Initharian in the head and he began to fall backward and over the cliff. Xilmal shot forward and grabbed his collar, pulling him back onto the cliff and dropping him to the ground unceremoniously. She took a few extra magazines from the corpse as well as his boots, M1 'Hau Kai' gas mask, and coat before finally kicking him off the cliff.

A well-worn path led down the cliff towards a set of dimly lit steps and a steel door leading, presumably, into a bunker or tunnel through the mountain. Xilmal cautiously began to descend when the door opened up and an Initharian soldier stepped out. She had no cover.

"Haku?" he called out, babbling in his alien language as he held a hand over his eyes to block the light of the bulb above him, "Haku?"

Xilmal was far enough away that the soldier only noticed a rifle was aimed at him once it was too late. She put two bullets in his chest practically in the same hole, gaining a different level of appreciation for the nearly recoilless rifles than most of her brethren would have. The Initharian slumped and Xilmal dashed to the open door. Nobody else came through. Xilmal pulled the corpse inside and closed the door behind her then bolting it shut. The corridor went ahead a couple meters before splitting to the left and right. Old rusted metal plates bolted to the walls labeled the paths using an image of stairs and the profile of a bunker with arrows pointing to the left and right. The poorly lit hall was empty. Xilmal could see her breath in the air as she slowly made her way right to the bunker. The door was slightly ajar and some voices carried through the crack towards Xilmal. She pressed herself against the wall on the side of the door's hinges and crept forward. She could see someone's back in the opening of the door. Something was said, and there was a laugh before the back turned around and the door began to open inward. Xilmal was close enough to dash forward and ram the heavy steel door with her shoulder. Something popped, but the door flung open and the Initharian pulling on it was sent onto his ass. Two more Initharians were in the bunker. One was seated at a table covered in documents and the other was looking out of the bunker. The seated one stood up fast enough to rocket the chair backward and the one standing already went for her rifle, but Xilmal put a round into the wall centimeters from her hand and stopped the Initharian in her tracks.

Xilmal, with her left arm hanging from the socket, thrust the rifle held loosely in her right hand at all three Initharians and gestured to the corner furthest from their guns and away from the firing slit. After a brief moment of thought, Xilmal made the difficult decision to simply gun all three down.

Clackclackclackclackclackclackclack tinktinktink

They were unarmed, sure, but they were a threat if left alive regardless of whether she hunkered down here or left to go elsewhere. And with the sky beginning to lighten, Xilmal was going to be holing up where she was. Her shoulder felt like it was being jabbed with an icy needle, and pain shot down to her fingertips when she tried to move it. She struggled but was eventually successful in closing and bolting the bunker door with her good arm before peeking outside.

Laid out before her, far ahead and below, was a network of trenches and bunkers, and beyond that, Talwar Beach. Xilmal had managed to stumble across an observation post, and when she understood this she immediately turned to the table the one Initharian was sat at and rifled through the papers. They looked to be maps of the defenses in the area of the beach. Xilmal noted, however, that they were written on in one of those Initharian color languages. It didn't matter much, as she had no way to relay this information while it would be useful.

Which would be soon, as the first shells from the naval bombardment began to strike Initharian defenses. Xilmal could see Initharians moving along the defenses laid out ahead of her bunker. She looked back at the bodies in the corner - they'd left her plenty of ammo. It was really just a matter of how much damage she could cause with one good arm before the Initharians got through the door behind her. Or friendly fire took out her bunker...

----------------

The introduction of their M1 'Hau Kai' gas masks proved fairly effective, when present, in minimizing the toxic side effects of LIE weapons, and the coverings placed over the ears blocked out a significant amount of wellwhistle noise from our Sikari Masks. The Initharian's long-standing use of nonverbal communications allowed the Initharian's to effectively communicate while masks were on so long as there was visual contact. While both methods of dislodging defenders had suffered a hit to effectiveness, we were able to get more men off the landing zones and into hard cover. Previous attempts at penetrating the mountainous defenses left us with some amount of knowledge of the terrain, and we were able to outmaneuver and encircle a number of Initharian-occupied underground complexes. Our explosives aided breaching efforts, and with our bolstered numbers we were able to more thoroughly secure our gains. Initharians launched countless ambushes as they fell back, but they did indeed fall back to a second large-scale mountain complex. Scouts also report a Pact stronghold in a mine complex within the mountains here. Fighting in this area may see us...acquire information on Pact equipment.

Thanks to continued efforts, Embral successfully attacked the North Peaks, gaining control of an empty Resource Node in the process.

----------------

The Eastern Front

The Initharians used their foothold in The Mudflats to set up a front within the vast network of trenches that crossed the entirety of the sector. The mud this season was already a well-known issue among our forces, but the Initharians were experiencing it for the first time. Their Wikiwiki and Alanui, for all their speed, had to be careful lest they drive over a patch of mud that looks just like the rest but would swallow anything heavier than a rat. The task of funneling enemy vehicles was simple enough, and their attempts at assaulting our line to force a breakthrough met with focused fire and resulted in disaster.

Initharian forces landed on the shores to the east and threatened the flank, but once they were out of range for support from their naval guns, their push lost momentum. One final massive assault was prefaced by days of bombardment from our end, without so much as a grenade thrown by the Initharians. Our mortars and artillery weakened the enemy and they proved quite easy to break after they finally launched their attack. The enemy Alanui, for as devastating as it's refocyte shells could be, was the only form of fire support they had to strike hardened positions. This made it remarkably easy to turn them away from the positions we occupied that the Salviosi had built decades ago. A couple breakthroughs did occur, but there was absolutely no way for them to sustain their assault when we had troops in reserve absolutely unthreatened by indirect fire and ready to move forward. Counter-attacks occurred as soon as a position was overrun, with fresh troops swooping in on exhausted Initharians. The slaughter lasted for ninety minutes before Inithar pulled back, giving up their coastal gains and returning to their line to the north. Inithar was going to be hard-pressed to take any more land here without some sort of support.

Embral successfully defended The Mudflats.

-----------------

While the war certainly took a turn for the best this season, it was by no means guaranteed, and the enemy is bound to test themselves against us again soon. We can try to cement ourselves on top even further by earning a Research Credit! You're tasked with creating something to represent Xilmal during or after the invasion. This could be anything from a first person narrative, a story from a passer-by's point of view, a drawing, a song, or maybe even you could commission one of them dumbass Initharian squiggle arts. You'll vote for one to make official and I'll be posting the victor in the core thread. On top of the Research Credit just for voting for a lore proposal, the team who's final submission is deemed "better", whatever that ends up meaning, will get an Espionage Credit[/i].

AND HEY BECAUSE ITS A TREND THAT I THINK I LIKE YOU NOW HAVE MORE FUNDING FROM LIKE HOME OR WHATEVER AND GET TWO DESIGNS A TURN.

IT IS NOW THE DESIGN PHASE. 

Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)
Spoiler: Credits (click to show/hide)

Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1940 Hot Season
Post by: Madman198237 on March 06, 2020, 01:20:27 pm
Quote
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.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1940 Hot Season
Post by: NUKE9.13 on March 06, 2020, 01:52:51 pm
Xilmal story first draft. Suggestions for improvements/additions please.
E: added some more.
E2: had misunderstood prompt, changed to (hopefully) be valid. 
Spoiler: Past and Present (click to show/hide)



Anyway, designs. Madman mentioned potentially wanting to do the ASH. I agree it's a cool design written by an intelligent and handsome individual, although I feel it may have some problems. Still, here it is:
Quote
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.

I'd definitely like to do something armour-piercing this turn, because I think we'll need such tech if we want to successfully attack the Pact (which we should get around to doing). I'd also like to make use of our new bonus to give our forces another option when it comes to firearms. An SMG, perhaps:
Quote
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.

Quote
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.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1940 Hot Season
Post by: Strider03 on March 18, 2020, 02:51:06 pm

Quote
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.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1940 Hot Season
Post by: NUKE9.13 on March 18, 2020, 04:28:41 pm
Quote from: Box o' votes
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:
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1940 Hot Season
Post by: Strider03 on March 18, 2020, 04:30:06 pm
Quote from: Box o' votes
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:
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1940 Hot Season
Post by: Madman198237 on March 18, 2020, 04:38:33 pm
Quote from: Box o' votes
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:
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1940 Hot Season
Post by: TheFantasticMsFox on March 18, 2020, 07:00:25 pm
Quote from: Box o' votes
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:
Title: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Hot Season
Post by: Man of Paper on March 25, 2020, 01:28:55 am
Design Phase, Hot Season 1940 AC

Proposal: Autoresonant Siege Horn
Quote
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.

Difficulty: Very Hard
Result: (4+1) (6+6)-2=10, Superior


The ASH has been a concept mulled over by the greatest Embralish minds for years, but delays in it's development (one of it's engineers struggled with a bout of tuberculosis) led to it's introduction being put off until now.

It is a tube just shy of 1.4 meters long constructed of a combination of aluminum, Wellwood, and Wellbronze for a relatively light weight of 4.8kg. Threading in the rear of the tube allows quick installation of the compressed air canister which serve as the weapon's ammunition. The weapon itself works by leaking small but not insignificant amounts of air into the ASH, "playing" the weapon and emitting sound directed forward (though there is a little bleeding of noise around the weapon, but it's largely harmless). A Wellbronze receiver microphone also directed forward (and otherwise coated in Wellsap to prevent unwanted interference) is used to detect feedback from targeted objects. A small dial on the side of the weapon can be set to freely adjust, where the ASH will automatically attempt to detect the resonance frequency of targeted objects, but can also be set manually if the user is confident in their prior experience with or knowledge of the target. While it only takes a second or two for the ASH to find it's target's frequency, being able to fire immediately could certainly come in handy (especially as it can be transported "loaded" with minimal to no risk past rupturing of the air tank).

When the ASH fires it unloads the entire canister of air through the tube at once, playing at the frequency on the tuner and launching a wave (or more accurately, ball) of sound that, while not visible, certainly makes itself known on impact. Solid targets struck by this controlled burst of sound find themselves broken and battered, shattered so long as the frequency is within effective tonal range. Softer objects, like flesh and organs, tend to rupture if the ASH is keyed into a human target, and effects such as ringing in the ears, perforated eardrums, and intense vertigo can be felt if close enough to an impact site regardless of frequency. The range, as in distance, of the ASH is somewhat short at 100 meters, but it's ability to reliably "rapidly disassemble" targets cannot be understated.

Targeting itself is done utilizing a simple flip-up sight on the side of the tube. A small rail on each side allows the user to position the sight based on left- or right-handed firing preference. Weapons teams consist of the gunner, who carries the tube and a couple of air tanks alongside their standard kit, and the loader who installs and replaces the air canisters and hauls up to a dozen of the air tanks based on personal strength and preference. A notepad and pencil is provided with every weapon for recording resonance frequencies of common targets.

The ASH's use of lightweight metals and reliance on Wellwood and Wellbronze sees it's production cost at 4 Ore and 5 Wellmaterials, making it (EXPENSIVE).


Proposal: Katarani Medium Tank Mk1
Quote
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.

Difficulty: Hard
Result: (4+2)-1=5, Below Average


First, what we got right (which is admittedly most of it). The "medium" tank is relatively lightly armed and small for it's designation, utilizing a 70mm gun with relatively small ammo stores for it's class at 35 rounds. 80mm armor protects the front and turret and 50mm armor protects the sides, and spaced armor at the front and over the treads in the form of fairly thin plates mounted a few centimeters from the hull act to trigger Refocyte munitions, but offer little additional protection otherwise.

With it's smaller gun and ammo stores than most medium tanks, the vehicle does see a good increase in speed thanks to it's powerful diesel engine. The tank can reach speeds of 55km/h, and is projected to reliably run even in the extreme cold of the Initharian-held territories thanks to wellmaterial agitators installed throughout the fueling system to prevent fuel freezing. That said, the material in use is Wellbronze, which requires the engine to start of it's own accord before it begins to vibrate from the sound generated from it and fed into the material. The engines can be manually started with a hand crank, but must be done from outside the vehicle and can require a couple crewmembers to accomplish. The Wellbronze further reduces reliability of the engine due to the nature of it's constant vibrations - extended consistent use of the Katarani can see engine damage resulting in failure as Wellbronze mountings loosen, break, and wreak havoc within the engine itself. Wellsap coating the interior of the vehicle is meant to protect the five-man crew from shockwaves, while a coating in the engine compartment nullifies the noise created by the loud engine.

A single Musakila mounted on the turret can be accessed from the hatch.

The Katarani Medium Tank Mk1 costs 7 Ore, 4 Oil, and 5 Wellmaterials, making it (VERY EXPENSIVE).

----------------

As we move to the next phase, I will remind you all of the lore contest at the end of this turn. You must write/draw/sing/act or otherwise create in some form something representing what happens to Xilmal after the results of last combat phase. Due to a reduction in budgetary restrictions you are also being given two revisions during the revision phases of this game until I decide to take your happiness away.

IT IS NOW THE REVISION PHASE.

Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)
Spoiler: Credits (click to show/hide)


Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Hot Season
Post by: NUKE9.13 on March 25, 2020, 07:59:18 am
!!IMPORTANT!!
MoP may have accidentally forgotten about our espionage action. As compensation, I guess, he mentioned that the Pact's SMG is not the same one they had 20 years ago. Rather, it will have been upgraded over the years. Crucially, it will have been upgraded to fire gavpowder rounds (that are also explosive, but it's the gavpowder part that's the big problem). Without access to Gavrilium, in other words, it will very hard to deploy.
So, we have a choice.
-We can abort the mission, and not spend the Espionage Credit.
-We can modify the mission to do/steal something else.
-We can choose to nick the SMG anyway. This is my preferred option, as I was planning on using a revision to fix any issues with it anyway, and fixing it to fire regular bullets instead of super bullets shouldn't be that hard. Right?

Quote from: Emergency Votebox
Abort:
Steal SMG anyway: (1) NUKE9.13
(insert other option here):
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Hot Season
Post by: Strider03 on March 25, 2020, 08:01:30 am
I understand the reasoning, but my vote is delay, come up with a different espionage mission in the future.
Quote from: Emergency Votebox
Abort: (1) Strider
Steal SMG anyway: (1) NUKE9.13
(insert other option here):
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Hot Season
Post by: TheFantasticMsFox on March 25, 2020, 10:56:44 pm
Quote from: Emergency Votebox
Abort: (1) Strider
Steal SMG anyway: (2) NUKE9.13, TFF
(insert other option here):
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Hot Season
Post by: Madman198237 on March 26, 2020, 09:01:16 am
Quote from: Emergency Votebox
Abort: (1) Strider
Steal SMG anyway: (3) NUKE9.13, TFF, Madman
(insert other option here):
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Hot Season
Post by: Man of Paper on March 27, 2020, 12:07:01 pm
SUPERSECRET ESPIONAGE PHASE, Hot Season 1940 AC
https://www.youtube.com/watch?v=2T7Wx1cUDoU (http://Woah Music)

Roll: 12

It's interesting. Our scouts in The Mesas kept an eye on the sprawling Caelium Mining and Processing facility dug practically squarely into the middle of the sector. Day and night they weathered the dangerous heat to ensure their report was going to be accurate, because it was going to be a game-changer.

Through the entire duration of their observation not a single Pact soldier was spotted entering or leaving the facility. There was no sign of enemy presence as there had been in the early days when Embral was still trying to figure out how not to die from the environment let alone armor-clad flying soldiers with exploding bullets.

Still, even after the scouting reports came in, a Sikari team sent to infiltrate the facility exercised an abundance of caution, and did so during the day to ensure they'd be able to spot Pact soldiers from a distance and react accordingly. A chain-link fence ran the perimeter of the facility, with one massive dirt road cutting the facility in half. The approach to the Caelium facility was worryingly exposed, but the team met no resistance whatsoever as they sidled up to the fence. A section had some damage - seemingly smashed, with a shallow trench dug into the ground across it ending in the scattered debris of some sort of loosely aircraft-looking vehicle. A canopy over the aircraft was blasted inward, and no body remained within the blood-spattered cockpit. The team continued onward, moving deeper into the oppressive silence of the facility.

A few buildings stood out to the team for investigation - a hangar, some sort of office building, and a pair of buildings resembling barracks. The barracks were smaller so the team moved to clear them first.

They were empty, a layer of dust coating everything. Everything but a single pair of bootprints that disturbed the dust relatively recently, within the past few days at most. The scouts had surely missed something. The Sikari had begun to relax after finding nobody, but now tension rose to a peak once more. As the Sikari searched the one barracks more thoroughly they found relics of previous inhabitants, family pictures, heirlooms, a pair of skivvies, a few old Salviosi dress uniforms, but nothing really useful. The bootprints led to a single footlocker which had been left open and rummaged through. Nothing within it was notable, and there was no indication that the person who'd searched it had found what they were looking for. The Sikari moved on to the next barracks, noting the bootprints trailing outside went in the direction of the hangar. The second barracks was about as useful as the first.

The Sikari headed off to the office building. The front door was chained and padlocked from the outside, and each window was reinforced with iron bars. The building was practically a miniature fortress on it's own upon closer inspection. Still, with nobody attempting to defend a fort it's fairly easy for infiltrators to do their job and infiltrate. One window had been blown open and the bars melted to slag. The Sikari used this opening to enter and investigate the premises. There was a lot of paperwork throughout the building, but most notably the Sikari cam across a folder of detailed information on a Pact weapon. While a more accurate translation would be done once the team returned, the schematics clearly outlined a slightly oversized SMG. Even better, a series of papers dated for 1938 were left out in the open, and even the Sikari, who were poor translators of the local languages at best, could see it detailed a general withdrawal of forces from the furthest facilities from the Pact capital. While they could not discern the reasoning, they could clearly see the orders affected The Mesas, Badlands, and Desert.

A small team was left to secure the intel should anything happen to the rest of the unit while they moved on to investigate the hangar. It's massive front doors were closed, but the trail of bootprints led to a small side door that was left ajar. The Sikari cautiously followed, and when they entered they were greeted with a building just packed with Caelium ore. Large crates littered the facility, full of ore packed and ready for transport, and some still sat on a static conveyor belt that descended below the hangar parallel to a set of wide steps. Both the belt and stairs were clearly added onto the facility well after it's original construction, the stone was still rough from being dug out save for where footfalls had worn it down. Surely this stockpile could support Embralish efforts for a long time should it be properly rationed out (GM Note: Meaning the stockpile is what will provide 1 Caelium/turn, clarifying before you read into it). The team made their way down and through a series of underground halls and rooms, following the belt - and bootprints - towards one final chamber.

Multiple voices echoed out of this chamber as the Sikari closed in with an abundance of caution. The language was foreign, likely local, and the first time it'd actually been heard. One of the Sikari peered into the chamber and saw a man in a labcoat standing in front of an ovoid construction that appeared to reflect the room. But it was no reflection. The person on the other side of this device was moving independently of the man in the chamber, and the two were in a seemingly heated discussion. Before the Sikari could pull his head back the Man in the Reflection pointed and exclaimed in alarm. The Sikari had no time to respond as the Man in the Labcoat quickly grabbed a set of folders on the table at his side and fell into the device. The image projecting within it disappeared and was replaced with a shimmering silver surface - one that actually reflected the chamber. A large number of tools and devices were left behind, and in particular one device looking a lot like a radio remained on, emitting a singular constant high pitched tone. Surely once this facility is secured and made operational someone would want to investigate the signal.

----------------

The Sikari gathered an abundance of intelligence in regard to Pact movements relatively recently, but most importantly handed us the schematics for a Pact weapon referred to as the SMG-32a.

The SMG-32a is a 12.5mm submachine gun designed for use with the Pact's Full Metal Jacket/Gavrillium-Explosive Rounds. It uses Caelium to lighten the weapon as well as propel rounds at high speeds without the need for propellant. Without recoil due the strange properties of the Caelium the large rounds and seemingly hefty weapon are easily handled by the standard Embralish soldier, though it does weigh slightly more than an SMG we'd design ourselves. The SMG-32a fires at a rate of 1200 RPM with a 30-round bottom-loaded stick magazine. It uses entirely metal construction, again, lightened significantly enough by the use of Caelium to make it easier to carry and wield. Production costs 4 Ore, 3 Caelium, and 3 Gavrillium, making it a (NATIONAL EFFORT). However, with no access presently to Caelium and Gavrillium the design is [Very Complex] and rests firmly in the (THEORETICAL) category - as we should probably expect new experimental weaponry to be until we can work with it.

----------------

OK NOW IT IS ACTUALLY THE REVISION PHASE. You got two. Get to it, you're totally the ones holding up the game!

Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)
Spoiler: Credits (click to show/hide)


Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Hot Season
Post by: NUKE9.13 on March 27, 2020, 01:46:40 pm
Quote
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.

Quote
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?
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Hot Season
Post by: Madman198237 on March 27, 2020, 11:35:56 pm
Quote
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.

Quote
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.

Based on some Discord discussion. Since we're looking at pushing Pact positions right now I imagine this might actually be a good time to reinforce the navy, just to make it hard for the enemy to bother us while we try and exploit our espionage.
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Hot Season
Post by: NUKE9.13 on March 28, 2020, 04:33:21 pm
At this point, I am satisfied with this lore piece. But please, criticise it as harshly as you can- I'd really like the Espionage Credit for best entry.

E: Slight changes. Mainly to add more injuries.

Spoiler: Past and Present (click to show/hide)

Also, votebox.

Quote from: votebox
Wellshrubbery Mk.II: (1) NUKE9.13
Sharak Oxygen-Enriched Submarine Torpedo: (1) NUKE9.13
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Hot Season
Post by: Strider03 on March 29, 2020, 07:52:38 am
Quote from: votebox
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
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Hot Season
Post by: Madman198237 on March 29, 2020, 10:05:02 am
Quote from: votebox
Katarani Medium Tank Mk.I-B: (1) Strider
Wellshrubbery Mk.II: (2) NUKE9.13, Madman
Sharak Oxygen-Enriched Submarine Torpedo: (3) NUKE9.13, Strider, Madman
I 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).
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Hot Season
Post by: TheFantasticMsFox on March 31, 2020, 08:55:49 pm
Quote from: votebox
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
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Hot Season
Post by: Strider03 on May 12, 2020, 10:34:49 pm
Honestly no idea if the lore contest is still going. But I wanted to make a lore goddammit.

Quote
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.
Title: Mechanized Warfare: Embral Thread / Strategy Phase, 1940 Hot Season
Post by: Man of Paper on May 15, 2020, 11:33:21 pm
Revision Phase, Hot Season 1940 AC

Proposal: Wellshrubbery Mk.II
Quote
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?

Difficulty: Normal
Result: (6+3)=9, Above Average

Wellshrubbery, while a novel invention, is practically useless for it's intended use as cover, or at the very least as concealment. Luckily for us, Wellshrubbery Mk.II is a completely different breed. While plant genetics and botany were never quite a focus for Embral (music gave growth and life to our plants back home - no need for selective breeding), we've never been a people to turn away from something promising.

Wellshrubbery Mk.II is stronger and sturdier than it's ancestor species. It grows rapidly, almost frighteningly so, with roots that will break stone if they need to in order to secure themselves. While not thick enough to block gunfire, wellshrubbery is more than dense enough to obscure anyone hiding behind it. New wellshrubbery is capable of growing hedgerows that will sustain themselves for a number of days before reaching the end of their life cycle, withering, and crumbling to dust. They only take a couple minutes to grow to full size, so long as there's enough water available (which isn't much of a problem, as this species retains more and uses less water than it's predecessor).

What it does need more of is sound. Louder or more sustained noise is necessary to grow Wellshrubbery Mk.II, but screaming at a plant isn't going to complicate things too much. Wellshrubbery Mk.II raises costs to 6 Wellmaterials and replaces the old stuff since, well, it actually works.

----------------

Proposal: Sharak Oxygen-Enriched Submarine Torpedo
Quote
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.

Difficulty: Normal Easy
Result: (1+1)+1=3, Buggy Mess

With the Initharian Fleet now getting hammered on the surface, we opted to give some much-deserved attention to our submersible fleet. They must've done something to piss us off, because we decided to gift them the Sharak.

The "Sharak" Torpedo has an effective range of eighteen kilometers and can travel at speeds of fifty-five knots. It also has the frustrating habit of not detonating when it's supposed to. Test models didn't include more valuable or irreplaceable parts of the torpedo, and the difference in weight in the final production model meant the torpedoes would often run a little too deep. The contact fuze is iffy at best, requiring an almost perfectly square hit in order to register impact, and a magnetic fuze is simply absent. They explode bigger than the old world torpedoes though, so that's something.

The "Sharak" Oxygen-Enriched Submarine Torpedo costs 4 Ore and 3 Oil, making them (CHEAP). Even though they're less reliable than our Old World torpedoes, they have a better range of operation. While their replacement shouldn't see us negatively impacted, the torpedoes aren't likely going to provide any additional benefit past the old ones until we refine them some more.

----------------

As always, remember to assign a resource node as well as any National Efforts to appropriate sectors. You have two Attack actions as always, and also remember that this is the last chance to submit lore for the contest as outlined in a previous update!

IT IS NOW THE STRATEGY PHASE.

Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)
Spoiler: Credits (click to show/hide)

Title: Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1940 Hot Season
Post by: NUKE9.13 on May 16, 2020, 06:57:37 am
Quote from: Stratbox
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):

Okay, so. Reasoning:

Attacks: Obviously we're taking a Gav and Cael node this turn, the only question is which. I've gone for both in the Badlands, mostly because on the very slim chance that Inithar reaches our back line and we still have a chance of winning, they're least likely to reach the Badlands, as that would require them to go through Harren City. However, I don't have a super strong opinion, so I would happily switch to a different set if preferred.

Leviathan: Since we're only defending at sea this turn, I think it's probably slightly more important that we maintain our partial control of the crossing to the North Peaks- so we can use naval fire to support our beachhead if Inithar tries pushing us out. If we were trying to push Inithar out of the Mudflats, it'd be different, but we're purely on the defensive this turn.

Resource: more Wellmaterial makes the ASH Cheap, and brings the tank, shrubbery, and strings closer to cheapening (the latter two would need even more Wellstuff, which might not be worth it). More Ore wouldn't make anything cheaper right away, but would bring several things (the tank, LIES, and SEAL) closer- which might be better, given that Ore is more widely applicable. I've gone for Wellmaterial for the immediate boost, but I could easily be persuaded to support Ore instead. 

Lore: I feel that Strider's has the better writing, and with the rose idea I'm okay with what happens in it- but I'm still going to support mine, as I feel that it does more to flesh out the character, and feels more Embrallish. Like, if this was a contest about quality of writing, 100% Strider's thing, but I think MoP will also be looking at the lore value.
Title: Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1940 Hot Season
Post by: Strider03 on May 16, 2020, 07:05:11 am
Quote from: Stratbox
Attacks (vote for 2)
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
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.
Title: Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1940 Hot Season
Post by: Madman198237 on May 16, 2020, 10:41:27 am
Quote from: Stratbox
Attacks (vote for 2)
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
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.
Title: Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1940 Hot Season
Post by: TheFantasticMsFox on May 17, 2020, 01:24:04 pm
Quote from: Stratbox
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
Title: Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1940 Hot Season
Post by: frostgiant on May 17, 2020, 02:24:37 pm
Quote from: Stratbox
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.
Title: Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1940 Hot Season
Post by: NUKE9.13 on May 17, 2020, 03:27:26 pm
Sorry nuke, This is a (lore) Coup.
Curses and damnation! Can't we go back to one man, one vote?

Nah, I ain't that bothered. As I said, it's definitely the better written piece. Hopefully there will be an opportunity to give Xilmal more of a backstory and personality later.
Title: Mechanized Warfare: Embral Thread / Design Phase, 1940 Cold Season
Post by: Man of Paper on June 17, 2020, 01:19:04 am
Strategy Phase, Hot Season 1940 AC

This season saw our industrial efforts focus on securing and extracting Wellmaterials in the Desert, bringing our total access to the material to four(4). This affects our armory in the following manner:

Autoresonant Siege Horn becomes (CHEAP).

-----------------

Combat Phase, Hot Season 1940 AC

Why We Fight

The Harren Expedition had a singular purpose: taking it's resources and sending them back home. Encountering Inithar had drawn the Expedition's attention, but finally the Embralish had their first taste of accomplishment. A massive collection of men and materials the likes of which hasn't been seen in a single area since Landing Day made it's way to the Badlands with the goal of securing both the old Harren facilities in the region. The massive force was unmet by Pact forces as expected and went about securing the facilities. Routes were secured to ensure safe transport of goods from the dried, cracked Badlands to the sweltering settlement in The Rupture.

Both facilities held a massive store of their respective resources, and workers were quick to begin packing and shipping the Caelium and Gavrillium.

Will you be shipping either of these resources back home, or will they be used for the war effort here? If you ship any home, which of your natural resources do you want in return?

As with the facility in the Mesas, both Badlands facilities held subterranean chambers housing complex machines and the same sort of device with the reflective, mirror-like "portal". They, too, had strange radios emitting odd signals, and the devices seemed to be deactivated much like the one in the Mesas. With plenty of helping hands and minds available, research of the devices was set to immediately. With two facilities under our control, we were able to compare their passively transmitted signals and noted that they were at distinctly different frequencies. The tuning devices were quite difficult to figure out initially, being a technology evolved completely independently from what the Empire had experience with in the Homeland, but eventually one of our engineers managed to tune the Gavrillium Facility device to the Caelium Facility portal, which activated a link between the two. Having a single point tuned in to another allowed the tuned portal to observe the other side, while the other portal remained seemingly inactive. Tests were performed with the passage of objects through these strange devices, and objects would appear on the receiving end with no apparent damage or changes.

Further investigation eventually led to the first human to pass through the portal. The volunteer also seemed to pass through without issue. With both portals keyed in to one another, free passage either way was possible, and sound was able to carry through the linked portals to facilitate communications.

The biggest obstacle to research of this device, known as the Glas Bolg Transporter thanks to the apparent branding on the transmitter device, is that it has so many dials, switches, ports, and levers that there are a possible 6.022x1023 frequencies to key into. Unfortunately, it seems most of these frequencies are disconnected, with the portal remaining reflective and objects passing straight through to the other side of the device without being transported elsewhere. By utilizing and reactivating these portals it seems that they connect to a network of devices independent of whatever the Pact may be utilizing.

In short, we can only transport objects and people through the portals if they are activated. We cannot get into any Pact-held locations, but it appears to be that any device activated after being disconnected by the Pact will connect to the same backup network. The portals are large enough to transport humans and human-sized objects through, so there is a chance that, should Inithar also connect to our network, we could launch attacks to directly take their Harren resources. It is unlikely we'd be able to control anything past the facility (unless the front line had pushed to that area, which is a different strategic scenario entirely), but we could reduce our enemy's access to the native resources. This works both ways, however.

So now we have a decision to make: Do we destroy the Glas Bolg Transporters and ensure our safety or do we maintain the Glas Bolg Transporters and provide strategic opportunity further down the line? You can choose to maintain or destroy transporters individually, and may choose to destroy a Transporter at a later date. They cannot be rebuilt however, so the decision to destroy a Transporter should be carefully thought over. For some reason you also believe that going all-in on either maintenance or destruction will affect the narrative of the world at large, and perhaps even beyond?

When utilizing the new resources afforded to us, we should remember that Caelium's Sphere is Gravity and Gavrillium's Sphere is Power, in whatever form it can be utilized as a source of power.

----------------

Combat Phase, Hot Season 1940 AC

War in the Western Waters

The Leviathan had made a name for itself as the Kona-killer, even if it hadn't actually managed to sink the thing yet. That was going to change. The Kona had led the Initharian fleet through the Western Maelstrom, and the number of Kaipo'u Battleships it led was a brutal force on it's own, but their Ho'oula Destroyers got a nasty upgrade of their own as well.

The NM2 "Lehe" Torpedo can be separated into several parts; from the front, warhead, front float, engine compartment, rear float, tail rudders, and screw propellers. The engine is a Supercharged Coilengine as one should expect from Inithar by this point, propelling the torpedo at fairly absurd speeds of up to 60 knots. But that is not where the most extreme absurdity of the NM2 really lies.

The warhead, which takes up a large portion of the forward end of the torpedo, is made up of a two-stage refocyte mechanism with one high-purity precharged core and a thin casing of low-purity refocyte (all within the steel head of the torpedo). The low-purity casing has a series of nickel studs facing inward but not in contact with the high-purity core. The core is instead held in place by a rubber-coated steel nub. The steel nub contains a small charge that separates itself and the core from the body of the torpedo, set off either impact or a magnetic fuse, which causes the core to contact any number of the nickel studs and rapidly dump it's stored energy into the low-purity casing. The casing then tends to detonate to frightening effect. The blast, equivalent to 500 kilograms of high explosives, proved to be quite devastating when the Ho'oulas survived long enough to launch them.

The Leviathan had organized the defense against the Initharian fleet, and while Hethams did sink a number of ships without repercussion thanks to the range afforded to them by the Sharak torpedo, it wasn't reliable enough to devastate the fleet, and without our own dedicated efforts in the sector it wasn't enough to reduce their numbers past ours, either. Still, the fight was bloody and brutal for both sides. At one point The Leviathan struck a Kaipo'u with a torpedo, destroying the engine room and triggering the refocyte coil in the engine. This sent the massive rod skyward as it burst out of it's housing and straightened out. The rod caused massive damage both exiting the ship and going back through when it fell from the air.

But for all the glorious kills, the enemy just had too many guns, and too many of those refocyte munitions, for the defending forces to hold back the tide. The rest of the season consisted of highly organized ambushes meant to slow the Initharian fleet as it tried to push further into Embral-controlled territory. These operations proved quite successful, and slowed the Initharians down immensely.

The Leviathan had spent the season waiting for the perfect moment to strike the Kona, and she finally had the target in her sights. A rare moment of very light rains and fairly calm seas had occurred just as the Kona showed up on the horizon. The Leviathan had been listening to her and the accompanying fleet for a while now, but the admiral refused to take a shot blind, even if that risked getting within range of their Refocyte Active Sonar. Luck seemed to be with the submersible flagship, as none of the ships coming into view went to investigate the lack of a return signal caused by the Wellsap coating.

Patience and restraint were practiced in full as the admiral waited for just the right moment to loose torpedoes. The moment indeed came, and four Sharak torpedoes launched from the bow in sequence. The seconds stretched out, each tick of the admiral's stopwatch seeming to come ever slower. Then, as the estimated time to impact passed...silence. More silence. Then the report from the sonarman.

"Contact, no detonation, times two."

Unfortunately once more, the Kona would have to wait a few Ho'oulas broke off from the main force and were rapidly moving towards The Leviathan. She'd make her escape with no issue, but once more that infernal superbattleship escaped meeting it's fate.

As a result of the increased number of Initharian battleships and the introduction of torpedoes they frankly have no right producing, and without more support in the area, our fleet had to resort to defending more along our side of the strait. Inithar was able to contest our waters slightly, but coordination of defensive actions heavily reduced the impact of their ship-killer Lehes and increased number of refocyte-armed battleships.

Inithar gains Light Control of W. Maelstrom by the skin of their teeth.

----------------

Mudflats Marathon

The Mudflats proved to be the target of Initharian military action once more. Marines attempted to land from the east while the Army pushed from the north. Initharian offensives tended to open up with a depressing and embarrassing artillery "barrage" fired from their new M2 "Laweano" 120mm, a semiunreliable 120mm artillery piece capable of firing smoke, Refocyte, HE, and AP shells. Requires significant maintenance for the uncommon-but-not-uncommon-enough event of a jam thanks in large part to their desire to focus on developing a thousand different types of firing mechanisms, according to insider sources, but otherwise works well enough for them, and has a range of up to 18 kilometers with a potential fire rate of 12 RPM. The guns were too uncommon to lay down devastation in large enough amounts to heavily impact their offensives, though it was quite an unpleasant feeling to be crushed by a bunker struck with a 120mm refocyte round.

Enemy infantry also all came with a pair of, well, "hand torpedoes". Based on the mechanisms in the Lehe, the M1 'Pohū Ringa' Dual Purpose Grenade was great at clearing bunkers. These rubber-skinned hand torpedoes utilized a pin and safety lever to prevent accidental discharge. When the pin was removed and lever released, a five second mechanical timer triggered. At the end of those five seconds a pin holding the charged refocyte in place released, causing the core to contact a nickel lead and rapidly dump it's stored energy into a low-purity shell. The shell detonated with a significant amount of sheer force, with the concussive blast guaranteed fatalities within five meters and injuries within fifteen. When used in an enclosed space the results were terrifying. The enemy also had access to frag caps that could be slid over the Pohū Ringa. One particular Initharian Marine proved quite adept at tossing the things like a Samnium football, perfect spiral and all, until she got caught in the blast radius of an ASH and one of her subordinates popped like a meat balloon.

Still that wouldn't prove enough to tilt the battlefield in their favor. The use of Wellshrubbery greatly hampered enemy efforts to advance, as terrain could change day-by-day, making the enemy's knowledge of the territory through past offensives less helpful. They were also great for blocking off sections of trench or creating dead ends. Our preplanning and efforts in seeding wound up loosely guiding the Initharians into tighter concentrations than otherwise expected on a battlefield, and our LIE Shells and explosives were devastating to anyone not equipped with a mask.

Once the Initharian Marines and Army linked up, a pair of counterattacks spearheaded by Kataranis and Rogis with a sufficient amount of artillery support managed to break through the struggling Initharian lines. Their vehicles stood little chance, as the Katarani was seemingly designed to combat the Alanui, and infantry armed with the Autoresonant Siege Horn proved more than capable of crippling enemy armor as well as battering hardened positions. Our forces cut through the fatigued and battered Initharians and managed to encircle a large number of Initharian Marines. They attempted to break out, but didn't have the firepower or willpower after being absolutely battered for an entire year, and the bubble soon collapsed.

While the fighting wasn't too difficult, it was still hell for everyone. Fighting Inithar was never a pleasant experience, and if they get actually good artillery then we might be in trouble. As it stands, they haven't succeeded there yet, but once they gain the ability to rain more refocyte on our heads we're going to need something else for leverage on the battlefield.

Embral successfully defends The Mudflats.

----------------

The lack of significant Embralish offensive anywhere might not go unnoticed by the Initharians. What could they interpret it as? Perhaps we shouldn't dwell on them too much, and instead focus on our own efforts. As always, and it has never been different, you have two designs to work with.

HOWEVER

We have been in touch with Embral itself thanks to the cables laid by the Sau Cihare. Apparently they've been working on new advancements of their own, and some Military Engineers have shared quite an interesting concept with us. For this turn only, any work on dedicated National Effort Designs will be treated as though they have Research Credits applied. This counts for both Designs and Revisions. Upgrades to other designs that would improve existing National Efforts are not eligible for the bonus.

IT IS NOW THE DESIGN PHASE

Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)
Spoiler: Credits (click to show/hide)

Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1940 Cold Season
Post by: NUKE9.13 on June 17, 2020, 05:23:33 am
First draft for Leviathan upgrade. It's maybe a bit ambitious to do two new pieces of tech in one design with materials we have no experience working with, but:
-We have an RC for an NE upgrade
-We have an additional +1 to submarine upgrades
-We do actually have some prior knowledge about the workings of Gavrilium/Caelium, thanks to the SMG blueprints we nicked from the Pact

If this worked, I would suggest using one revision to create a Hetham variant with a Gavreactor, and another to create a (much shorter ranged) handheld (or at least small backpack) version of the Caelophone.
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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).


Also, here's the Mutant Rose proposal that most people seem to be on board with:
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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.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1940 Cold Season
Post by: Madman198237 on June 17, 2020, 11:50:12 am
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"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.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1940 Cold Season
Post by: NUKE9.13 on June 17, 2020, 01:13:41 pm
A NE Rose proposal:

Quote
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.

Quote
Xilmal 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.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1940 Cold Season
Post by: frostgiant on June 18, 2020, 01:08:07 pm
Quote
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.
 
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1940 Cold Season
Post by: Madman198237 on June 18, 2020, 04:11:49 pm
Proposal for some time later since I got myself on the supercavitation track.

Quote
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.

Quote from: Votebox
Mutant Rose | Xilmal Jagpal (NE): (1) Madman
"Behemoth" Assault Hovercraft (NE): (1) Madman
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1940 Cold Season
Post by: frostgiant on June 18, 2020, 04:23:41 pm

Quote from: Votebox
Mutant Rose | Xilmal Jagpal (NE): (2) Madman, Frostgiant
"Behemoth" Assault Hovercraft (NE): (2) Madman, Frostgiant
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1940 Cold Season
Post by: NUKE9.13 on June 19, 2020, 07:18:18 am
Quote from: Votebox
Mutant Rose | Xilmal Jagpal (NE): (3) Madman, Frostgiant, NUKE9.13
"Behemoth" Assault Hovercraft (NE): (3) Madman, Frostgiant, NUKE9.13
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1940 Cold Season
Post by: TheFantasticMsFox on June 19, 2020, 05:27:14 pm
Quote from: Votebox
Mutant Rose | Xilmal Jagpal (NE): (4) Madman, Frostgiant, NUKE9.13, TheFantasticMsFox
"Behemoth" Assault Hovercraft (NE): (4) Madman, Frostgiant, NUKE9.13, TheFantasticMsFox
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1940 Cold Season
Post by: Strider03 on June 19, 2020, 09:12:54 pm
Quote from: Votebox
Mutant Rose | Xilmal Jagpal (NE): (5) Madman, Frostgiant, NUKE9.13, TheFantasticMsFox, Strider03
"Behemoth" Assault Hovercraft (NE): (5) Madman, Frostgiant, NUKE9.13, TheFantasticMsFox, Strider03
Title: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Cold Season
Post by: Man of Paper on June 24, 2020, 11:48:39 pm
Design Phase, Cold Season 1940 AC

Proposal: "Behemoth" Assault Hovercraft
Quote
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.

Difficulty: Normal
Results: (5+3) (5+5)=10, Superior

"Behold now behemoth, which I made with thee; he eateth grass as an ox."

After getting in touch with our homeland there was a trade of some pretty interesting ideas. One of these ideas was a landship, but our fellows could only theorize with what little Gavrillium and Caelium they had gotten to experiment with from refugees. We took their plans and ran with them.

"His bones are as strong pieces of brass; his bones are like bars of iron."

The Behemoth is a massive "ground-based" vehicle with an ovoid shape covered in 200mm armor just about everywhere save for the 150mm armor on top of the thing, with an extra 30mm layer of spaced armor. The vehicle measures at 30m in length and about 20m at it's widest point, with a height of 12m. The body of the Behemoth also tapers inward from bottom to top in order to increase effective armor thickness and improve the chance of a deflected shot.

"Lo now, his strength is in his loins, and his force is in the navel of his belly."

At the center of this monster we installed what we call a GavReactor. This large construction uses Aligned Gavrillium, an alloy of the freshly-attained Gavrillium and copper and immersed in a powerful electromagnetic field during the entire process. Aligned Gavrillium has a positive and negative end, where the positive end absorbs heat and the negative end expels it. The temperature differential can be modified based on the strength of the electromagnetic field it is within, with the Earth's natural magnetosphere causing almost imperceptible radiation of heat and cold. The reactor provides power thanks to a large closed-circuit pipe of purified water that passes through a steam turbine as steam (woah) thanks to the Negative end before the Positive end converts it back into water. The GavReactor is capable of providing power to every system and subsystem on the Behemoth. While we've measured decay in Aligned Gavrillium used within the GavReactor, it is so miniscule that it should be years before it needs to be replaced. We expect this to be very difficult to replicate elsewhere, but the effort could be worth it.

An adjacent soundproofed chamber houses a Tonal Caelium Drive, a device built around a large sphere of refined Caelium alloyed with Welliron and anchored to the ship. The Caelium Core is surrounded by speakers that emit a highly directionalized hum when activated. When agitated, the Caelium Core produces a strong gravitational field that pulls on the core in the direction of the sound, as if it's trying to reach out to the source. Higher frequency sounds create more intense fields and allow the Behemoth to move at speeds of 30km/h even with all it's mass. The Tonal Caelium Drive allows omnidirectional movement, and a series of smaller Rotational Drives installed at the front and back of the vehicle allow it to turn fairly quickly relative to it's size.

"He is the chief of the ways of God: he that made him can make his sword to approach unto him."

6x2 120mm guns are positioned equidistantly around the Behemoth's main gun and are capable of depressing enough to fire shots at close targets - but not close enough to damage the Behemoth itself, obviously. The primary gun is a triple 200mm turret mounted centrally and also capable of firing at relatively close targets thanks to it being raised enough to depress effectively. Each turret is fully protected with 200mm armor, as is the exposed portion of the 200mm gun's barbette. Splinter protection provides some level of internal defense as well.

"Surely the mountains bring him forth food, where all the beasts of the field play."

The Behemoth has a good bit of extra space that can be used to transport a cohort of soldiers when assaulting positions. Over a dozen well-protected sponson guns utilizing ASHes dot the sides of the ship. The Behemoth is also lousy with machine gun mounts currently utilizing Musakilas in order to cover every angle of approach. When in close-combat with the enemy, the Behemoth is also able to sit over enemy positions and lower itself onto them, crushing softer or smaller targets (which are admittedly most things) should it need to. A number of hatches and a rear ramp allow infantry to disembark and assault positions directly that cannot be pulverized by the Behemoth.

"Behold, he drinketh up a river, and hasteth not: he trusteth that he can draw up Jordan into his mouth."

The Behemoth is a large, versatile, novel vehicle capable not only of engaging forces on land, but at sea as well. While it's combat ability in a naval engagement would be somewhat limited, it's ability to support a coastal assault cannot be understated. It can provide fire support to rival smaller naval vessels while providing more direct support as well as the capability to break through - or completely bypass if the captain is ballsy enough - enemy positions.

The Behemoth is and always will be a (NATIONAL EFFORT). We expect to see it crush many an enemy, though no doubt our homeland will want to take a larger bite of the powers afforded to us by Gavrillium and Caelium. Accompanying text was discovered in local ruins as part of a fairy tale novel.



Proposal: Mutant Rose | Xilmal Jagpal
Quote
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)

Difficulty: Very Easy
Results: ???

Pain. It was all Xilmal really felt. Her vision was shot. Her body, broken. But her spirit, her will, those remained untouched. She was a prime soldier before her traumatic experience behind enemy lines, and while none knew her story but herself, everyone understood the disarray among the defenders of Talwar Beach was solely her own doing.

She was rescued, but recovery seemed impossible. She was therefore the perfect candidate for experimentation with the Mutant Rose.

Botanical studies in the homeland had been focused on research into the double helical molecule known as Deoxyribonucleic Acid, or DNA, and it appeared to be present within human cells as well. With the knowledge of the effects the Mutant Rose has on local wildlife, Genetic Engineers began work in earnest on creating a means of controlling the mutation. While they dabbled with the more common Mutant Roses at first, they ultimately decided to utilize the Painted Mutant Rose, a vibrant flower with each petal a different color. Being rare even among Mutant Roses (being themselves a mutant of the species unable to breed), they are unlikely to be utilized for anything meant to be deployed en masse.

First, Xilmal needed to be stabilized. While she wasn't dead, her health was deteriorating rapidly enough that she'd be gone within a week.

She had been in a medically-induced coma for three days. During that time her body attempted to mend it's many wound. It did so. Spectacularly. She came to on her own as her body countered the effects of the drugs being pumped into her. Over the course of 24 hours after introduction of Painted Nectar her body had healed over, leaving nothing behind to give away the fact that she'd been uncomfortably close to death, not even scarring. Others were not so lucky, as half of the remaining subjects died from injuries that refused to heal.

While other subjects seemed to reject their Painted Nectar treatments once they'd healed, for some reason the Painted Nectar within Xilmal continued to work it's mysterious magic on her body.

Xilmal reported feeling uncomfortable as her body changed ever so slightly, adding a couple inches of height and increasing muscle density over the next couple days. Physical tests showed a dramatic increase in strength and endurance as she broke world records at every single turn. Running speed and time, lifting and carrying ability, leaping capability, lung capacity, all of these measured quite literally off the charts the Genetic Engineers held.

The day after breaking just about every record athletes the world over cared for, Genetic Engineers noted her eye color had shifted from an almost black brown to a bright orange. Visual tests revealed her eyesight to be an unprecedented 20/2, as well as the ability to see in nearly no-light conditions given a moment to acclimate. Audio tests also showed an ability to detect a range of sound twice as large as a standard human's without any negative effects from louder noises tested up to 140 dB.

Day after day new things were discovered. Her bones proved unbreakable. Her skin became resistant to cutting and would stiffen in response to blunt force. She had "learned" to moderate chemical production within her body, allowing her to control her output of adrenaline and temporarily boost her augmentations even further. Eventually the Genetic Engineers ran out of tests and began to throw everything they could at her - up to and including driving a truck at her at full speed while she was blindfolded and shackled to the ground (she ripped the shackles out of the ground and decimated the engine of the truck with a powerful swing of the chain as she sidestepped the vehicle) and live-fire combat exercises (she completed a massive obstacle course covered in LIE gas without a mask while under constant fire without getting hit).

Near the end of her evolution, Xilmal's regenerative ability was tested once more. At first it was a cut across her shoulder blades. The skin began to mend before the cut had even finished. A deeper stab saw the blade being forced out as the flesh tried to heal within moments of being penetrated. Then it was the loss of a finger. It regrew seconds later. Then a hand. Forearm. Leg. Xilmal mentioned a level of of pain well within her tolerance with every operation, but was very calm as every removed part grew back rather quickly. While it was assumed her regeneration was linked to nutrition in some way, two very peculiar things were discovered during the final days of Xilmal's treatment, in particular about her skin.

Her cells had been augmented heavily enough to photosynthesize. So long as she stayed hydrated (which proved not to be a problem as her body stored water with unprecedented efficiency) Xilmal was able to nourish herself with sunlight. So long as she wasn't trapped underground for a month, Xilmal would be quite capable of full functionality without the need to eat. The second peculiar discovery, one which led to quite a scare, was an ability to alter the color of her skin at will. This chameleonic ability was insanely powerful, and save for her clothing and profile, she could blend in perfectly with her surroundings.

The Painted Mutant Rose's Nectar seems particularly unstable. (This is just a narrative justification for why you could make mutations that can effect Xilmal without needing to subject her to more experimentation.)

Such successful experimentation with the Painted Mutant Rose will likely impact further efforts in utilization of more common colors of the Mutant Rose.

Xilmal Jagpal, Sui Centurio, will always be a (NATIONAL EFFORT). She has become more than human, and we expect to see her bring a swift end to many Initharian ambitions.

Results: (6+6)+2=14, Unexpected Boon (Only needed to roll once)

----------------

You've got two revisions to work with. Remember that the Research Credit bonus still applies to any National Effort action!

IT IS NOW THE REVISION PHASE!

Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)
Spoiler: Credits (click to show/hide)

Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Cold Season
Post by: NUKE9.13 on June 25, 2020, 06:29:28 am
That went better than expected.

Revisions, then. One revision we definitely want to consider is fixing the Sharak. I've written a proposal:
Quote
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.   

Other revisions we could consider:
-Leviathan upgrade: adding a Gavreactor... although it's not like the Leviathan is weak, so maybe this isn't a priority.
-Submarine upgrade: creating a Hetham variant with a Gavreactor, which would get us a Gavreactor in the Leviathan for free. The Gavreactor Hetham would be more expensive, and doing it this way wouldn't get us the NE re-roll (though we do have the +1 to submarine tech that would apply).
-Mutant Rose medical gel: while not on Xilmal's level, even a fraction of her healing power would greatly enhance our soldiers' survival rates.
-Grenades: LIE is not a very good grenade, and LIES can't be used as grenades at all. There might be value in actually making a decent grenade.
-Katarani could use a reliability improvement.
-Probably other stuff I'm forgetting.

Bear in mind that we are going to be attacking walking into the abandoned bases of the Pact with both actions this turn, so we might not want to prioritise stuff that is primarily useful on the attack, but rather things that will let us hold on to the ground we do have (particularly the foothold on the other side of the straight, I don't want to lose that). On the other hand, if Inithar has any sense, they will be attacking the Pact with both actions this turn as well- even if they don't realise that there are undefended Harrenodes, they can't really afford the risk of falling behind in the resource war. 

Also, we might want to discuss Xilmal lore. How the near-death experience and subsequent major modifications affected her, sort of thing. And I'd still like to expand on her backstory and personality more.
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Cold Season
Post by: Madman198237 on June 25, 2020, 09:07:17 pm
Quote
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.

Quote
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.

Quote from: Votes
Sharak Torpedo Mk.II: (1) Madman
Legion-Issued Explosives Set Lightweight Individual Thrown Explosives: (1) Madman
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Cold Season
Post by: NUKE9.13 on June 26, 2020, 03:16:01 am
Here's a proposal for Mutant Rose medical gel:
Quote
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.

Which I am tentatively going to vote for. I could also go for the grenades, but I think HAX is low-hanging fruit given how well Xilmal rolled.

Quote from: Votes
Sharak Torpedo Mk.II: (2) Madman, NUKE9.13
Legion-Issued Explosives Set Lightweight Individual Thrown Explosives: (1) Madman
Health Augmenter (eXperimental): (1) NUKE9.13
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Cold Season
Post by: frostgiant on June 26, 2020, 09:38:52 am
[quote a
Quote from: Votes
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
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Cold Season
Post by: TheFantasticMsFox on June 26, 2020, 10:40:43 am

Quote from: Votes
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
Title: Mechanized Warfare: Embral Thread / Strategy Phase, 1940 Cold Season
Post by: Man of Paper on July 02, 2020, 01:00:47 pm
Revision Phase, Cold Season 1940 AC

Proposal: "Sharak" Torpedo Mk.II
Quote
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.   

Difficulty: Easy Very Easy
Result: (2+1)+2=5, Below Average

The relatively simple fixes to the Sharak this season took place alongside the development of a surface-launched variant for, currently, our Silada. All things considered, progress went well. The Sharak Mk.II was properly weighted during testing and Dave's Fuzes were replaced with more reliable, actually functional triggers. The Sharak Mk.IIb is slower than it's submersible-based sibling thanks to changes in the air mix, but is much more reliable than it's predecessor, and the air mix is less likely to damage the ship if set off for some reason. These improvements to our new torpedoes should see a major boost in our projection of power asea.

The only problem is, externally, there is exactly zero difference between the original Sharak and the variants. We've told our captains it's because we're trying not to waste any resources so we're integrating the new models over time, but that is an absolute lie. We forgot to include a visual marker in our blueprints and our engineers have zero initiative. So while the torpedoes are technically fixed, there may still be the occasional dud that slips through.

Cost for the "Sharak" Mk.II Torpedo and "Sharak" Mk.IIb Torpedo do not adjust cost of the original, meaning both are still (CHEAP).


Proposal: Health Augmenter (eXperimental)
Quote
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.

Difficulty: Theoretical
Result: (6+5)-3=8, Average

Finding out what, exactly, affected Xilmal in such a way that she could regenerate proved...difficult. But possible. We isolated the Common Mutant Rose, a light pink variant, as a potential source of the Painted Rose's healing abilities. During our experimentation, a pulp formed largely of CMR matter was left out overnight in an uncapped beaker beneath a UV light. The scientist responsible has been taken care of, but the results of his ineptitude prove quite useful.

Taking it's name from the label on the first beaker, Health Augmenter (eXperimental) is a pulpy paste made of Common Mutant Rose finely mashed and left out under UV light. HAX is formed as excess liquid in the mixture dries up, leaving mostly mushy, congealed plant. This mixture can be stored in a container, like a squeezable tube, for later use. As long as it isn't stored in direct sunlight, HAX will prove to be quite useful to our soldiers.

While it isn't an immediate cure-all, HAX is an easy-to-apply, smearable, nontoxic mush that seals wounds, stimulates healing, and minimizes scarring. HAX also acts as a mild local anesthetic and sanitizer. While it can't be used to glue people back together, Health Augmenter (eXperimental) will most definitely see people stabilized, and potentially returned to the line, at a higher rate than before.

Described as tasting like raw chicken, not that anyone should know how that tastes.

Health Augmenter (eXperimental) costs 3 Mutant Roses to produce, making it (EXPENSIVE). However, since we do not actually have a steady supply of Mutant Roses yet, HAX is also [complex], making it functionally (VERY EXPENSIVE).

---------------

It is time to make our last choices for the season. Remember to choose two locations to attack, the deployment of any National Efforts, and your decisions regarding sending home or keeping the Caelium and Gavrillium you got last Combat Phase (and the resource you get in return if you end one out), as well as voting on whether you'll be maintaining or destroying the Glas Bolg Transporters.

That's a lot of decisions to make. Best get on with it then!

IT IS NOW THE STRATEGY PHASE.

Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)
Spoiler: Credits (click to show/hide)

Title: Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1940 Cold Season
Post by: NUKE9.13 on July 02, 2020, 02:21:37 pm
Quote from: Feature Creepbox
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

Reasoning:
  Attacks: Obvious.
  Leviathan: Attempt to prevent Inithar from attaining greater control over the Western Maelstrom, which would make holding the North Peaks harder.
  Xilmal & Behemoth: Infantry are probably more useful in the mountains and cliffs than a gigantic tank (even if it is a hovertank), whereas a gigantic hovertank is just what the doctor ordered in the Mudflats. While I suspect that Inithar will be doing the same as us this turn- going all-in on grabbing Harrenodes-, it can't hurt to put our NEs on defence.
  Resource development: Obvious.
  Harresources distribution: Keeping both lets us deploy the SMG-32a this turn. We can (and should) send the Harresources we grab this turn home.
  Glas Bolg: MoP clarified on Discord that the Pact cannot attack us through the portals (for extremely well thought out reasons), so since Inithar doesn't control any at the moment, I figure there's no significant risk in keeping them around for at least a turn. We can dismantle them later on, if we want.
Title: Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1940 Cold Season
Post by: frostgiant on July 02, 2020, 02:28:06 pm
Quote from: Feature Creepbox
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

Title: Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1940 Cold Season
Post by: Madman198237 on July 02, 2020, 02:43:30 pm
Quote from: Feature Creepbox
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

Having considered the situation I agree with NUKE, that if anything they're going to try and cut us out of their territory, though admittedly it's not actually likely to happen. Therefore, I agree with sending the Leviathan to defend our foothold instead of threatening theirs.
Title: Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1940 Cold Season
Post by: TheFantasticMsFox on July 02, 2020, 02:44:35 pm
Quote from: Feature Creepbox
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
Title: Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1940 Cold Season
Post by: Strider03 on July 06, 2020, 01:39:01 pm
Quote from: Feature Creepbox
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
Title: Mechanized Warfare: Embral Thread / Design Phase, 1941 Hot Season
Post by: Man of Paper on July 20, 2020, 12:46:52 am
Strategy Phase, Cold Season 1940 AC

This season we expressed our green thumbs by constructing our first facility dedicated to the growth, cultivation, and experimentation of Mutant Roses in The Mesas. As a result, the following change occurs to our armory:

Health Augmenter (eXperimental) is no longer [complex].

----------------

Massive convoys steadily began to roll from The Badlands to The Rupture carrying the precious Caelium and Gavrillium to warehouses in the area to be worked in relatively secure and controlled environments. Word of successes in gathering and utilizing the first of the Harren resources has already reached home, and they are likely expecting their own slice of the pie sooner rather than later.

What they don't know is that we've already begun securing Caelium in The Mesas and Gavrillium in The Desert. Both of our Sikari recon teams reported what we'd expected - abandoned facilities, massive stockpiles, and those Glas Bolg Transporters. We'd reactivated them and tested their functionality, and while we didn't discover anything new about the mysterious devices, they do work just as the other ones have to this point.

With four signals of our own, our analysts working around the clock have isolated another two signals pinging our Transporters. We should have more information on the source of these signals in the coming season.

News across the front was surprisingly sparse this season. Our subs did some light harassing of Inithar's fleet, and the Kona was spotted patrolling the waters of the East Maelstrom, but otherwise nothing out of the ordinary was reported by our forces. Other than the occasional artillery barrage and burst of gunfire, actual engagement with Inithar was almost completely unheard of over the course of the Cold Season. While we can't know for sure why this is, a number of us have our suspicions.

No territory changes hands this season.

----------------

As with last season, we will be deciding whether or not to maintain the new transporters for the time being, as well as whether or not we send the new Harren Resources home. As always, you will be responsible for two designs to introduce to our forces this turn.

P.S. I feel bad you guys had to wait so long for a short update on your end, so here's bill wurtz singing about Embral, this year, and what youse must think of my arms races. (https://www.youtube.com/watch?v=O2yPnnDfqpw)



IT IS NOW THE DESIGN PHASE.

Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)
Spoiler: Credits (click to show/hide)

Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Hot Season
Post by: NUKE9.13 on July 20, 2020, 10:48:07 am
Right. So. Gavrilium-powered submarine?

Quote
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.

Primary inspirations: Gato-class (https://en.wikipedia.org/wiki/Gato-class_submarine), USS Nautilus (https://en.wikipedia.org/wiki/USS_Nautilus_(SSN-571))

Other ideas:
Close-combat weapon (we have a bonus for this): non-VE SMG, shotgun, or something more exotic.
Better infantry rifle: semi-auto with a bit of Gavrilium for extra punch.
Biotech- maybe armour or something.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Hot Season
Post by: frostgiant on July 20, 2020, 12:19:09 pm
Quote
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.

Basically a contact poison that can be mixed with LIE. The reasons for being a rose based contact poison is basically so that we can make our soldiers immune to it with an atidote, leaving them safe agaist the Gas clouds when combined with a gas mask.


EDIT:
Quote

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. 

EDIT 2:
Quote
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. 

EDIT 3:

VERS
Versatile Extreme regenerative Suit
alternative name ORCS
Operations Regenerative Combat Suit


The VERS is, at its most basic point, a Suit created from specially modified Animal muscle tissues and Plant fibers. Grown in a vat with the aid of Mutant rose based treatments, the Muscular tissue that makes up the suit is extremly strong. While not to the level of Xilmil, The Muscular tissue of the suit should be able to allow the wearer to run faster, Lift more, hit harder and all of those things that every human general wants from his soldiers.
Without a soldier to wear it, The VERS is little more than a suit made of deep green Muscular tissue, and when worn adds quite the hefty amount of size to the soldier do the the amount of muscualr tissue it is formed from. Many soldiers look more like heavily muscled ogres of lore, albeit ogres without skin, Green muscles and and extra small head. When a soldier puts the suit on, Unfortunately clad in only his underwear due to the amount of skin contact required for proper operation, The Suit inserts hundreds of microscopic stingers, Tapping directly into the muscular network of the soldier in question due to being attracted by the elctrical impulses in the nerve network . This allows the suit to intercept, read and react to the electrical impulses that the soldier gives off. After a period of adjusting to suddenly being Bigger, stronger, and faster then ever before, the soldier should be able to command the suit of muscular tissue as if it wear his own limbs.

During combat, A VERS soldeir will be deployed with his standard weapons of choice and an XXL sized kit of Legionary kit, to fit over the massive muscular frame. Normal weapons will require slight modification to fit the extra-large hands of the VERS suit, but it should make them capable of wielding the Pact SMG without modification.
While the VERS suit can repair damaged muscular tissue and even build muscle as it exerts itself (leading to properly maintained old suits being stronger then new suits) the Vers suit possesses no armoring of its own besides the dense muscular tissue it is made of and any gear that is worn on top of the muscular suit.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Hot Season
Post by: NUKE9.13 on July 23, 2020, 02:27:28 am
Inspired by the Red Coral Needler above- I like the idea, but I feel we can do something more interesting than just 'explosive ammo'.

Quote
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.

Another route could be to cut the pain aspect entirely, and focus more on a paralysis or knockout effect, which could be more useful for stealth missions- someone in pain will make a lot of noise, someone paralysed or knocked unconscious might not. I actually like that more, but it didn't occur to me until after I finished writing the proposal, so I'm putting it up like this to get feedback.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Hot Season
Post by: Madman198237 on July 24, 2020, 02:22:54 pm
Quote
'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.

Quote
'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.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Hot Season
Post by: frostgiant on July 24, 2020, 04:01:43 pm
Red Coral Needler -Toxin
The red coral needler is a rather 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 mechanisms removed and replaced with embral engineering where applicable, as well as being scaled for an 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.
The truly interesting part of the Red coral needler is its ammunition, being the first true use of Mutant rose hyper-evolution based ammunition.
The originl subspecies would rapidly begin to produce and release powerful microbial Toxins into its surroundings, when threatened.

Using rose based mutation and breeding practices, we were able to create a variant of the red coral that would never naturally come about. The coral expands plenty of energy into forming a thick, Metal hard outer shell to protect the coral microbes within the new Gemstone like coral. The barbed Needle is very deadly, and unsafe to handle without a strong glove. This is due to the extremly powerful toxin that the Coral needle produces whenever it is exposed to oxygen, When the needle is fully coated, no oxygen reaches the surface of the needle, But when their is an insuffeincet amount of toxic slime built up onto the needle surface, the coral will quickly produce more using its own internal store of materials inside of its metal hard shell and the oxygen it is reacting to allowing it to contatnly replace its deadly payload. While not a large store, it posses enough to produce the toxic slime coating two or three times beofre the coral kills itself producing the toxic slime.

A direct hit with the Toic slime covered needle is enough to kill a full grown man within 10 minutes, and a scratch will make them at the very least violently ill. After entering the body, the Toxic slime, formed of hundreds of deathly microbes and toxic compounds, begins to attack everything around it. Microbes will infiltrate the bloodstream and surrounding cells before repurperpose bodily materials to produce more of themselves like a virus on steroids. In particular, The Toxic coumpounds secreted by the Needle LOVES nervous tissue and Muscles as its victim. Muscular tissue, Fed by the bloodstream will quickly find itself inudated with deadly amount of toxin until th etoxin managed to reach the heart.
Proper treatment for the toxin requires a fully staffed Field hospital and many, many Blood transfusions with the "bad blood" that has been inundated by the toxin needs to be removed even as the parts of the Red Coral toxin Self replicates for a short amount of time, typpicalky no more then a day before the dividing cells undergo celldeath.

The Red coral rounds are shaped like a Needle with small barbs during manufacturing. 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 will swiftly cause catostrofic amounts of toxins to enter the subjects body.

Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Hot Season
Post by: NUKE9.13 on July 25, 2020, 01:25:46 pm
Quote
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).
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Hot Season
Post by: frostgiant on July 26, 2020, 08:49:00 am

Quote
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):
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Hot Season
Post by: NUKE9.13 on July 26, 2020, 10:26:40 am
I added links cos there are a whole bunch of designs.
Quote
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

Anyway, my reasoning is thus:
-We were having trouble on the naval front before, and fixing our torpedo may not be enough to turn things around (especially considering Inithar could have a new naval NE). Gavrilium, as a source of power that does not need an air supply, is perfect for submarines. Developing a Gavrilium-powered submarine is making use of our newly-acquired resources, and fixing our naval situation.
-We have a bonus for a close-quarters weapon. I was thinking of doing an SMG, but I came around to a shotgun on the basis that while the 32a is VE now, it could become cheaper in the future (or potentially even be revised into a cheaper version)- and even at VE, it's not like it'll be useless. A shotgun gives our forces a greater variety of options, which is often better than just improving an existing option.
  -Also, a shotgun (especially a very large shotgun) is a lot better for armour-piercing purposes than an SMG (when firing slugs). If we want to assault Pact positions that aren't abandoned, having a way to take down power-armour'd troops will be essential.
-I understand the desire to work with Mutant Rose somehow, given its novelty. But technically, Gavrilium and Caelium are both new to us as well, and they are the legendary resources we came here for- it stands to reason that they are quite powerful. There's also the less immediately relevant reason that when we send some back to Embral, it'd be nice to send along some examples of how it could be used- after all, our in-universe reason for being here is to support the war at home.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Hot Season
Post by: TheFantasticMsFox on July 26, 2020, 03:05:39 pm
Quote from: Totebox
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
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Hot Season
Post by: Madman198237 on July 26, 2020, 09:51:04 pm
Quote from: Totebox
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

Lots of good ideas. I'd like to do something to make basic infantrymen better, through armor or auxiliary augmentations like vision or hearing or healing and whatnot, but that doesn't need to happen now. I'd also like to design the IFV/APC sort of vehicle so we can add some mobility and firepower to our infantry units, but, again, not necessarily something to do now.

Making an upgraded submarine makes sense though I do have some reservations about being all submarine all the time and not, say, designing our own battleship to fight their battleships. Which, I just noticed, are kind of comical in that they for some reason have 5 single-mounted 12in guns, like some sort of demented dreadnought cousin to the French predreadnoughts.

EDIT: So if we *were* to want to fight them, we'd need something fast, powerful, and well-protected.

Quote
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.
Title: Mechanized Warfare: Embral Thread / Revision Phase, 1941 Hot Season
Post by: Man of Paper on September 03, 2020, 10:15:10 pm
Design Phase, Cold Season 1940 AC

Proposal: "Jarha" Caelium-Stabilised Shotgun
Quote
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).

Difficulty: Hard Normal
Result: (6+2)=8, Average

The SMG we "acquired" from the Pact has proved even more beneficial than we initially hoped. The only real difficulty we had with coming up with how to make the Jarha work came from the need to reverse-engineer something we've only replicated in whole. But thanks to some engineer's love of shotguns, the process of converting the replicable but relatively mysterious mechanisms was a little easier to wrap our collective heads around.

The Jarha is a fearsome and heavy-looking weapon. Based on the smaller pump-action shotguns used for hunting at home, it uses a similar action to load 27mm shells into the firing chamber from it's 4-round tube. When the trigger is pulled, a Caelium Stabilizer based on the SMG-32a activates, creating a gravitational counterforce to the massive amount of recoil typically caused by firing a round as massive as the Jarha's. While it helps, the weapon does still give some kick. The Stabilizer also acts to passively negate some of the weight of the Jarha, but it still proves to be heavier than contemporary shotguns. Mind you they also don't fire rounds as large as the Jarha does.

Rounds are individually loaded through the bottom of the tube, with red shells for shot, blue for slug, and armor-piercing sabot with green breakaway fins. It's only drawbacks are those that would naturally occur with a low-capacity weapon with larger rounds, which is to say it requires frequent reloading and the ammo becomes burdensome when the rest of an infantryman's kit is taken into consideration.

The weapon is relatively easy to develop, costing 5 Ore and 2 Caelium, making it (CHEAP).

----


Proposal: Gupta-Class GR-Submarine
Quote
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.

Difficulty: Very Hard Hard
Result: (2+1)-1=2, Utter Failure

Man, oh man. This one was disappointing. I'm saying this as a GM. I actually wanted to see this one do something, and was going to be a little generous given that it was an 11 before I lost everything and had to redo it all. Not much I can be generous about on an utter failure (though notably you may notice i did still give you something, because i try to to have failures be useless anyways- unless you're abberan and made the barragan). Anyway, back to the game. I mean war. I mean none of this exists. Wake up, you're in a coma.

The engineers working on the Gupta had some work cut out for them, but unfortunately their progress was hampered in a number of ways. First was Lady Amanvir, who for some reason saw it as crucially important to thoroughly question each engineer working on the new model GavReactor, which took a significant number of man-hours away from that part of the project. Our ambitions asea proved to be distraction enough that we honestly can't even be too upset about our people focusing on this other problem. See, we did develop a cigar-shaped hull for the Gupata, but made an awful discovery while testing the first vessel.

WellMoss from wrecks in shallower waters, especially those by the sea lanes (which are even more concentrated in areas Inithar has control thanks to their mines), were proving to be quite the invasive species. The seafloor near these wrecks was slowly being blanketed by a slowly but consistently expanding and thickening mass of WellMoss. While we can be fairly certain these ever-encroaching masses haven't been discovered by anyone else, there may come a time where awareness of their existence is unavoidable. Let's hope we can figure out how to completely eliminate the WellMoss on the seabed before it crawls ashore, or that this war's over and we're gone by the time it does.

Oh right, yeah, the Gupata. We didn't get many details from the hull tests, since maritime efforts were almost completely focused on this new accidental Embralish ecological disaster.


----------------


Well, it's a good thing you have some revisions!

IT IS NOW THE REVISION PHASE.

Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)
Spoiler: Credits (click to show/hide)

Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1941 Hot Season
Post by: NUKE9.13 on September 04, 2020, 12:17:28 pm
Right, so. Here's a revision I think would be good no matter what:
Quote
FMJ/GE Distribution:
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).
It's simple (I think), and would be quite effective- both versus Inithar and the Pact.

For a second revision, I'm less sure. Depends on what we want to do, strategy-wise. I opened the discussion on Discord about what our plan this turn should be, and I'm currently thinking we push a Pact-controlled Harrenode (Volcanic Range or Burning Hills), and push the North Peaks (pushing inland, out of the range of Inithar's ships). I'm not locked in, though. If folks would prefer to push a naval lane, I'd be fine with that (my least favoured option is pushing the Mudflats). But if we do want to push navally, we should probably think about a sea-focused revision.
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1941 Hot Season
Post by: Madman198237 on September 04, 2020, 02:43:39 pm
Quote
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.

Quote from: Votebox
FMJ/GE Distribution: (1) Madman
Gupata-class Submarine Internals: (1) Madman
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1941 Hot Season
Post by: NUKE9.13 on September 04, 2020, 02:46:21 pm
To be clear, MoP directly stated that we could redo the Gupata as a revision. That being the case, we have two really obvious revisions, in my mind.

Quote from: Votebox
FMJ/GE Distribution: (2) Madman, NUKE9.13
Gupata-class Submarine Internals: (2) Madman, NUKE9.13
Title: Re: Mechanized Warfare: Embral Thread / Revision Phase, 1941 Hot Season
Post by: Strider03 on September 08, 2020, 07:23:20 am
Honestly normally wouldn't vote for the FMJ/GE but there's nothing else and I'm not feeling that inspiring spark right now so it's fine.
Quote from: Votebox
FMJ/GE Distribution: (3) Madman, NUKE9.13, Strider03
Gupata-class Submarine Internals: (3) Madman, NUKE9.13, Strider03
Title: Mechanized Warfare: Embral Thread / Strategy Phase, 1941 Hot Season
Post by: Man of Paper on September 18, 2020, 01:32:52 am
Revision Phase, Cold Season 1940 AC

Proposal: FMJ/GE Distribution
Quote
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).

Difficulty: Very Hard
Result: (1+1)-2=0, Utter Failure

It wasn't too ambitious for us to try to create a wide variety of the Pact FMJ/GE munitions for our weapons, and only mildly ambitious to set up the infrastructure to ensure we could produce a wider variety of munitions without straining resources going to what we were planning on already producing. Still, most of us had planned on progress in some way, shape, or form. Instead, a number of engineers interested in the origins of FMJ/GE rounds took a deep dive down a rabbit hole none of us expected.

There is absolutely no evidence of FMJ/GE rounds being produced locally. Sure, the ingredients are all there, but nowhere on the half of Harren we can access has any production facility for these rounds. We've been collecting crates of the rounds from the Pact positions we occupied, and expected there to be something somewhere that could help guide us in the right direction to safely and accurately manufacture these potent munitions.

This has led to a rise in strange rumors, each less likely than the last. One of the most popular for those with the clearance to know what's going on is that all Pact production is centered on the Fortress-City of Harren, with easy distribution across the island through their transporters. One of the more popular rumors for those without high security clearance is that FMJ/GE munitions are the product of alien lifeforms. Of course, no evidence of such beings exists, and the powers that be have begun seeding the "fact" that every production site was thoroughly razed to prevent exactly what we're trying to do.

----------------

Proposal: Gupata-class Submarine Internals
Quote
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.

Difficulty: Very Hard Hard
Result: (6+5)-1=10, Superior

With a hull already designed, work began in earnest to actually fill the thing with working components. The 100m long submarine is shaped more like a cigar than other modern submarines, with almost no deck space to interrupt the sleek shape of the Gupata.

The Gupata was an empty husk when we began our (re)work, and we've transformed it into a fearsome beast of the deep. With 8 bow torpedo tubes it is capable of launching a devastating alpha strike, while another two aft tubes allow the Gupata to engage even when withdrawing. And withdrawing was commonplace, as the submarine could hit speeds of 28 knots while submerged (which also means it keeps pace with the Inithari Kaipo'u-class Battleships). This speed increase of over twice what we achieved with the Hetham is wholly thanks to the development of the Mk.II GavReactor, with diesel generator backup. While not as strong as the GavReactor at the heart of the Behemoth, the Mk.II GavReactor showed much greater power and efficiency at this smaller scale than we expected. This works out well, as the reliable reactor provides plenty of power to the many subsystems that make life aboard a submarine for extended deployments bearable. Air conditioning and recycling, food refrigeration, and lighting that isn't ridiculously dim all feed off of the reactor with minimal impact. As with the first model, the Mk.II GavReactor can continue working for extreme lengths of time, meaning the Gupata's deployment time on paper is limited only through running low on munitions or food, both of which were in enough supply that the real limitations on deployment were the mental health of the sailors. Various neuroses and maladjustment could crop up during lengthy periods of being protected from certain death by a shell of metal, and could impact the quality of life for the crew as a whole, so no expense was spared in providing them with as many amenities as possible. The Submarine Warfare Insignia pinned to sailor's uniforms also held a small amount of wellquartz for them to scratch to ease their tensions, but the ice cream and steak on-hand also helped a lot.

The Mk.II Gavreactor also sees installation on The Leviathan, making it essentially a permanently submersible flagship and increasing it's speed

The Gupta-Class GR-Submarine costs 6 Ore, 2 Oil, 5 Wellmaterials, and 4 Gavrillium, making it (VERY EXPENSIVE).


----------------


Well, this season has certainly been somewhat interesting. We shouldn't dwell on our shortcomings though, as it is now time to decide what resource node we fill, which two locations we will attack, and vote on what we will be doing with our newly-acquired Harren-based resources. Remember, if you decide to export any Harren resources to home, you need to choose which Embral-native resource you get in return. You also need to deploy your National Efforts! Remember - mountains are infantry-only outside of the landings.

IT IS NOW THE STRATEGY PHASE.

Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)
Spoiler: Credits (click to show/hide)

Title: Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1941 Hot Season
Post by: NUKE9.13 on September 18, 2020, 02:57:24 am
Quote
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:

Reasoning:
Attacks:
  -Volcanic Range: Nominally our purpose here is to grab Harresources. We might not manage to actually push the Pact out of the Volcanic Range, but if not we'll get a better idea of what improvements our armoury needs to push them out the next time. I was bigger on this idea before FMJ/GE bombed, but I still thing it's worth a shot.
  -North Peaks: I'd like to push inland to secure our foothold on their side of the straight. As seen when Inithar pushed inland in the Mudflats, naval support is not a factor, so it doesn't matter that we are slightly behind in controlling the Western Maelstrom- though it would matter if they tried to push us out, which is why I want to advance while we can.
  -Other options: I could see pushing at sea now that the Gupata is operational (it will be dropping to Expensive due to resource gains). Inithar revealed on Discord that they have been working on something submersible (as they discovered the growing Wellmoss problem), but that's probably indicative that they rolled poorly, and spent all their time worrying about the natural disaster instead of working on the thing. My least favourite option would be pushing the Mudflats, as we'd be pushing into range of Inithar's navy.

NE Deployment: Pretty much the same as last turn. If we decide to push the Eastern Maelstrom, then obviously we'd want to send the Leviathan there instead.

Harresources: Ore and Wellmaterial will make several things cheaper: Katarani (VE>E), Wellshrubbery and Strings of Motion (E>C), Gupata (VE>E).

Local Resources: Here I can't decide. Oil would make several things cheaper: LIES (E>C), Katarani (E>C), SEAL (E>C). Mutant Rose would only make HAX cheaper (E>C). However, since Inithar is almost certainly going to be occupied with grabbing Harrenodes and I really don't want to push the Mudflats, having the Katarani be cheaper is irrelevant; the SEAL is only really useful during landings. So it comes down to Cheap LIES or Cheap HAX. Both would help in the North Peaks (and regardless of our choice this turn, I'd want to do the other next turn), but I can't decide which would be more helpful.
Title: Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1941 Hot Season
Post by: frostgiant on September 18, 2020, 08:04:16 am
Hmm, I think I am going t go for Cheap LIES, In the interest of Incresing saturation of poison gas and Providing a Cheap base for future variants like the FABRICATIONs. HAX is nice, but I don't feel it needs to be cheap just yet, Maybe once we have another piece of equipment that could benifit from more Rose, but for now i'm eh on it.

Quote from: NUKE9.13
[quote
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:

Since we have Xilmil, Who would dominate the mountain ranges due to being a human sized murder blender and as such uneffected by the bad terrain, an attack on the North peaks is really good for us. Unless the Inithots also made a NE Human, Any form of NE vehicle or aircraft are going to have trouble in the Peaks, While Xil will be in her best form.



Title: Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1941 Hot Season
Post by: NUKE9.13 on September 18, 2020, 11:26:54 am
I was undecided, but I have now opted to go with the Mutant Rose option, for the following reasons:
-It is slightly easier to get our hands on more Oil than more Mutant Rose, since we can trade Gavrilium/Caelium for it.
-It's possible that we design something next turn which would really benefit from us having 3 Mutant Rose (it is much less likely that we would want 5 Oil)(more likely than both options is that we want 4 Oil and 2 Rose next turn, but that can happen whichever we pick first).
Quote
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
Title: Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1941 Hot Season
Post by: Madman198237 on September 18, 2020, 11:37:32 am
Quote
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
Title: Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1941 Hot Season
Post by: Strider03 on September 18, 2020, 08:26:08 pm

Quote
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
Title: Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1941 Hot Season
Post by: TheFantasticMsFox on September 19, 2020, 12:47:05 pm

Quote
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
Title: Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1941 Hot Season
Post by: KhazintheDark on November 19, 2020, 07:52:03 pm
Quote
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
Title: Mechanized Warfare: Embral Thread / Design Phase, 1941 Cold Season
Post by: Man of Paper on July 15, 2021, 07:55:01 pm
Strategy Report, Hot Season 1941 AC

This season we constructed greenhouse facilities in the Volcanic Range for Mutant Rose development, and traded Gavrillium and Caelium for Ore and Wellmaterial. This has resulted in the following changes to the armory:

Katarani Medium Tank Mk. I becomes (EXPENSIVE)
Wellshrubbery Mk.II Concealment Kit becomes (CHEAP)
Strings of Motion become (CHEAP)
Health Augmenter (eXperimental) becomes (CHEAP)
Gupata-Class Submarine becomes (EXPENSIVE)

----------------

We sent an armed convoy to the Caelium Facility in the Volcanic Range expecting some sort of conflict. Instead, a single representative from The Pact, decked out in their very imposing larger Power Armor suits, made his presence known and requested the chance to speak with Embralish leadership. In perfect Embralish.

The man introduced himself as Lieutenant Valkria, and was very quick to unleash a torrent of information to us. He explained that he was a representative of The Pact, and due to delays in some plans "elsewhere", a timetable had to be pushed forward that necessitated he speak to us as soon as possible. The things he said seemed absolutely insane.

Valkria spoke of alien species, but instead of beings from another planet they were beings from the same planet, just along different timelines, something about a multiverse and dimensions. The Pact was formed when one of these sisterworlds was invaded by another species from another reality and managed to largely repel the assault. Their actions turned their world into a sort of one-way street, cutting off their universe from incoming "travelers" while retaining their ability to send their own elsewhere. The Pact designed equipment to facilitate communication across The Veil and coordinated efforts against these Invaders where they could. Unfortunately, many of these other alternate realities were in some way or another corrupted by the influence of the Invaders before The Pact could prevent it. The Pact began to splinter into different factions as time went on and an endless sea of Abberas and Salvioses fought one another to obliteration and nothing they did could alter their course. Being apparently the first and only Harren peoples on the timeline not to collapse, some members of The Pact began to identify as the Isolationist Faction, people of The Pact who had resigned themselves to the idea that it was The Pact's responsibility to step in after these inevitable collapses, gather the pieces they could, and use them elsewhere to combat active Invasions. Others identified themselves as Interventionist, and saw it as The Pact's duty to step in and, through means political, military, or otherwise, push one side to victory over the other and recruit whatever remained of the victor. Yet a third faction identified themselves as Idealists. Ideally, different realities would find some sort of balance on their own and ultimately prevent the Invaders from conquering one of the sisterworlds, then ally themselves with The Pact without them needing to expend their own limited resources and manpower in a war on infinite fronts.

He explained that The Pact was unified in their cause regardless of their different ideologies, working together as the majority dictated to serve the greater good up until the fleets of Inithar and Embral showed up.

The Old World had been a non-issue in every single other reality The Pact had come across. The New World was often ripe with hints of Invader activity if not outright Invasions, but for some reason The Old World never got dragged in. This reality was the only one to change that, and at first the Isolationists won out, swaying The Pact to promote a free-fire policy on the new arrivals - something that Antero clarified was standard RoE, as a majority of their interactions with post-Harren Collapse realities is nothing but hostile. As time went on, The Pact realized that the Old World parties were more interested in fighting one another than The Pact, which was a welcome change, and allowed The Pact to observe both groups from a distance. Over the course of their observations it became increasingly apparent that an Old World arrival event was not being mirrored in any other reality, and ultimately the more militant members of The Pact were overruled by the rest, and a phased withdrawal was enacted so that Embral and Inithar could work out this unique event naturally.

This would have been impossible to believe, had Valkria not brought stacks of evidence in writing, photographs, and moving pictures that supported every one of his wild claims.

Unfortunately, an agent of the Invaders recently pierced The Veil but was discovered soon afterward. With no way of knowing how many Invaders may have infiltrated already, if this was a fluke, or perhaps a precursor before another Invasion, all efforts are being put toward penetrating The Veil and finally pooling the experience, resources, and manpower they've attained on their homeworld. While this was obviously a major objective before, the infiltrator made it absolutely critical that they find a way back ASAP, and so they've decided to enact their nuclear option and lay all the cards out on the table for everyone.

You are given an ultimatum. You can:

A. Join The Pact - Joining The Pact will provide a bonus to the difficulty of developing equipment utilizing Gavrillium and Caelium in a significant manner, and provide those projects with a reroll of the lowest die, and 1s are always rerolled (note that creating something with them that you then install in new things without revolutionizing the gavrillium or caelium will NOT get you the bonus, you minmaxing turds). All Gavrillium and Caelium nodes in your territories become available but cannot be traded home. All trades with home are cancelled. You may need to deal with internal politics.
B. Let The Pact Be - You will let The Pact utilize the Gavrillium and Caelium they still have access to, and The Pact will leave you to your own devices. Acknowledging your sacrifice, The Pact has left all sorts of documentation from the sisterworlds of projects utilizing Ore, Wood, and Oil. Any project consisting only of those resources will be easier as a result of new insights, and they will also reroll any die that rolls a 3 or lower.
C. Refuse The Pact - This is your reality, not theirs. If you want to take the Gavrillium and Caelium from this island to save your people, then you damn well will. The Pact will take hostile action during engagements in zones they are present in. You don't care about this island's fucky politics, you just want to get your damn job done and go home. You get no bonuses to creating anything, as the Expedition's entire focus is now on fighting. If you can defeat your enemy, you'll see entire regions fall to your onslaught.

The game may also be affected by the combination of choices made between both sides.
A+A: Maelstrom disappears, war continues with heavy Pact influence. (Think similar to the UN in Iron Behemoths)
A+B: The war continues, but regions with Caelium and Gavrillium are considered non-combat zones and no longer count toward region control. A does not get access to Harren resources if they push the frontline past them, and they may need to deal with Pact influence on rules of engagement.
A+C: The war continues. The Pact actively assists A, but C receives a choice of perks based on various factors.
B+B: The Pact is a neutral party on the island. All Pact-controlled areas are considered non-combat zones. Combat for the Harren-resource nodes is now a priority, and it just so happens that they're all connected to the same network of transporters, so fighting is largely reduced to inter-facility conflict with external support when available.
B+C: The Pact does not actively participate in fights between B+C, preferring to let B do the dirty work. The war largely continues as normal.
C+C: Harren Island is reduced to an all-out brawl, with combat happening in every single area where Inithar's and Embral's lines touch. The Pact throws their weight into the melee too.

This decision is to be made immediately alongside your designs, and will affect them accordingly.

[GM Note: All this was supposed to be slowly brought in through '45, but since the longevity of this game is acceptable but the update frequency is not, I'm accelerating the game in a way that kind of lets you all flavor it more than with one final "everyone gets one design" turn out of nowhere. Each option is meant to be overpowered in some way or another, and there isn't any intention for real balance in what comes of anything - just try to have some fun as we roll this thing around in it's grave until all the parts fall off.]

----------------

The War Continues

A temporary unofficial ceasefire had fallen across the front in the North Peaks, but after a large mustering of forces, we opted to break the ceasefire and press forward once more.

The enemy was not unprepared for this eventuality, however. Every mountain pass, bunker, and valley seemed to be covered by their M1 "Pua 'Ula Pua" HMG, a tripod-mounted 15mm heavy machinegun with a range of 2000 meters and capable of unloading rounds at 350 RPM. These guns silently battered any position our forces were suspected of using as cover, and pinned down our forces fairly effectively.

Strings of Motion played among every unit, and pushed our forces along to organize faster and in greater number than seasons prior, and Wellshrubbery was frequently deployed for concealment throughout the rain-dashed mountains. Our advance was rough, but the damage to our forces was diminished a good degree thanks to the tube of HAX in the pocket of every Embralish soldier.

Six months of uninterrupted entrenchment benefitted the Initharians greatly, though. They knew precisely where every engagement was going to take place, and dictated the course of action for the better part of the season. Our deployment of the SMG-12a and Jarha went far to give us an edge once we engaged in the bunker and tunnel fighting that resulted from the gifts of old Abbera's fortifications. Enemy command was highly coordinated in the area, and although our weapons were superior to theirs, it was looking as though they would just manage to hold us back for the season...

----

The Dread Centurion
Theme (https://youtu.be/UUeg6DJ7TB0)

Xilmal Jagpal, Sui Centurio, had been assigned the task of neutralizing Initharian forces stationed at the old Radio Station located atop one of the region's tallest mountains. The trek was no issue whatsoever for the supersoldier, and she made her way across passes and peaks with a full kit that included both an SMG-32a and "Jarha" Caelium-Stabilised Shotgun. Xilmal avoided Initharian patrols for the better part of two weeks as she slowly weaved her way towards her objective.

Xilmal's goal was the elimination of Initharian command in the area, although if she could capture the position that would be just swell. Her scouting revealed a single entrance to the subterranean hallway that connected the series of bunkers making up the Radio Station. The entire position was lightly guarded, leaving Xilmal outnumbered somewhere around 20 to 1. Good odds.

The Sui Centurio charged over rocks and toward the bunker entrance, opening fire with the Jarha on the two Initharians standing guard. The massive slugs peeled through both, leaving little behind that would be immediately recognizable. Two more slugs slammed into the hinges of the door in an explosion of metal fragments. An Initharian outside the bunkers opened fire, stitching the ground near Xilmal, who responded by swinging the shotgun to her back from her hands, and smg to her hands from her back in one fluid swinging motion. The rounds fired from the SMG-32a exploded near enough to the Initharian that they lost footing and began a long, painful slide down a very steep slope.

Xilmal moved into the bunker complex, shouldering the damaged door inward and firing her smg at another Initharian just within the doorway, reducing his right side to a meaty paste. A series of flashing lights had been triggered throughout the Radio Station, no doubt some sort of soundless Initharian alarm system. Having noted the position of the antennae, transmitters, and various radio equipment from outside, Xilmal made her way through the hall toward the bunker she imagined would be the heart of the whole operation. A fireteam had set up behind some boxes in the hallway and attempted to put up some resistance. A couple rounds hit their marks, but they weren't enough to slow Xilmal down, and the withering fire from the SMG-32a went far to eliminate the threat. One of the Initharians fled, tripping along the hallway toward a room just around a corner.

Xilmal was no linguist, but she could tell the Initharian was shouting in fear and pleading for help. Something about a monster or demon, too. She reloaded the Jarha and rounded the corner, pausing long enough for the Initharian to make eye contact with her, before blasting the enemy combatant with a 27mm solid slug square in the chest. Xilmal approached the door that was marked with a sign that she roughly translated to "Command Center" and forcefully knocked on the steel door.

Clang! Clang! Clang!

"I'm not here to kill all of you," Xilmal said, or at least tried to, in what she knew of Initharian, "Only you commanders. Let me finish my objective and you get to walk away."

There was no response. Either Xilmal said something wrong, or the Initharians inside were choosing death.

Xilmal fired three more slugs, destroying the door's hinges and lock, before reloading the Jarha with standard shot. She tried to shove the door open but it didn't budge, so Xilmal braced herself against the wall opposite of the door and used that to shove off of. She slammed with a great deal of force into the door, sending the furniture the Initharians inside it had barricaded the door with flying. Initharian gunfire immediately met Xilmal, but she spun back out of the doorway before she got hit. The Sui Centurio swapped to her smg and sprayed wildly through the doorway, filling the bunker with small debilitating blasts. One of the Initharian grenades flew out of the doorway in response and detonated at Xilmal's feet. She was lifted by the blast and landed hard on her back. Internal and external injuries, as extensive as they were, began to immediately mend themselves. Xilmal staggered to her feet as her eyes slowly recovered from the pressurized blast liquefying them. The smg was busted and meters away from her, but Xilmal still had her Jarha and machete.

An Initharian poked his head out into the hallway and Xilmal quickly grabbed him by the collar and yanked him out of the command center, forcing her machete through his chest in the process. With the Initharian impaled in one hand, Xilmal used her Jarha in the other, bracing it under the Initharian's arm. She swung into the doorway, leading the way with her Initharian meat shield and unloading two rounds of shot at the defenders. The pea-sized balls ricocheted throughout the room as Xilmal advanced, leaving one Initharian firing at her while standing in front of what was easily identified as an Initharian general. One of the Initharian's shots split her Jarha hand, so Xilmal tightened her grip on her machete, kicked the Initharian off of it and toward the shooter, and threw the machete past the shooter with immense force, sticking with a sick thud into the general's chest.

The last Initharian failed to recover from her comrade's corpse flying at her before Xilmal was on her. Xilmal swung with her good hand and struck the Initharian in the jaw, saw her other hand had freshly regrown, and used it to plant a solid strike square in the Initharian's chest. The new hand stung, and Xilmal shook it out as she stood over the fading Initharian.

"The first one always stings."

----

With the Radio Station captured by our forces, along with all the documents within it, Initharian defense of the region was quickly compromised and rapdily lost cohesion. Loss of some members of High Command impacted morale, and it wasn't long before the wide range of advancements we made during our part of the ceasefire pushed Inithar backward. The Sui Centurio is a large part of our victory, of course, and her actions could yet lead to future successes!

Embral successfully attacks the North Peaks, gaining access to a Pact Gavrillium node in the process.

----------------

IT IS NOW THE DESIGN PHASE!

With the Initharian Radio Station captured, our forces have easy means to crack through our codes and communications. As a result of this clear and present opportunity, one of our two design actions this turn should be dedicated toward communications equipment, cryptography, decryption, or any various equipment or infrastructure that could increase our ability to compromise Initharian operational security. While it isn't necessary to do so, one action in the appropriate field will be rewarded with the best 2 die of a 4d6 roll, since a lot of us would like to take advantage of this opportunity.

Also remember to make your decision regarding The Pact

Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)
Spoiler: Credits (click to show/hide)

Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Cold Season
Post by: NUKE9.13 on July 16, 2021, 06:30:41 am
I could've sworn I just wrote a design proposal, but now I can't find it. All I have is this empty quote box.
Quote
[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.

E: I no longer like this design proposal. I might rework it as an Espionage Credit use, though.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Cold Season
Post by: frostgiant on July 16, 2021, 11:27:25 am
Quote
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.

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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.

Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Cold Season
Post by: frostgiant on July 16, 2021, 02:28:49 pm
Quote
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.

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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.


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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.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Cold Season
Post by: Madman198237 on July 17, 2021, 11:42:16 am
I'm voting C, for the funny, and obviously we need some form of intelligence design to use our bonus. Some form of chameleon nonsense would be useful,  However, we also need to do something else. For the navy side, a better battleship than theirs is my personal favorite option; for the non-naval side a standard-issue Mutant Rose-based infantry improvement would be really, really good. Harder bones, tougher skin, stronger muscles, better eyesight, innate poison resistance for when the gas gets going (so we don't need to bother with masks that can obstruct sight and such), the options are nearly endless. I'd say "personal healing factor" but that's basically what HAX does anyway.

Or we could do, y'know, an APC so that our soldiers don't have to walk literally everywhere. That might be helpful.

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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.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Cold Season
Post by: frostgiant on July 17, 2021, 12:49:22 pm
Quote
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.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Cold Season
Post by: Naturegirl1999 on July 17, 2021, 01:32:26 pm
I’d like to join. IRL I prefer heat over cold, so I’ll pick this side. Also, the Dread Trees are interesting, do they photosynthesize? Or are they heterotrophs, must read post more carefully since I’m unsure whether they are human tissues convergently evolving into a tree like shape or some fungi that convergently evolved bone like and muscle like tissues. Either way, they are interesting specimens. Note. Did not read OP. Will do that soon
Reread Dread Tree Armor Gobe APC post and am +1ing it
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Cold Season
Post by: Man of Paper on July 17, 2021, 06:34:02 pm
There was a flurry of activity at our Caelium site in The Mesas.

The Glas Bolg transporter briefly flicked to life as a single hand popped through the reflective haze, released a paper that fell to the floor, and withdrew in the blink of an eye. It seemed someone on the northern island was getting cheeky.

The note reads:
Quote from: Note
[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."
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Cold Season
Post by: NUKE9.13 on July 18, 2021, 05:07:29 pm
A point of clarification from MoP on Discord: the lack of vehicle combat in the Mountain regions is a hard rule. The Gobe would have zero impact there (as would a hypothetical hover-APC that I was considering). Gods only know how we're moving stuff through mountains that are literally impassable for vehicles, but them's the rules.
As such, I'm no longer interested in the Gobe. And actually more interested in the skinsuit.

Plus, this:
Quote
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.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Cold Season
Post by: Naturegirl1999 on July 18, 2021, 06:47:37 pm
Skinsuit? What post is that?
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Cold Season
Post by: frostgiant on July 19, 2021, 12:39:06 pm
Skinsuit? What post is that?

That would be the Jagpal Stealth suit, So-called because its a Mutant rose Based piece of equipment that was derived from Xinmals own skin. Hence skinsuit
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Cold Season
Post by: Naturegirl1999 on July 19, 2021, 01:19:46 pm
A stealth suit sounds useful. I wonder what other biotech we can make?
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Cold Season
Post by: Madman198237 on July 20, 2021, 12:20:29 am
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.

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'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?
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Cold Season
Post by: Naturegirl1999 on July 20, 2021, 12:28:59 am
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.

Quote
'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?
+1 to the living skin
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Cold Season
Post by: NUKE9.13 on July 20, 2021, 12:45:48 pm
An idea. Not sure if it's a good idea, but here it is. Note that we do not currently possess man-portable radios.

Quote
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

E: Another idea. I'm pretty sure this isn't a good idea- it's impractical, too difficult & expensive for too little gain, I think. But I wrote it anyway, so here:
Quote
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.
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Cold Season
Post by: NUKE9.13 on August 01, 2021, 11:32:59 am
Okay, so. A really boring design, doubly so since Inithar just created a HMG- but given we intend to go with C, we will need ways to counter the Pact, and an automatic weapon firing powerful explosive bullets is just what the doctor ordered in regards to those flying suits of plate armour (as well as being useful in defensive roles everywhere, and for potential future aircraft).
Quote
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)

And now, votebox. I didn't include all proposals in the votebox, because I couldn't be bothered to list them all. If someone wants to add them all in, feel free- but probably easier to just add ones that get voted for.

Quote from: Votebox
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
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Cold Season
Post by: Strider03 on August 01, 2021, 11:35:07 am
Quote from: Votebox
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
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Cold Season
Post by: frostgiant on August 02, 2021, 10:42:25 am

Quote from: Votebox
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

Voting for the Jagpal for obvious reasons, and the gobe because I really do want some form of Better armour to contest all the firepower being thrown around
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Cold Season
Post by: NUKE9.13 on August 02, 2021, 01:29:36 pm
I'm tentatively moving my vote to the Gobe. I do think we'll need greater firepower to deal with the Pact, but we could try a less-ambitious explosive bullets revision as a temporary measure.

Quote from: Votebox
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
Title: Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Cold Season
Post by: KhazintheDark on August 02, 2021, 04:14:55 pm
Quote from: Votebox
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
Title: Mechanized Warfare: Embral Thread / Final Phase, 1941 Hot Season
Post by: Man of Paper on November 20, 2021, 01:45:07 am
Design Phase, Cold Season 1941 AC

You feel a gentle breeze blowing at your back at all times. Something unseen guides the creation of these devices.

Proposal: JagPal Stealth suit
Difficulty: 3spooky5me
Result: UNEXPECTED BOON

The JagPal Stealth Suit is not a suit. It is an entirely new living being crafted in Embralish labs. This set of organs is intelligent and can communicate with it's host. The suit breathes through its skin, which is most of it, and it sustains itself otherwise thanks to it's host.

The JagPal Stealth Suit feels it is a prey animal, and desires to latch onto a living human to provide mobility, sustenance, and protection from perceived threats. The skin wraps itself around the host, stretching to cover their skin, and uses tiny hair-like protrusions to bond to the human host. The suit doesn't drain much from the person, but the suit does permanently bond with the wearer. This is largely because the suit and human intertwine on every single level, becoming a single entity. They communicate instinctually, with methods not entirely known at this time, but each acts in tandem to aid the other.   

Small eye-like organs decorate the JagPal Stealth Suit and act to identify nearby objects, surfaces, and terrain to blend into. These organs can detect light beyond both ends of the visible spectrum and the skin can reflect that as well. The skin is also capable of fine manipulation thanks to thin layers of muscles, allowing it to mimic textures. These muscles also work to boost the host's own strength, and the JagPal Stealth Suit can aid in chemical regulation, and a thin membrane can be pulled over the face to provide a protective organic filter.

The fingertips of the JagPal Stealth Suit are clawed, and are extremely capable of ripping and tearing.

the JagPal Stealth Suit is and always will be a (NATIONAL EFFORT), with enough to attach to 20 hosts.


Proposal: Gobe APC
Difficulty: 3spooky5me x2
Result: UNEXPECTED BOON

The Gobe is an APC capable of transporting a dozen fully-kitted soldiers along with a driver and passenger in the cab and a gunner for the Musakila, accessible through a hatch. Periscopes and viewports provide ample ability to check the surroundings from inside the tracked vehicle. The APC can hit 65km/h with ease. It's a standard, but pretty effective APC.

Then you take the armor into account. Embralish scientists worked on developing a regenerative bone from Xilmal and wound up creating something of a Bone Tree from it. This tree continuously grows, and if "bark" is taken from it, the tree is quick to refill the void.

5mm of steel armor coats the outside of the APC with the explicit goal of triggering refocyte rounds, and beyond that is another 25mm of "Dread Tree Bark" acting as armor. And the rest of the vehicle is crafted from the durable material as well. This is the case not only because it's an easily renewable resource, or that it offers high protection relative to weight, but because the bark, if harvested and worked properly, will always attempt to heal and reform to the worked shape. This means the Gobe APC has regenerating armor alongside a regenerating chassis. Every component other than the steel layer that can be made out of the Bark is made out of the Bark. Tests show that APCs can take close to 60% total destruction before their regenerative abilities start creating faults.

The Gobe APC is (CHEAP).


----------------


Embralish engineers were deep in debate about how to approach The Pact and the future of Embral when the air shifted, almost crackling with energy. The Embralish territories felt suddenly cooler, almost comfortably so. The Maelstrom, too, faded from the skies, and up north the temperatures stabilized as well. The skies above seemed to shimmer and wave, colors roiling not unlike an oil spill before, with an earth-shaking crack and blinding white flash, and suddenly the sky was absolutely full of unidentifiable aircraft of all shapes and sizes. And they just sat there, a mass stretching out beyond the horizon in all directions. The largest of the ships was centered directly over the Fortress-City, casting a massive shadow across dozens of kilometers of land. The war, and indeed this part of the world, seemed to freeze for two days as nobody was willing to act without knowing what was happening with the looming sky fleet. Some people got scared and fled, but each was destroyed by swooping aircraft once they got a few dozen kilometers out to sea. The entire region was under siege.

Lieutenant Valkria managed to locate the gathered Engineers on his own, using the chaos of this unexpected arrival to sneak well into secure Embralish territory to speak to the Engineers himself.

"I know what you're thinking, and just hear me out. I come with good news and bad news," he said, out of breath, "The good news is you are not alone as the only Embral across timelines. Others have started coming into contact with our expeditionary forces and unfortunately the process of negotiation and integration has fallen apart immediately, so yes, I wasn't lying about knowing what you're thinking. The Initharians meanwhile have all come forward and presented themselves as allies. We know to expect little, but The Pact has determined we should approach you anyway. The bad news, well..."

Valkria looked around nervously at each engineer, "Damn, this isn't good. The main Tsaelinid fleet is looming overhead and their leaders have been attempting to negotiate with us to surrender. There's reasonable fears that these negotiations are going to break down without coming to anything near agreeable terms very, very soon. We need whatever help we can to hold the Fortress-City, at least long enough to pull off a fighting retreat. All unnecessary personnel have already been evacuated through the Transdimensional Relay under Harren City, but we need to inflict as much damage as we can while we leave. If any of you wish to help, please come to the Fortre-shit!"

Valkria darted out through a side exit as the main door to the room rattled and flew open. Lady Amanvir strode through.

"The Sau-Cihare has decided that this expeditionary force will attempt to break through the blockade and return home to bolster war efforts there while reassessing the situation developing here. We're going to need whatever help we can get to save as many Embralish here as we can. You're my most trusted, and I know you all to be quite slick. I expect whatever projects you've got hidden up your sleeves will be dedicated to this purpose."

Before anyone could respond, Lady Amanvir left as quickly as she arrived.

Sleep was difficult to get ahold of that night as each of you weighed your options. It became even more difficult when a voice echoed in your heads. Or, a set of voices.

"Eight. Eight. Eight. Connection acquired. Routing."

"Don't fear what the unknown brings, Human. Embrace it, instead. Our arrival is inevitable, your utilization as cogs in a greater machine an unavoidable fate. But you can choose what kind of cog you become. Those who join us willingly have ample opportunity to bask in glory, and attain honor as a warrior of unrivaled skill and strength."

"Our species has remained unmarred by legitimate defeat across millennia, but we are not just conquerors. We come as gods, as kings, but we are not without our sense of fairness or mercy. Those below us are allowed to rule themselves as they see fit, so long as they serve the greater good. We need farmers, mechanics, colonists, and more, if our subjects are to sustain themselves off the battlefield. Look to the Fortress-City. It will not remain untouched for long. Make your presence known there, and we will know if you intend to join us."

"Or bloody our enemies and prove your worth. Your fate is in your hands, we've merely laid out the options."

"Disconnecting...Eight. Eight. Eight."

There was a small pop, then silence.

What will you do?

----------------

We have entered the endgame of Mechanized Warfare. Each person has one personal project they've been working on since the fleet originally set sail years ago. It is time to bring that project to light! Every person has one design to propose, as well as a basic plan for who they side with and what actions they're taking personally. Note that if you want to pull a sneaky you can PM me the plans you actually have so as to keep any sort of sneaky moves secret.

These designs are the culmination of everything you've aspired to as an engineer. Discuss what's needed with your teammates and work together to make a decision, or don't, it's your call. Get creative. Get wild. Go nuts.

It is now the Endgame Design Phase.
Title: Re: Mechanized Warfare: Embral Thread / Final Phase, 1941 Cold Season
Post by: NUKE9.13 on November 21, 2021, 06:42:43 am
Working on an idea. Here's what I've got so far:

Spoiler (click to show/hide)

FINAL PLAN: I Blame DAVE
Nauvam Pramanu is no general. He can't tell how the tides of war are turning just by looking. Fortunately, there are plenty of folks who do, who have learned to listen to crazy engineers. The Vector Editor is (intended to be) an incredibly powerful tool, both for the movement of friendly troops around the theatre, and the redirection of enemy troops. Nauvam has set up his prototype in a secure bunker beneath the Mesas, and is overseeing its operation. A number of officers have been roped in to receive intelligence reports and determine where and when the device can be used to maximum effect. Operating in a supporting role, Nauvam nevertheless intends to stay for as long as necessary to ensure that Embrallish forces can safely retreat from this hell-island.