You are Anantas Alexeyev from Northern Parliament and you have been assigned to the newly christened Topaz Base on the Northwestern part of the Atlantic. The trip itself is fairly boring and would have bored you if not for the four Schuka-class submarine KANSENs keeping your hands full, from reading bedtime stories, teaching them the value of teamwork and even sharing a few non-alcoholic drinks with them. When you are not coddling the submarines though, your attention lies on the extremely short plan milestones for your first year.
"Plan Milestones:
-Has a 10/15/20 defense rating
-Successfully do 3/6/9 Raids
-Assist in Allied Base Defense 4/8/12 times.
Please note that none of it are mandatory, your first priority is always survival. If you can spare some efforts in assisting your allies or disrupting the Sirens, it is appreciated and will be rewarded appropriately."
Realizing you may have gotten a little too bored during this trip, you quickly shift your attention to your new secretary's files. As much as you like being surprised with whom you'll be paired with, you prefer not being bored to death. During the rest of the trip itself, you can't help but be impressed with your secretary's capabilities. A well-rounded administrator and knows the importance of keeping morale high through various means will definitely be a great asset during your tenure in the newly christened Topaz base.
Inside the office you can see your secretary is decorating her desk with some trinkets from the Sardegna Empire, and it takes you a little cough to get her attention. Your new secretary quickly looks back at you before saluting like nothing happens.
"I am light cruiser Luigi di Savoia Duca degli Abruzzi, Sardegna's splendorous dignitary! I have been waiting for this day to bring glory for the Sardegna Empire and fight for the sake of Azur Lane."
You show your best impassive face as you never expect to work with a nationalist, but then you are quite a bit of a nationalist yourself with your preference to work with your country's technology. You just hope both of your nationalistic tendency won't clash too hard.
Resources Per Turn: 150 with 175 on storage
Milestones Completed: 0
Battle Favors: 0
Siren Hostility: 0
Basic Resources:
Fuel: +++
Metal: +++
Power/E-cubes: +++
Morale: ++++
Sentient Power/Independency: +++++
You have 3 Free Dice
Infrastructure: You and Duca degli Abruzzi have finally hashed out a list of 'acceptable' and 'high priority' projects after several days of debate. It's nice to see your secretary is willing to be somewhat critical of your decisions, after all your knowledge in this area isn't exactly stellar either. (3 Dice)
[]Auxiliary Power System (Wind): Even though the world has mostly phased out conventional power plants for energy cubes, it is always prudent to have backup power from other sources should the worst case happen. The somewhat strong wind currents make wind being the first out of many auxiliary power programs a viable choice. (0/250 progress, 10 resources per dice, +++ Power, ++++ Sentient Power/Independency)
[]Barracks Expansion (Phase 1): While the current barracks is sufficient to house the amount of personnel we possess, it wouldn't hurt to pre-emptively expand more. After all, only God knows what could happen in the future. (0/150, 5 resources per dice +++ Sentient Power)
[]Clinic (Stage 1): While the main fighting force will be your KANSENs, that doesn't mean you can neglect the health of other personnel. It won't be sufficient to treat more serious illnesses, but it should ease or alleviate minor ones. Also it is useful to have a specialized place to store medicine instead of lumping them with other goodies. (0/100 progress, 5 resources per dice, ++ Sentient Power)
[]Cube Recycling Facilities (Stage 1): Energy Cubes are basically batteries but with much larger power capacity and none of the disadvantages, this includes being rechargeable. While our current stock is expected to last for a year, you know better than relying on forecasts as those have been proven wrong before. (0/400, 15 resources per dice, ++++ Power)
[]Expand Communication Facilities: While the current communication facilities are sufficient for minimal usage, there is much more room for improvement, especially hardening it against any attempts from SIren interference or just increasing it for the sake of quality of life. Also you can leverage your position here to get a better deal from your homeland too. (0/150, 10 resources per dice.) (Will activate Northern Parliament Technology Supremacist trait)
Defense: If there's anything both you and your secretary agree whole-heartedly, it's about making the base as defensible as possible, especially since there are so many things both of you can improve. Although Duca degli Abruzzi sometimes harps about the superiority of her empire's technology, your expertise with your nation's technology convinces her to trust your judgement. (4 Dice)
[]Defensive Turrets: (Stage 1): People say that the best defense is offense, but in the case of dealing with the Sirens the best defense is to be as unappealing as possible to attack. Putting a lot of turrets everywhere should be able to deter any potential invasion, or at least makes them think twice. (Select a model from the list below)
-[] Line Holder of Eagle Union: Somewhat expensive choice to put in and specialized only to engage ground targets, but once they manage to acquire their targets, nothing will be able to stand in their way. (0/150 progress, 15 resource per dice, provides +3 defensive rating -- Power, - Metal)
-[]BlackWatch of Royal Navy: Cheap design on a reliable package, just like what the Royals often do. This doesn't mean it's not an effective design as it's meant to be placed en masse and provide a hellstorm of projectiles once fully maxed out. (0/125, 10 resources per dice, provides +1 defensive rating, - Power -Metal)
-[]Wagner of Northern Parliament: Even more expensive option, but also an even more effective version of Eagle Union's defensive turrets with the ability of targeting aircraft too. (0/200. 20 resources per dice, provides +4 defensive rating --- Power, -- Metal) (Will activate Northern Parliament Technology Supremacist trait)
-[]Landsknecht of Iron Blood: The most powerful and the most expensive of all, these turrets are more than capable of withstanding incredible amounts of damage while dishing it out. Although it comes with a weakness of being overly complicated and hard to replace if one should get destroyed (0/300 progress, 25 resource per dice, provides +5 defense rating --- Power, -- Metal)
[]SONAR Installation (Stage 1): A wonderful tool to detect any submersibles in your base's vicinity. While it won't be able to cover a large area, any coverage is still better than none at all. After all, being surprised by a hostile submarine isn't exactly a pleasant experience, doubly so if such a submarine is a prelude to a blockade. (Provides +1 defensive rating) (0/100 progress, 15 resources per dice -Power) (Will activate Northern Parliament Technology Supremacist trait)
[]RADAR Installation (Stage 1): If SONAR covers everything beneath the waves, RADAR is for anything above the waves. It is equally important to give us early warning against whatever the Sirens may cook up using their surface fleet or spying on us with their aircraft. Although you won't be able to cover a large area with these radar, it's still better than hoping nothing will happen. (Provides +2 defensive rating) (0/150, 15 resources per dice -Power) (Will activate Northern Parliament Technology Supremacist trait)
[]Minelaying Operations: Naval mines, one of the oldest weapon systems used until today. It is certainly effective at reducing the amount of chaff Sirens can bring to the party, but it comes with the caveat of being unable to hit their humanoid models and those mines are hazardous to friendly fleets without knowledge of those mines. (Provides +2 defensive rating) (0/150, 5 resources per dice)
Entertainment: KANSENs and boredom, mix them together and watch your base turns into a giant mess of unrecognizable stuff. (3 Dice)
[]Hobby kitchen: Instead of letting your KANSENs anywhere near the actual kitchen for testing their recipes, it is much safer and prudent to just build a kitchen where you don't mind being ruined. Of course you need to repair it often, but it's better than letting them in the actual kitchens and possibly disrupting day-to-day operations. (0/100 progress, 5 resources per dice, + Morale per turn) (May deduct 5 resources on each turn depending on the results.)
[]Sports field: Destroyers are an energetic bunch, and they need somewhere to channel it, hopefully preventing any funny ideas from them, if ever. Granted, who you are kidding, these kids will always find a way to do havoc incidentally. At least the damage won't be as severe as bored capital ships, and you are glad to not house any of them at the moment. (0/75, 5 resources per dice, + Morale per turn)
[]Swimming Pool: Duca degli Abruzzi pitched this idea after several meetings. She thinks an area where your fellow KANSENs can simply relax without worrying too much about the world is necessary, although you know better as this is just a cover to let her flex her swimsuit in front of everyone as you caught her muttering about it. (0/75, 10 resources per dice, ++ Morale per turn)
[]Performance Stage: Instead of letting your KANSENs loose with physical activities, you can always let them plan a performance of their own choosing. Although different nationalities may make things complicated, this also serves nicely as a team-building exercise without formally telling them. Your other personnel will also appreciate a place to let loose their creativity, probably will need a censor so you don't end up showing erotic drama to younger KANSENs, you aren't paid enough to explain Birds and Bees to them and no amount of salary will convince you to start that at your own volition. (0/75 progress, 5 resources per dice, + Morale per turn)
Shipping: Resources don't just grow on trees, or grow from seaweeds in this case. (3 dice)
[]Expand Shipping Yard (Phase 1): More resources are always beneficial, and bigger shipyards are one way to show that you urgently need those resources to fund your base. Alas, you probably need to burn some favors if the admiralty catches you lying about it. (-15 Favors if attempted before finishing 2 mandates)(0/250, 15 resources per dice +15 RpT)
[]Expand Submarine Pens (Phase 1): You have exactly one submarine fleet at the moment, which is far from being crowding your current submarine pens, but it doesn't hurt to pre-emptively expand in case you decided to try getting more submarines. (1 out of 4 slot filled) (Can use Infrastructure Dice, at least 1 dice must be shipping) (0/125 progress, 10 resources per dice)
[]Expand Escort Fleet Docks (Phase 1) Your docks are half-full, and probably will be full before the end of the plan or even sooner. It is never a bad idea to increase how much escort fleet you can comfortably house before overcrowding can happen (2 out of 4 slots filled) (Can use Infrastructure dice, at least 1 dice must be shipping) (0/150 progress, 10 resources per dice)
[]Escort Ship Repair Yards (Stage 1): Your girls haven't got injured yet, but it is only a matter of time. Pre-empt health difficulties by building a yard where one of your fleet can fit and be put to right (Can use Infrastructure dice, at least 1 dice must be Shipping) (0/150, 15 resources per dice)
[]Create Capital Ship Repair Facility (Phase 1): You don't have a capital ship yet, but it's only a matter of time until someone from the admiralty assigns you one or you end up burning favors for acquiring one. At least you can use this to repair non-capital ships if the need arises, or temporarily house your capital ship until a proper facility can be built (Can use Infrastructure dice, at least 1 dice must be shipping) (0/200, 15 resources per dice)
[]Dignitary Housing: You don't really like it when the government higher ups decide to visit your base because it is a hassle, a distraction and a big bullseye rolled into one neat package, but you understand the significance of morale boost from having a top government official wishing your personnel a good luck or decided to have a celebration in your base. (0/125, 15 resources per dice)
[]Request Additional Resources: While you haven't started to do anything with your base, it won't hurt asking the admiralty for a little bit of leeway for resources, especially if you end up starting some expensive projects with your somewhat shoe-string starting budget (DC 40 for each dice put on this option.)
-[] Insert the name of resources you want (RpT will give one-time 30. While fuel, metal and power will give ++ in selected category)
Sortie: This is what you are assigned here for, to assist other bases in the vicinity and slowly expand Azur Lane's control of the seas (4 dice +2 from Duca degli Abruzzi, +1 from personal trait).
[]Resource Extraction: It's a boring job, one that you dislike putting your KANSENs there, but without resources you can't harden your base against Sirens' attacks. You'll probably need to bake your grandma's cookies for everyone involved in extraction as a reward, let's hope someone remembers that. (Any number of dice can be assigned here, each dice will be rolled individually to determine quantity of resources gotten) (-Fuel and -Morale for every dice spend on this category)
[]Scouting Mission: Several points of interest have popped up and assigned to you thanks to your close proximity to them. Act quickly before they are gone. (Each scouting mission has a DC of 10, with higher rolls granting better reward and/or better information) (Each dice invested will automatically -Fuel, while each option attempted will automatically -Morale)
-[]A7: Formerly a site of a Siren stronghold reduced into rubble after a joint assault from Ruby and Sapphire base. A small force of Siren has been detected prowling in this area, investigate them and find out what they are doing.
-[]B2: A siren patrol fleet has been seen in this area patrolling around with a base near there. Follow them and hopefully find a weakness. (If successful, will reveal actual DC of B2 raiding)
-[]C4: A cache of resources has been detected on those coordinates, who are you to decline a potential treasure trove?
-[]F3: A large fleet of sirens has been sighted heading somewhere North East, investigate this and try to gain their motives.
-[]C7: A small siren fleet escorting what looks like an important Siren technology, it is dubious if we can get anything too valuable from it, but who knows you'll hit a jackpot.
-[]H8: Another small siren fleet is seen extracting resources, hit those quickly enough and their resources is ours.
[]Raiding: This is your specialty, and it'd be a damn shame if it goes unused. Although discretion is always first before attempting to raid, especially with Siren bullshit they can bring to bear (Each dice invested will automatically -Fuel, while each option attempted will automatically -Morale)
-[]B2: An outpost has been detected in that specific area, and according to the reports it doesn't seem to be well-defended. Perfect place for some quick cash, hopefully the Sirens don't have anything too nasty in there (DC 60?)
[]Allied Base Defense: The sirens have been oddly quiet, you can't help but feel something is suspicious is brewing (None available)
Moratorium for TWO HOURS, please don't vote for any plans during that period. Thank you very much. Discussions and Questions are welcome