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by The Third Dynastic Kingdom of Neo-Irkalla. . 715 reads.

Ersetum Expanded Warfare



Ersetum Expanded Warfare

War. It is an inescapable want in the creative worlds of nationstates, and something which seems to be an inevitability in a hotly contested world like Ersetum. Expanded Warfare has the intention to clarify on what has been said and add more detail to what there is, as war is simply too vast a topic to add into the rest of the mechanics factbook. As such, this factbook will exist as a sort of extension of what has been said there. You will need to refer to both of course, and access to this factbook shall be linked only through the main mechanics factbook.

What purpose does war pose? War is the great creative and gameplay engine of conflict and change. A nation may seek war out for resources, prestige, power or delusions of grandeur. A nation may see fit that it should hold power over another, and make its move to secure its goals where efforts at peace have failed. It is an essential system and creative force to have present; but that leaves a great deal of issues involved. Roleplaying war is not some easy affair. It is bound to be filled with conflicting ideas and power plays and problems. Some players may mutually agree to a conflict for the sake of story, to which rarely are issues expected, but it is when a player attacks another without warning or wanting that such complications arise. Once again, this factbook exists to help you understand better how this operates and how to maintain good military roleplay.

War is overseen by not only the administrative body of Ersetum, but by the people itself. As an open roleplay, these things are seen by all and to be understood by all. More details on such conduct will be established below. However, as some baseline ideas to consider on how war will function, it is a series of battles in which will take you a long time to break and act on. It is not swift, and even with steam technology a conflict between nations can grind down to trenches and dugouts and years of attrition. Battles are turns between players, action and reaction, etc etc. Battles have casualties which are counted up at the end. And while battles are to be very detailed; about all else it is important to remember that these things are won by those who think better and roleplay better, organizing themselves and fighting better.

Our objective with war is to create a story. Even a war which is not to your want or benefit serves this purpose. We do keep in mind the feelings and state of our players, and watch closely for anything which could be an issue; but war is a system to stay. War is part of our story. War is something which all will likely have to experience at least once, even if it be on the periphery of terror.


Declaring War

To wage war, one must declare war. To declare war is a relatively simple prospect, and can be broken down as a player attacking another either by surprise or by mobilization after a declaration is made. However, in this regard, there are rules which follow the declaration of war. First and foremost, you are free to declare war whenever you please, but a nation must have their military actively mobilized at the border if they wish to take immediate action. These mobilizations are to be done by roleplay, and the borders you are mobilized on are to ping the player in question who may be affected. This is to ensure that players can't hide mobilizations, which their neighbors may otherwise see, within the tide of roleplay posts. Furthermore, mobilization posts must be clearly marked as being such. It should be noted however that to mobilize and prepare is not the same as declaring war itself. You can mobilize your forces at any time, but it does not exist as an automatic declaration of war. These are two separate matters.

War can only be declared against players who have been in the roleplay longer than one month. War may not be declared against players who have lost their Right To Rule, as you may expand into their provinces as per that systems rules.


Conduct of War

As mentioned, war is not always mutual, and so there are some factors which need to be set out in order to control and contain it. War is, by design, meant to be an arduous and long affair between two powers. But it is also only acceptable for war to be done in a way which is respectful; that being free of OOC conflict and argument. Roleplay leaders will help ensure things remain balanced and in line with the intended procedure as to keep things orderly, and the war will be filled with many stories and battles to write about. War conduct must also be waged with full awareness of the actual forces you are deploying—as in how much you are dedicating to a battle against how much your opponent is dedicating, and the losses which may be incurred. As such, consider well these helpful pointers on how you should follow to wage war.

War, as mentioned, is most certainly not fast. Even in the era of steam, things take time to move and there are a mixture of roleplay and statistic factors which are worked in. Supply routes and unit movement over the world, having organized front lines and set battle plans. Your enemy is seeking to outsmart you, considering that forces are limited and also take time to move province to province. This means you will need to plan wisely for how to both defend and attack. In addition to this slow creeping and bloody warfare, it should be remembered that these things are fought battle to battle. In this mechanic, two players of opposing sides make clear the forces which are engaging and where. The roleplay between them will largely be troop movements and attacks, trying to find a break in which both players are forced to reasonably abide by the actions taking place. If someone is being hammered by artillery, you are not going to say that all soldiers made it out unscathed. Additionally, when it comes to these back and forth attacks and respositions, you can not control your enemies forces or detail how they react, or they handle things; that is their task alone.

With battles, they can certainly be messy, and that is why the administration is watching and keeping an eye on such things. What is usually recommended of players is to be as detailed as possible to be as clear as possible. This may be in drawing maps with units and movements on them turn after turn, or by very clearly establishing what is going on with meticulous detail. In most cases, as this is roleplay, the more detail there is the better off your chances are. Victory favors those who pair great roleplay with strategy and cunning. Disputes on actions should be discussed calmly, but in the event they can't be resolved, the administration should be sought after to help clear things up.

Losses will be calculated when battles are over, and they will actively deducted from your present forces and subject to the replenishment system for wartime scenarios. Again, use your forces wisely, and roleplay them with even greater wisdom.


Roleplay Aspects of War

While throwing forces at one another using hard numbers is certainly a large factor, so is the creativity in which you choose to execute ideas. This is a roleplay, and that means if you dream up something truly genius and action on it, then you might just score yourself something game changing. Digging tunnels under the enemy and planing giant explosives right under their feet? It isn't quite mechanical (save for drilling tech) but can have a huge influence on the battle if it can be pulled off. Dropping an airship on the enemy which is too damaged to fly? Again, these things are ideas you can execute in an effort to break your enemy, and something which should be very closely considered. Even more mundane things like cutting off forces from supplies so they run out of ammunition or food.

Roleplayed actions are much more subject to creative freedom, and as such they will be closely watched by the administration and you should indeed communicate them to it. It should be important to note that, as with all things, efforts to god mod are not acceptable and will be watched closely. If you are called out on it, the moderation team will examine it and act, but best not to end up in such a position to begin with.


Infantry and Equipment Reinforcement

Infantry and Equipment Reinforcement is the process by which a nation reinforces their standing armies with more personnel and more machines of war in order to keep up the good fight. As mentioned in the section about warfare on the main roleplay mechanics document, all nations initially share in default available manpower percentage, that being 1% (0.01). This means that, if you had 20,000,000 people, 200,000 of them would be your active and available military manpower pool. Of this manpower pool, 50% (0.5) of it is considered to be your present, ready, standing military forces. This means that of that 200,000 available manpower, 100,000 is converted into your standing army. During times of war, your remaining manpower can be accessed after one year of fighting, with 25% of the total available manpower being added to your active forces each year. This means, in continuation of this larger example, that after 1 year you had 50,000 more men available from the initial 200,000, of which 100,000 is still available. After a second year of fighting, you would receive your last batch of 25%, another 50,000 added, but exhaust your available manpower. When a nation reaches 0 manpower, they are unable to reinforce their forces.

This means you are gradually converting your manpower into a standing army, and often during war there will be opportunities and times in which this is necessary. There is no debuff or con from raising a larger army over time in war, and as such the process of conversion is considered to be automatic. This means that always your manpower will gradually be growing into more soldiers to join your forces. However, there are some things which must be understood in addition to prior mentioned rules. When war is concluded, your standing armies will return to normal, meaning back to the original rules of the system, and no doubt will be smaller for a time from the casualties lost in war.

Equipment Reinforcement refers to the replenishment of military equipment such as tanks, airships and exotic weaponry. This exists on a system which is separated from the prior system by a pure detachment of fertility and ore. Your equipment can, and is, lost in war; and like the system for replenishing your personnel, you can replenish the lost forces at a rate of 25% of your total force of that one model. This is a gradual process and must be worked for each equipment model piece by piece. Do keep in mind that during this process, the ore spent on the unit is still being spent, and is part of the reinforcing process. To give example, if one has 400 Light Tanks, they would reinforce at a rate of 25% of that total force every year. This means if they lose 188 tanks in one year, the next year they will have 100 rebuilt and ready for battle, as that is 25% of that original 400. Do remember that equipment has crews, so while your forces will constantly replenish, they will also suck up more standing army to crew them in total.

Likewise to this system, reallocating units into resource and back into new units takes time. Breaking down your units is a time consuming process. It will follow the same system as reinforcements, and that is to say that you can only break down a percentage of that total force until it has been depleted, and the resources can't be simply lifted and dumped into another unit until that process is complete for every singular ore.


Attrition

Attrition is a roleplay satisfied condition which is applied to soldiers in the event that soldiers are cut off from supplies. This means that a military force no longer at connections either to mobile supply trains or to their nation, and as such have no way to receive the much needed aid to keep them at peak fighting condition. When a force is cut off, attrition is applied, which is effectively an IRL timer that determines how long until this force has no further supplies to allow them to make any action; effectively defeating the force. By default, the time it takes for a force to be completely cut off from supplies and wither away from attrition is 7 IRL days, or 3 months in RP. This time is rather flexible, and can be both lengthened or shortened by roleplay action and certain resources. However, no time in attrition can be survived forever, and as such, it is essential that in such an event you find a way to restore your forces to stable supply lines.


Wartime Policies and Enactment

Wartime Policies are actions your government can take when at war in order to try and bolster the war effort on their side. This requires a cost of resources which will vary between policies, and has further attachment details. For example, Wartime Policies have Enactments which are attached to them. Enacting them is the spending of that cost, such as 75 Fertility, which is then subtracted from your current supply for the duration of time the policy is active. Durations vary, and when they are activated, they can only be cancelled after their designated time. It should be noted that these durations are listed in RP time.

Policy

Modifier

Cost

Duration

Details

Emergency Draft

200% Manpower

75 Fertility

1 year

War has come, and your forces can't hope to sustain themselves on just the normal manpower supply. Through emergency drafts can the nation resupply the fronts with bodies, be it in machines or in trenches.

Rapid Redeployment

200% Reinforcement Rate

75 Fertility

1 year

The movement of material from the heartland to the front is essential to maintaining the war effort. Through careful resource allocation and networking efforts, more forces can be armed and deployed at a time.

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A Note on Setting and Technology

Below this section you will find issues militarily which pertain to matters which are technological in nature. It is at this juncture that it seems essential to bring about some discussion about technology and how it affiliates with our setting. As mentioned before in our regional details, this is a fantasy late-victorian-first-world-war schizo-tech region; and as such, there is an insane degree of wild things one can do and get away with, but generally kept in a fantasy range of this aforementioned tech setting. What this means for you, is that in what you see below, is data which has been largely gathered from late-victorian and first-world-war examples; but there are exceptions. And with these statistics, you will also find that there have been some creative liberties taken; especially in the realm of vehicles which have inflates size ranges for some, as well as speeds which are faster that their first-world-war inspirations. This has been done to help push creativity forward and give more flexibility to warfare.

Schizo, this is an essential thing to also mention, plays a tremendous role. There are fantastical technologies which are at play in war, from robots to tesla weaponry. These are very obviously science fiction in their practice, but are implemented here as very real technologies which are very dangerous. So to what end can you go to do the same? In truth, there are some restrictions, but they are vague and largely left in the hands of the community and the founder to decide. Outright using a future technology such as some cold war tank cannon is not allowed, or to try and skip ahead and have teams running around bazookas; these things are future techs which are not allowed. However, the ideas behind some of these weapons, is more than acceptable. The idea of a shoulder mounted rocket is not an issue, but in having it, you must be ready to accept that it is in that tech frame of late-victorian to ww1. And moving further into schizo territory, the talismans allow for a wide range of things to be done which are entirely built on creative energy. Effectively, the sky's the limit so long as you work within the system. Keep these things in mind and you will go far. Ignore them, and you shall fall hard.


Weapon Fixtures Expanded

Weapon Fixtures concern a vast array of weapons which are components for military equipment, and not all weapons can be applied to the same equipment. This chart should be fairly self explanatory, with new specs being unlocked by each tier which are in addition to the former ones that have been presented. Furthermore, they have classifications to show broadly where they fall, and furthermore they have their applications listed to show where they might be used. It is important to make note of these things. Regard this list well when it comes to designing to military. It should be noted that for many of these there are some broader categories in how they are used. For example, there is no Anti-Tank Gun category; instead, such a thing is lumped in with Field Guns. Likewise there are some weapons which are simply left uncategorized, such as small arms, mortars, hand grenades and more. If it is seen as too small to be included, or has not as many applications aside from persons, then it has been left from the list. The rule of thumb with these things, which are in your hands, is to keep to the tech range of Late Victorian to the First World War.

Name

Classification

Fixture I Specs

Fixture II Specs

Fixture III Specs

Fixture IV Specs

Weapon Size

Application

Details

Machine Gun

Support Weapon

Up to 8mm caliber.

Up to 10mm caliber.

Up to 12mm caliber.

NULL

Small

All

A Machine Gun is a fully automatic firearm designed for rapid, sustained fire. These are effective in providing support against primarily infantry, but have applications in use against lightly armored vehicles. All three tiers may be mounted on applicable units.

Anti-Armor Rifle

Support Weapon

NULL

NULL

Up to 10mm caliber.

Up to 14mm caliber.

Small

Terrestrial Infantry

An Anti-Armor Rifle is a weapon designed for piercing the armor of lightly armored mechanical targets, and must be set up and rooted in order to be fired accurately. While the rifle is unable to break the armor of heavier targets, it is nonetheless effective against the armor of light tanks/walkers, exoskeletons and combat automaton. All four tiers may be mounted on applicable units.

Autocannon

Support Weapon

Up to 20mm caliber.

Up to 30mm caliber.

Up to 40mm caliber.

NULL

Medium

All

An Autocannon is an automatic gun that is capable of firing large caliber shells in rapid succession. These are broadly extended to include rotary cannons as well, which are characterized as rapid-firing cannons sustained on rotating barrels. All three tiers may be mounted on applicable units.

Field Gun

Field Artillery

Up to 50mm caliber, and up to maximum 5,850 meter range.

Up to 65mm caliber, and up to maximum 6,760 meter range.

Up to 80mm caliber, and up to maximum 7,800 meter range.

Up to 100mm caliber, and up to maximum 8,970 meter range.

Large

Artillery

A Field Gun is a type of field artillery piece which are mobile, adaptable, and effective in bombarding enemies. These weapons, while firing over long ranges, are not capable of firing over high elevations. In an age of machine warfare, the Field Gun often doubles as an anti-machine weapon, to try and dismember advancing tanks and walkers from enemy forces.

Howitzer

Field Artillery

Up to 100mm caliber, and up to maximum 8,970 meter range.

Up to 200mm caliber, and up to maximum 9,750 meter range.

Up to 300mm caliber, and up to maximum 10,920 meter range.

Up to 400mm caliber, and up to maximum 13,000 meter range.

Large

Artillery

A Howitzer is a type of field artillery piece which are bulkier with a shorter barrel, but effective in bombarding enemies. These weapons are capable of firing over long ranges, and are able to fire over high elevations. Unlike the field gun, they are not an effective weapon in anti-machine warfare.

Super Artillery

Siege Cannon

Up to 200mm caliber, and up to maximum 75,000 meter range.

Up to 400mm caliber, and up to maximum 100,000 meter range.

Up to 600mm caliber, and up to maximum 125,000 meter range.

Up to 800mm caliber, and up to maximum 150,000 meter range.

Large

Super Artillery

Super Artillery is a type of Siege Cannon which is capable of bombarding enemies from incredibly vast distances; sometimes reaching a hundred or hundred-fifty kilometers in range. These are massive artillery pieces which require massive effort to move and long times to reload and fire, necessitating the use of rail or other mass transit means.

Anti-Aircraft Cannon

Support Artillery

Up to 40mm caliber, and up to maximum 2,990 meter range.

Up to 60mm caliber, and up to maximum 5,850 meter range.

Up to 80mm caliber, and up to maximum 8,970 meter range.

NULL

Medium

Artillery, Terrestrial Vehicles and Airships/Warships

An Anti-Aircraft Cannon is a type of type of artillery which is design for action against enemy aircraft such as fighters and bombers, but has effective purposes against aerial warships as well.

Land Vehicle Cannon

Vehicle Cannon

Up to 40mm caliber.

Up to 60mm caliber.

Up to 80mm caliber.

NULL

Medium

Terrestrial Vehicles

A Land Vehicular Cannon is a type of cannon designed for being mounted on land vehicles such as tanks and walkers, and is effective in packing a punch against both enemy vehicles, and enemy forces which it can engage in battle.

Thrower

Support Weapon

Up to 130 meter range.

None

None

None

Small

All

A weapon which is designed to spray a target with a chosen material; most commonly in the form of flames.

Air/Warship Cannon

Ship Cannon

Up to 100mm caliber, and up to maximum 8,970 meter range.

Up to 200mm caliber, and up to maximum 9,750 meter range.

Up to 300mm caliber, and up to maximum 10,920 meter range.

Up to 400mm caliber, and up to maximum 13,000 meter range.

Large

Airships/Warships

Ship Cannons are a type of large-scale weapon which are mounted on Airships and Warships for both aerial and naval combat between large ship-based forces. These are effective for a variety of tasks, from bombarding hostile forces to sieging areas which are within range of their cannons.

Air/Warship Secondary Cannon

Ship Cannon

Up to 50mm caliber, and up to maximum 4,420 meter range.

Up to 100mm caliber, and up to maximum 4,940 meter range.

Up to 150mm caliber, and up to maximum 5,460 meter range.

Up to 200mm caliber, and up to maximum 5,980 meter range.

Medium

Airships/Warships

Similar to the larger primary Ship Cannons, Secondary Cannons are smaller cannons affixed to a warship to provide an extra punch in combat. These weapons are smaller and with shorter ranges, overall weaker, but are still formidable.

Ship Torpedo

Ship Support Weapon

Up to 910 meters in range.

Up to 1,950 meters in range.

Up to 2,990 meters in range.

Up to 3,900 meters in range.

Small

Airship/Warship

Torpedo weapons are self-propelled unguided missiles which deliver devastating force when they strike their target. These weapons can be used for nautical and aerial purposes, with the aerial weapon taking the form of a gliding missile to strike other airship.

Canister Bay

Ship Support Weapon

5 explosive canisters.

10 explosive canisters.

15 explosive canisters.

20 explosive canisters.

Small

Airships/Warships

Canister Bays are ship components which store and deploy canister explosions: that being mines and explosive charges. In the realm of air, these would be in the form of mines suspended by balloon, and likewise for charges unless dropped onto another airship. It takes 10 explosive canisters to make a minefield.

Harpoon Cannon

Support Weapon

Range of 390 meters.

Range of 520 meters.

Range of 650 meters.

None

Small

Terrestrial Vehicle, Airship/Warship, Gunship

Harpoon Cannons are short-ranged weapons which, if brought within range of a target, can effectively immobilize it for assorted purposes.

Airship Bomber Bay

Airship Support Weapon

Up to 500kg of bombs.

Up to 1000kg of bombs.

Up to 1500kg of bombs.

Up to 2000kg of bombs.

Medium

Airships

Airship Bomber Bays are massive hangars of explosives which can be dropped on targets below.

Rockets

Rocket

Up to 1,950 meters in range.

Up to 2,990 meters in range.

NULL

NULL

Small

All

Rockets are explosive unguided weapons which are effective in a variety of roles, which range from terrestrial, naval and aerial combat. These range in sizes, but are far more effective against lightly armored targets than they are against heavily armored ones, making them preferable against troops and aircraft. As they are unguided, the further they are fired, the broader their area of effect becomes; in terms of aerial warfare, this makes their effective ranges 1/20th of their terrestrial counterparts.

Tesla Coils

Tesla

Up to 130 meters in range.

Up to 390 meters in range.

Up to 520 meters in range.

Up to 650 meters in range.

Medium

All

Tesla Coils are an electrical arc weapon which can be projected across a wide arc and inflict serious damage. Due to the nature of such weapons, their range is limited, but their damage increases on any target depending on exposure time. These can be effective in a wide variety of roles, from short ranged weaponry to security devices, and are best used in exotic means to exploit the weaknesses of the enemy.

Shard Cannon

Shard Cannon

Up to 780 meters range.

Up to 1040 meters range.

Up to 2080 meters range.

Up to 2080 meters range.

Medium

Tanks, Walkers, Airships, Warships

Shard Cannons are large firing mechanisms infused with boreal talismans to generate shards of talisman ice in large masses, and utilize them as a projective against the enemy. These projectiles expand upon contact, spreading a freezing agent, first limiting movement, and with enough hits, immobilizing a target.

Frost Light Canister Launcher

Frost Canisters

Up to 1040 meters range.

Up to 1040 meters range.

Up to 1040 meters range.

Up to 1040 meters range.

Medium

All but Infantry

Frost Canisters are explosive capsules infused with a boreal talisman, creating a crystalline explosive which may be launched from a light mounted canister launcher. These explosives, when detonating, create boreal structures of ice which pierce flesh and metal alike, dealing damage to their targets and causing environmental hazards. When used on the waves, these canisters can form icebergs, limiting the movement of naval vessels.

Heat-Ray Cannon

Heat-Ray Cannon

Up to 2600 meters range.

Up to 2600 meters range.

Up to 2600 meters range.

Up to 2600 meters range.

Large

Tanks, Walkers, Airships, Warships

Heat-Rays are a cannon device created through the usage of both fire and light talismans, which when infused and manipulated through magnification agents, can be concentrated into a beam of energy with devastating effects. These weapons are highly lethal with no counter, but are limited by a mild range, a cooling period, and require a clear line of sight in order to inflict damage upon their target.

Incendiary Bolts

Incendiary Bolts

Up to aaa meters range.

Up to aaa meters range.

Up to aaa meters range.

Up to aaa meters range.

Large

Airships, Warships

Incendiary Bolts are talisman projectiles, intended to pierce the metal hides of airships, and burn them from the inside out through a mixture of talisman fire and ignition with fragile components. Such fires can be lethal to airships if not put out after withdrawing from immediate combat, making the Incendiary Bolter particularly lethal as a gradual death for ships unable to escape battle.

Scorcher Light Canister Launcher

Scorcher Canisters

Up to 1040 meters range.

Up to 1040 meters range.

Up to 1040 meters range.

Up to 1040 meters range.

Medium

All but Infantry

Scorcher Canisters are explosive capsules infused with a fire talisman, creating a fire-storm over a target area. Terrain struck by this canister will set fire under correct, dry, conditions, and may create barriers in the form of expanding wildfires. These talisman blazes deal heavy damage to those moving through them.

Pheromone Light Canister Launcher

Pheromone Canister

Up to 1040 meters range.

Up to 1040 meters range.

Up to 1040 meters range.

Up to 1040 meters range.

Medium

All but Infantry

Pheromone Canisters are explosive capsules infused with a floral talisman, releasing clouds of mind-altering floral agents when released, which bypass most protective gear. These mind-altering effects range in intensity, with some biological targets afflicted being rendered inert for a time, some entering a berserker and blind rage of hostility, while others become temporarily enslaved to the pheromones and server the attacker.

Toxin Light Canister Launcher

Toxin Canister

Up to 1040 meters range.

Up to 1040 meters range.

Up to 1040 meters range.

Up to 1040 meters range.

Medium

All but Infantry

Toxin Canisters are explosive capsules infused with a toxin talisman, releasing chemical agents which scar the land with talisman toxins. Units struck suffer extreme toxin damage as the sickness seeps through metal rivets and body armor alike, though deals extreme damage to biological targets. Terrain afflicted by this explosive may become chemically scarred, which is dangerous to biological units passing through such terrain.

Wave Generator

Wave Generator

Up to 2600 meters range.

Up to 2600 meters range.

Up to 2600 meters range.

Up to 2600 meters range.

Large

Warships

Wave Generators are dangerous devices, designed to project a targeted wave at an enemy warship through the use of a water talisman. While limited in range, these devices repulse approaching craft and stun them, and in some cases, have the ability to create waves of such intensity, that they overcome a vessel and sink it.

Storm Projector

Storm Projector

Up to 5850 meters range.

Up to 5850 meters range.

Up to 5850 meters range.

Up to 5850 meters range.

Large

Airships

Storm Projectors are devices infused with both water and air talismans, designed to create a concentrated event on the battlefield, and materialize a storm from talisman energies. These storms are short and isolated events, and while damaging when struck by, time spent in the storm is ultimately far more lethal. Airships unable to escape this storm may quickly find themselves destroyed, as these aerial nightmares will create many harmful obstacles, difficult to traverse.

Sonic Cannon

Sonic Cannon

Up to 780 meters range.

Up to 780 meters range.

Up to 780 meters range.

Up to 780 meters range.

Large

Tanks, Walkers, Airships, Warships

Sonic Cannons are air talisman weapons which have the ability to generate a sonic pulse so great, that in a limited range, a target may be stunned by the sound projected. These stuns last for a time, as the crews or groups of men struck are first stunned by the pain, but also damaged by the sound itself ripping them apart.

Seismic Thumper

Seismic Thumper

Up to 2600 meters range.

Up to 2600 meters range.

Up to 2600 meters range.

Up to 2600 meters range.

Large

Tanks, Walkers

Seismic Thumpers are earth talismans imbedded upon devices which pierce the earth and produce a targeted pulse of seismic energy. This causes damage not only to units struck, but to the terrain itself. Terrain struck by these thumpers may be reduced to rubble, removing status effects and advantageous positions from the battlefield if given enough time.

Fortress Shaper

Fortress Shaper

Up to 0 meters range.

Up to 0 meters range.

Up to 0 meters range.

Up to 0 meters range.

Large

Tanks, Walkers

Fortress Shapers are complex devices reliant on earth talismans, rooting themselves in the ground and, while active, shaping the earth in a large area around the target with earthen walls and fortifications. These forts may be moved by deactivating the shaper and relocating the unit it is hosted upon, but have a long cooldown time. Furthermore, if destroyed, the fort will disappear, as the talisman device is no longer producing the fortress.

Aura Prism

Aura Prism

Up to 650 meters range.

Up to 1300 meters range.

Up to 1950 meters range.

Up to 2600 meters range.

Large

Tanks, Walkers

Aura Prisms are complex mechanisms of healing and light talismans, coming together to create prismatic arrays which are capable of taking the life-essence of one, and through a series of light-connections, transfer that essence into another. Such devices are effective at heating biological targets on the front lines, moving health from disengaged units to those in need which remain in combat. Due to their limited range, this effect is achieved by using the range of the prism not only to target a unit in need, but to target another prism, allowing for the transfer of this energy in the aforementioned network of connections.

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Equipment Details Expanded

Equipment is a broad term for machines which function as crewed machines on a battlefield, or in the case of robots, as autonomous platforms. What should be noted with equipment which is vehicular in nature, essentially everything which is not a cannon of some sort, is that there is a degree of design freedom available to you. As seen, these are Tank Chassis or Fighter Chassis. You determine the attached details within the bounds of the system. This means you are more than welcome to creating specialized units within a chassis, though they need to be detailed and present in your factbooks. Any such units not included in your factbooks are not considered canonical, and will not be taken into consideration in a war.

Furthermore, there is something to be said in regards to the details seen for the varying scales. For example, as can be seen, certain changes made to size increases weight, which increases how many weapons it may carry but also increases the crew count and decreases speed. Things of that capacity, which are described per chassis. However, another thing to keep in mind is the existence of weapon slots. These come in three weapon slot types: Large, Medium and Small. What type of weapon slot a weapon fits into is specified in the weapons fixture list. The general rule regarding a weapon slot is that they can carry a weapon of that size or smaller. The default for each unit is its minimum size, and other default information will be listed under Specification Details. As such, when you see a detail such as +1 meter = X, this is in reference to for every additional meter over the default size. Lastly, weapon slots can be traded into itself in order to form smaller components. Three small slots can be combined into one medium slot. Three medium slots can be combined into one large slot. These conversions also go downward. One large into three medium, one medium into three small.

Ships, both air and sea, are capable of carrying aircraft. However, this is a dedicated role, and all weapon slots except for small are lost in the process. These small slots may be converted as high as medium, but no further. Alternatively, a ship may sacrifice a large weapon slot for a singular aircraft of its choosing, as a support craft on a warship.

Name

Classification

Prerequisite Technology

Production Cost

Specification Details

Expanded Details

Support Weapons

Infantry

Free

Free

NULL

Support Weapons include a variety of specialist weaponry which may include machine guns, anti-armor rifle and more. Consider weapons to be carried on a soldier which have specialist roles.

Artillery

Artillery

Free

1 for 125

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Artillery are large cannons which are capable of firing shells over great distances, effective for bombarding enemies and breaking their forces from afar. Size variants will vary on Weapon Fixture Tier. Crews of 6 individuals.

Super Artillery

Artillery

Artillery Advanced Design

1 Ore for 1

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Super Artillery are tremendous siege cannons effective for destroying targets over enormous distances. Size variants will vary on Weapon Fixture Tier. Crews are 80 individuals minimum, and require 10 train cars.

Armored Train

Terrestrial Vehicle

Railway Militarization

1 Ore for 2

Default 1 car, 12 crew, 1 Large Weapons Slot. Every +1 car: +8 crew, +1 Large Weapons Slot, -2.5kmph.

Armored Trains are large railway units which have been repurposed into mobile railway war machines, capable of many offensive and defensive tasks so long as there is rail to move on. Each engine is capable of pulling up to 5 cars, which each car requiring it to be dedicated to a singular weapon type (though the number of weapons will vary on each car). The crew default for a train engine is 4; but the total numbers of crew increases by 8 per car, and moves at a default speed of 60kmph. It is possible to connect engines together to pull more cars along in a singular unit. Armored Trains are able to handle up to Tier IV Weapon Fixtures, and are the only class of template terrestrial vehicle capable of towing Super Artillery.

Mechanized Vehicle Chassis

Terrestrial Vehicle

Armored Automobile

1 Ore for 80

Default 3 meters, 2 crew, 1 Medium Weapon Slot. Every +2 meters: +1 Small Weapon Slot, -20kmph.

Automobiles and similar machines can be effectively transformed into armored units to better support infantry by speed, transport (no more than 5) and limited armor; either by wheel or half-track. It can handle up to a Tier I Weapon Fixture. Vehicles range from 3 meters to 5 meters in length, and can reach up to 80kmph. Crews are 2 individuals minimum.

Light Tank Chassis

Terrestrial Vehicle

Tier I Tracked Components

1 Ore for 40

Default 3 meters, 2 crew, 1 Medium Weapon Slot, 1 Small Weapon Slot. Every +1 meter: +1 crew, +1 Small Weapon Slot, -10kmph.

Cores have given rise to new technologies, and one of the most effective of these are massive land ironclads: tanks. The Light Tank is a small chassis of tank which is faster and lightly armored, and can handle up to a Tier I Weapon Fixture. Vehicles range from 3 to 5 meters in length, and can reach up to 60kmph. Crews are 2 to 4 individuals.

Medium Tank Chassis

Terrestrial Vehicle

Tier II Tracked Components

1 Ore for 20

Default 5 meters, 8 crew, 2 Medium Weapon Slots, 2 Small Weapon Slots. Every +1.25 meter: +2 crew, +1 Small Weapon Slot, -4kmph.

The Medium Tank is a medium chassis of tank which balances mobility and armor, and can handle up to a Tier II Weapon Fixture. Vehicles range from 5 to 10 meters in length, and can reach up to 40kmph. Crews are 8 to 16 individuals.

Heavy Tank Chassis

Terrestrial Vehicle

Tier III Tracked Components

1 Ore for 4

Default 10 meters, 18 crew, 2 Medium Weapon Slots, 4 Small Weapon Slots. Every +2.5 meters: +7 crew, +1 Medium Weapon Slot, +2 Small Weapon Slot, -5kmph.

The Heavy Tank is a large chassis of a tank which surrenders mobility for armor, acting as a large and sometimes behemoth sized vehicle that can handle up to a Tier IV Weapon Fixture. Vehicles range from 10 to 15 meters in length, and can reach up to 20kmph. Crews are 18 to 32 individuals.

Light Walker Chassis

Terrestrial Vehicle

Tier I Walking Components

1 Ore for 40

Default 3 meters, 2 crew, 1 Medium Weapon Slot, 1 Small Weapon Slot. Every +1 meter: +1 crew, +1 Small Weapon Slot, -10kmph.

Cores have given rise to new technologies, and one of the most effective of these are walking machines. The Light Walker is a small chassis of walker which is faster and lightly armored, and can handle up to a Tier I Weapon Fixture. Vehicles range from 3 to 5 meters in length, and can reach up to 60kmph. Crews are 2 to 4 individuals.

Medium Walker Chassis

Terrestrial Vehicle

Tier II Walking Components

1 Ore for 20

Default 5 meters, 8 crew, 2 Medium Weapon Slots, 2 Small Weapon Slots. Every +1.25 meter: +2 crew, +1 Small Weapon Slot, -4kmph.

The Medium Walker is a medium chassis of walker which balances mobility and armor, and can handle up to a Tier II Weapon Fixture. Vehicles range from 5 to 10 meters in length, and can reach up to 40kmph. Crews are 8 to 16 individuals.

Heavy Walker Chassis

Terrestrial Vehicle

Tier III Walking Components

1 Ore for 4

Default 10 meters, 18 crew, 2 Medium Weapon Slots, 4 Small Weapon Slots. Every +2.5 meters: +7 crew, +1 Medium Weapon Slot, +2 Small Weapon Slot, -5kmph.

The Heavy Walker is a large chassis of walker which surrenders mobility for armor, acting as a large walking machine that can handle up to a Tier IV Weapon Fixture. Vehicles range from 10 to 15 meters in length, and can reach up to 20kmph. Crews are 18 to 32 individuals.

Mechanized Exoskeleton

Terrestrial Infantry

Infantry Exoskeleton Components

1 Ore for 50

Default 2 meters, 1 crew, 1 Medium Weapon Slot. Every +1 meter: +1 small weapon, -15kmph.

The Mechanized Exoskeleton is a Core powered suit of armor which provides the wearer enhanced abilities, creating soldiers who are capable of wielding much heavier weapons and armor than standard infantry, including up to Tier I Weapon Fixture; the exception to this latter rule being that any tier of machine gun and anti-armor rifle may be applied within a corresponding slot. Exoskeletons range from 2 to 3 meters in height, and can reach up to 60kmph. They require a crew of one person to operate.

Combat Automaton

Robotic

Combat Automaton

1 Ore for 50

Default 1.7 meters, 0 crew, 1 Medium Weapon Slot. Every +1.3 meter: +1 small weapon, -15kmph.

Combat Automaton are Core powered robotic or Talisman produced Golems which have been repurposed for warfare. These automated units can handle up to Tier I Weapon Fixture. Combat Automaton range from 1.7 to 3 meters in height, and can reach up to 60kmph. As a robot, they do not require a crew, and are free of any such expenses.

Gunship Chassis

Aircraft Vehicle

Gyro-Mechanism Design

1 Ore for 50

Default 8 meters, 1 crew, 1 Medium Weapon Slot. Every +1 meter: +1 crew, +1 Small Weapon Slot, -15kmph.

The Gunship is one of the latest marvels of the Power Core, capable of flying through the air using blades which allows it to maneuver and hover over the landscape; an effective platform for key situations that can handle up to Tier I Weapon Fixture. Gunships range from 8 to 10 meters in length, speeds up to 175kmph and an operation range of 100km. Crews are 1 to 3 individuals. Gunships can be put on ships at a rate of 1 gunship per 15 meters of ship—this space is shared with fighters and bombers.

Fighter Chassis

Aircraft Vehicle

Tier I Aircraft

1 Ore for 80

Default 5 meters, 1 crew, 1 Small Weapon Slot. Every +3 meter: +1 crew, +1 Small Weapon Slot, -50kmph.

The Fighter is a Core powered primitive aircraft which is small and nimble, capable of flying through the air at great altitudes and tasked with taking down other aircraft and supporting ground forces. As a smaller and more fragile platform it can handle up to Tier I Weapon Fixture. Fighters range from 5 to 8 meters in length, speeds up to 200kmph and an operational range of 300km. Crews are 1 to 2 individuals. Fighters can be put on ships at a rate of 1 fighter per 10 meters of ship—this space is shared with gunships bombers.

Bomber Chassis

Aircraft Vehicle

Tier II Aircraft

1 Ore for 40

Default 10 meters, 4 crew, 2 Medium Weapon Slots, 1000kg of bombs. Every +5 meters: +3 crew, +1 Small Weapon Slot, +500kg of bombs, -25kmph.

The Bomber is a Core powered primitive aircraft which is larger and tasked with dropping bombs on targets. It is not effective at attacking other aircraft in dogfights like a fighter, and is capable of handling up to a Tier I Weapon Fixture. Bombers range from 10 to 20 meters in length, speeds up to 150kmph and an operational range of 600km. Crews are 4 to 10 individuals. Fighters can be put on ships at a rate of 1 bomber per 25 meters of ship—this space is shared with fighters and gunships.

Light Airship Chassis

Aircraft Vehicle

Tier I Airship Design

1 Ore for 3

Default 50 meters, 50 crew, 1 Large Weapon Slots, 2 Medium Weapon Slots, 3 Small Weapon Slots. Every +50 meters: +50 crew, 1 Large Weapon Slots, 2 Medium Weapon Slots, 3 Small Weapon Slots, -25kmph.

Through the power of Cores, warships have been able to be created not for the sea but for the sky. The Light Airship is a small aerial warship which is faster and lightly armored, and can handle up to Tier I Weapon Fixture. Ships range from 50 to 100 meters in length, with speeds up to 100kmph. Crews are 50 to 100 individuals.

Medium Airship Chassis

Aircraft Vehicle

Tier II Airship Design

1 Ore for 2

Default 100 meters, 400 crew, 2 Large Weapon Slots, 4 Medium Weapon Slots, 6 Small Weapon Slots. Every +75 meters: +300 crew, 1 Large Weapon Slots, 2 Medium Weapon Slots, 3 Small Weapon Slots, -12.5kmph.

The Medium Airship is a medium chassis of airship which balances speed with medium armor, and an handle up to Tier II Weapon Fixture. Ships range from 100 to 250 meters in length, with speeds up to 75kmph. Crews are 400 to 1,000 individuals.

Heavy Airship Chassis

Aircraft Vehicle

Tier III Airship Design

1 Ore for 1

Default 250 meters, 1000 crew, 3 Large Weapon Slots, 7 Medium Weapon Slots, 12 Small Weapon Slots. Every +50 meters: +350 crew, 1 Large Weapon Slots, 3 Medium Weapon Slots, 4 Small Weapon Slots, -10kmph.

The Heavy Airship is a large chassis of airship which sacrifices speed for heavy armor, and an handle up to Tier IV Weapon Fixture. Ships range from 250 to 400 meters in length, with speeds up to 50kmph. Crews are 1,000 to 2,050 individuals.

Light Warship Chassis

Aquatic Vehicle

Tier I Ship Design

1 Ore for 3

Default 50 meters, 50 crew, 1 Large Weapon Slots, 2 Medium Weapon Slots, 3 Small Weapon Slots. Every +50 meters: +50 crew, 1 Large Weapon Slots, 2 Medium Weapon Slots, 3 Small Weapon Slots, -25kmph.

Cores have been used now to enhance the warships which plow the waves. Light Warships are an early innovation to this, which are smaller in size and balance light armor with high speed at sea; and can handle up to Tier I Weapon Fixture. Ships range from 50 to 100 meters in length, with speeds up to 100kmph. Crews are 50 to 100 individuals.

Medium Warship Chassis

Aquatic Vehicle

Tier II Ship Design

1 Ore for 2

Default 100 meters, 400 crew, 2 Large Weapon Slots, 4 Medium Weapon Slots, 6 Small Weapon Slots. Every +75 meters: +300 crew, 1 Large Weapon Slots, 2 Medium Weapon Slots, 3 Small Weapon Slots, -12.5kmph.

Medium Warships are medium sized vessels that balance armor with speed, being a well rounded vessel that can handle up to Tier II Weapon Fixture. Ships range from 100 to 250 meters in length, with speeds up to 75kmph. Crews are 400 to 1,000 individuals.

Heavy Warship Chassis

Aquatic Vehicle

Tier III Ship Design

1 Ore for 1

Default 250 meters, 1000 crew, 3 Large Weapon Slots, 7 Medium Weapon Slots, 12 Small Weapon Slots. Every +50 meters: +350 crew, 1 Large Weapon Slots, 3 Medium Weapon Slots, 4 Small Weapon Slots, -10kmph.

Heavy Warships are large sized vessels that sacrifice speed for armor, being oceanic behemoths that can handle up to Tier IV Weapon Fixture. Ships range from 250 to 400 meters in length, with speeds up to 50kmph. Crews are 1,000 to 2,050 individuals.

Light Submarine Chassis

Aquatic Vehicle

Tier I Submersible Design

1 Ore for 1

Default 30 meters, 30 crew, 1 Medium Weapon Slot, 2 Small Weapon Slots. Every +5 meters: +10 crew, 2 Small Weapon Slots, -10kmph.

There is a domain which is being reclaimed due to Cores, and that is what lies under the waves. The Light Submarine is a smaller chassis which is capable of going underwater to a limited degree, being designed as lightly armored and speedy. It can handle up to Tier I Weapon Fixture. Submarines range from 30 to 40 meters in length, with speeds up to 45kmph. Crews are 30 to 50 individuals.

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Tabletop Battlefield

Our region has an alterative war system which functions like a tabletop game. You can find the details about this system pinned to the regional page, or you may click here.


Your Military Factbook

It is mandatory for all nations to have a military factbook made before they initiate war as the aggressor; and in general, it should be considered mandatory for nations to have a military factbook produced at some point soon after their joining. These factbooks needn't be complicated, but they most certainly can. The information contained should be fairly standard. On the most raw of levels, it should state your military numbers, your total count of equipment and how it is divided up, and any other relevant information. What is necessary, in the event you have a more customized design, is that if you have multiple variations of design plans of vehicle, switching around weapons or some exotic design, they must be present in your military factbook lists and details on said designs must be in your factbooks somewhere. An example would be if someone created a tank which acted outside its role, such as a mobile AA or Rocket platform, and fitted with weapons which are not akin to their main armament. If you have done no such things, it will be assumed all your vehicles of a type are the same model, and they will be assumed to have the bare basic stats of your national information applied to them.

There is no singular model on how this factbook needs to be designed. As mentioned before, they need only to relay the basic information. How many soldiers you have, how many war machines of a type do you have, any variations you have, etc etc. A general rule of thumb is that more detail is better, both for your credibility and for your flexibility. Creating a military factbook or updating it constantly as the war progresses in order to gain an edge by spontaneously making new vehicle types, is not permitted. You can most certainly create new models of vehicle, but it will be subject to times to have them created and also subject to converting your prior models into a certain number of said units.


Equipment Production List

Name

Classification

Prerequisite Technology

Production Cost

Details

Support Weapons

Terrestrial Infantry

Free

Free

Support Weapons include a variety of specialist weaponry which may include machine guns, AT rifles and more. Consider weapons to be carried on a soldier.

Artillery

Terrestrial Infantry

Free

1 for 50

Artillery are large cannons which are capable of firing shells over great distances, effective for bombarding enemies and breaking their forces from afar.

Super Artillery

Terrestrial Infantry

Artillery Advanced Design

1 Ore for 0.10

Super Artillery are tremendous siege cannons effective for destroying targets over enormous distances.

Armored Train

Terrestrial Vehicle

Railway Militarization

1 Ore for 1

Armored Trains are large railway units which have been repurposed into mobile railway war machines, capable of many offensive and defensive tasks so long as there is rail to move on.

Mechanized Vehicle Chassis

Terrestrial Vehicle

Armored Automobile

1 Ore for 25

Automobiles and similar machines can be effectively transformed into armored units to better support infantry; either with wheel or half-track.

Light Tank Chassis

Terrestrial Vehicle

Tier I Tracked Components

1 Ore for 10

Cores have given rise to new technologies, and one of the most effective of these are massive land ironclads, tanks. The Light Tank is a small chassis of tank which is faster and lightly armored, and can handle up to a Tier I Weapon Fixture.

Medium Tank Chassis

Terrestrial Vehicle

Tier II Tracked Components

1 Ore for 5

The Medium Tank is a medium chassis of tank which balances mobility and armor, and can handle up to a Tier II Weapon Fixture.

Heavy Tank Chassis

Terrestrial Vehicle

Tier III Tracked Components

1 Ore for 1

The Heavy Tank is a large chassis of a tank which surrenders mobility for armor, acting as a large and sometimes behemoth sized vehicle that can handle up to a Tier IV Weapon Fixture.

Light Walker Chassis

Terrestrial Vehicle

Tier I Walking Components

1 Ore for 25

Cores have given rise to new technologies, and one of the most effective of these are walking machines. The Light Walker is a small chassis of walker which is faster and lightly armored, and can handle up to a Tier I Weapon Fixture.

Medium Walker Chassis

Terrestrial Vehicle

Tier II Walking Components

1 Ore for 10

The Medium Walker is a medium chassis of walker which balances mobility and armor, and can handle up to a Tier II Weapon Fixture.

Heavy Walker Chassis

Terrestrial Vehicle

Tier III Walking Components

1 Ore for 1

The Heavy Walker is a large chassis of walker which surrenders mobility for armor, acting as a large walking machine that can handle up to a Tier IV Weapon Fixture.

Mechanized Exoskeleton

Terrestrial Infantry

Infantry Exoskeleton Components

1 Ore for 25

The Mechanized Exoskeleton is a Core powered suit of armor which provides the wearer enhanced abilities, creating soldiers who are capable of wielding much heavier weapons and armor than standard infantry, including up to Tier I Weapon Fixture.

Combat Automaton

Robotic

Combat Automaton

1 Ore for 25

Combat Automaton are Core powered robotic or Talisman produced Golems which have been repurposed for warfare. These automated units can handle up to Tier I Weapon Fixture.

Gunship Chassis

Aircraft Vehicle

Gyro-Mechanism Design

1 Ore for 15

The Gunship is one of the latest marvels of the Steam Core, capable of flying through the air using blades which allows it to maneuver and hover over the landscape; an effective platform for key situations that can handle up to Tier I Weapon Fixture.

Fighter Chassis

Aircraft Vehicle

Tier I Aircraft

1 Ore for 25

The Fighter is a Core powered primitive aircraft which is small and nimble, capable of flying through the air at great altitudes and tasked with taking down other aircraft and supporting ground forces. As a smaller and more fragile platform it can handle up to Tier I Weapon Fixture.

Bomber Chassis

Aircraft Vehicle

Tier II Aircraft

1 Ore for 10

The Bomber is a Core powered primitive aircraft which is larger and tasked with dropping bombs on targets. It is not effective at attacking other aircraft in dogfights like a fighter, and is capable of handling up to a Tier I Weapon Fixture.

Light Airship Chassis

Aircraft Vehicle

Tier I Airship Design

1 Ore for 3

Through the power of Cores, warships have been able to be created not for the sea but for the sky. The Light Airship is a small aerial warship which is faster and lightly armored, and can handle up to Tier I Weapon Fixture.

Medium Airship Chassis

Aircraft Vehicle

Tier II Airship Design

1 Ore for 2

The Medium Airship is a medium chassis of airship which balances speed with medium armor, and an handle up to Tier II Weapon Fixture.

Heavy Airship Chassis

Aircraft Vehicle

Tier III Airship Design

1 Ore for 1

The Heavy Airship is a large chassis of airship which sacrifices speed for heavy armor, and an handle up to Tier IV Weapon Fixture.

Light Warship Chassis

Aquatic Vehicle

Tier I Ship Design

1 Ore for 3

Cores have been used now to enhance the warships which plow the waves. Light Warships are an early innovation to this, which are smaller in size and balance light armor with high speed at sea; and can handle up to Tier I Weapon Fixture.

Medium Warship Chassis

Aquatic Vehicle

Tier II Ship Design

1 Ore for 2

Medium Warships are medium sized vessels that balance armor with speed, being a well rounded vessel that can handle up to Tier II Weapon Fixture.

Heavy Warship Chassis

Aquatic Vehicle

Tier III Ship Design

1 Ore for 1

Heavy Warships are large sized vessels that sacrifice speed for armor, being oceanic behemoths that can handle up to Tier IV Weapon Fixture.

Light Submarine Chassis

Aquatic Vehicle

Tier I Submersible Design

1 Ore for 1

There is a domain which is being reclaimed due to Cores, and that is what lies under the waves. The Light Submarine is a smaller chassis which is capable of going underwater to a limited degree, being designed as lightly armored and speedy. It can handle up to Tier I Weapon Fixture.

Infantry

Infantry

Free

1 Fert for 5000

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Mounted Infantry

Infantry

Free

1 Fert for 500

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Large Mounted Infantry

Infantry

Free

1 Fert for 100

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Light Fortification

Defensive Structure

Free

1 Ore for 5

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Tier I Fortress

Defensive Structure

Free

1 Ore for 3

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Tier II Fortress

Defensive Structure

Free

1 Ore for 2

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Tier III Fortress

Defensive Structure

Free

1 Ore for 1

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Tier IV Fortress

Defensive Structure

Free

1 Ore for 0.5

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Tier V Fortress

Defensive Structure

Free

1 Ore for 0.25

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Tier I Anti-Ship Battery

Defensive Structure

Free

1 Ore for 3

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Tier II Anti-Ship Battery

Defensive Structure

Free

1 Ore for 2

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Tier III Anti-Ship Battery

Defensive Structure

Free

1 Ore for 1

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Trenchline

Defensive Structure

Free

1 Ore for 1

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Fortified Wall

Defensive Structure

Free

1 Ore for 1

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The Third Dynastic Kingdom of Neo-Irkalla

Edited:

RawReport