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RE: Art of Domination Thread 04
01-01-2018, 09:37 AM
(This post was last modified: 01-04-2018, 12:10 PM by Mayu_Zane.)
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SpoilerHAPPY NEW YEAR! May 2018 be a better year than the last one.
You: Battalions 1 and 2, I need you to dig in at Region 3’s shoreline. Battalions 3 and 4, you are to defend Region 4 in the event of enemy invasion. I need you all to dig in and if you see any enemies, summon reinforcements. Do not hesitate to call for fire support.
Your troops obey, and begin preparations.
You: Hawkeyes, it looks like we’re going to be getting a lot of ‘guests’ soon. Maybe you’re not willing to give up all your secrets, but can you share with us any information that we can put into our troop training machines?
Hawkeyes: Huh? Oh, the brain-uploaders? Okay, I’ll contribute, but I’ll write the curriculum myself.
You: What’s going to be in it?
Hawkeyes: Trap detection skills, chemical warfare survival, and how to modify weapons to make them… explodey.
You stay in the bridge wait for a move from the enemy, until you finally turn in for the night.
WEEK 7 DAY 1
06 00 hours
You are woken up by the blaring alarm echoing throughout the ship.
Ghulls: ATTENTION! ENEMY TRANSPORT PLANES HEADING TOWARDS OUR TERRITORY! ATTENTION!
Oh no.
You and your husband rush to the bridge. Rainhar is nowhere to be seen.
You: Ghulls, status report! And where the hell is Rainhar?!
Ghulls: Vora, we got dozens of transport aircraft moving towards Regions 3 and 4, one fleet coming from the east and another from the west at the same time! As for Rainhar, I don’t know! I haven’t been able to contact him since I woke up!
Rainhar is gone? How? Why? At a time like this?! You focus on the situation.
You: Attention all air units! Enemy forces are on the way in huge numbers! Jester fighters, form teams of two. One team goes west, the other east. Each team gets a Reaver for support, while the remaining one patrols our territory! Do not let those transport planes reach us!
Your pilots waste no time getting airborne, and fly out to meet the enemy. Cyclops, Talon and Bolt move westwards, while Moonbeam, Raindust and Blender go east. Lovebird patrols your territory’s airspace.
Moonbeam: Commander, this is Moonbeam. We’re seeing a lot of targets, ma’am.
An entire fleet of transports. HQ reports there are sixty units in each fleet. How the hell did they manage to make this many without you noticing?
Lagantis: Vora, I recommend you order all cities under our protection to start mobilizing the City Guards and get all civilians indoors.
You: Right. HQ, the enemy is coming for our territory in vast numbers. Order all City Guards and police forces to start setting up defenses and get all civilians indoors until we announce an all-clear. Anything in the sky that’s not ours, shoot it down.
HQ: Understood, Commander. You’ll be happy to know that Al-Barri Private Police Services have contacted us last night and are already setting up roadblocks in multiple cities. Their SWAT units and Civil Protection units will be helping our militia organize defenses.
You: Very good, HQ. Let’s pray we don’t see a bloodbath today.
HQ: By the way, Commander, your sons are already aware of the situation. We offered them a shuttle to the Enderfist, but they wish to stay and fight if necessary. They are standing guard at HQ.
You: As they should, HQ. They’re soldiers, not princes.
Lagantis: Vora. I’m going down there.
You: Lagan?
Lagantis: Our boys may be soldiers, but they’re still rookies. I’m going to make sure they don’t do anything stupid. You don’t need me up here, and I can do a lot of good on the frontlines. You’ve seen me in action.
You: …All right. Stay safe, muffin.
As General Lagan solemnly leaves the bridge, you’re getting reports from your pilots.
Raindust: Commander, these transport ships are heavily armored! We’ve only managed to take out five and we already need to re-arm!
Talon: Commander, we’re not doing so well on the western side either! We were able to shoot down four but we’re out of ammo!
The transport planes are so tough they need at least three missiles to take one down, and even then some of them actually miss due to the transport craft’s incredible ability to dodge. HQ tells you that all of them are piloted by computers, and the scans of their cargo indicate they’re carrying organic creatures, but it’s difficult to be certain what they are. They’re not equipped with shields, but their armor is beyond anything you’ve seen the enemy use before.
Feathers: These transports are an unpleasant surprise, but I believe this is definitely the work of ‘That Bitch’, the cyborg we’ve been warned about by Linesman. Her programming skills and ability to optimize a machine’s design is exceptional.
Ghulls: Vora, we got about ten minutes before the enemy arrives on our territory! We can manufacture vehicles and robots right now, but we’re not going to get infantry for at least 60 minutes; the FTL transports need that time to get here.
You: Understood.
You can start building units right now, or you can wait until the enemy makes landfall so you’re certain you know what you’re up against… though by that time there may already be casualties.
Where the HELL is Rainhar, though? Did he vanish? You cannot spare time looking for him right now.
Ghulls: Vora, I’ve made a quick summary of the situation.
SITUATION REPORT:
- Cyclops, Talon and Bolt are assigned to halt approaches from the west.
- Moonbeam, Raindust and Blender are designated to defend the east.
- Lovebird the Reaver Gunship is patrolling near HQ.
- There are 56 enemy transports coming from the west, and 55 coming from the east.
- Battalions 1 and 2 are defending Region 3.
- Battalions 3 and 4 are defending Region 4.
- Harix and Malco, your sons, are on call and at their posts at HQ. General Lagantis is on the field to support them if necessary.
- Rainhar Kasar is missing.
- Al-Barri Private Police are assisting City Guards in fortifying the cities and keeping civilians indoors.
- All other units, including your PMCs, are on standby. Keymaster the Portal Wagon will transport them ASAP.
- Brainbeast Radiation Reverser completed! Every infantry unit is fitted with a portable device that will stun Brainbeasts.
WEEK 7 RESOURCE POINTS
Region 3 Raw Minerals Export = 80,000 RP per week
Efficiency Bonus (Civ. Admin.) = 21,000 RP
Infrastructure Bonus = 20,000 RP
Stable Region Bonus = 10,000 RP
Efficient Waterworks = 30,000 RP
Donations from Locals = 2,000 RP
Lagan’s Investments = 100,000 RP
Personal Investments = 10,800 RP
Earth Federation Support = 30,000 RP
Koda Serivi’s Investments = 32,000 RP
Remainder from Last Week = 29,070 RP
Payment for Hawkeyes = -1,000 RP
Payment for City Guards = -200 RP
Total = 363,670 RP
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INFANTRY REQUISITION LIST
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Spoiler
Regular Army Battalion - 1,000 RP each
900 Riflemen and 100 Cyberwarfare Specialists, with 50 Shatterking-3 anti-tank launchers.
Special Ops Team - 3,000 RP each
40 Stealth troopers, best for sabotage and espionage.
Commander's Vanguard - 5,000 RP
200 of the most elite, most experienced and well-equipped of Saramis frontline forces. They can be ordered to serve either as your bodyguards during face-to-face meetings, or be sent into battle to give your troops morale and fire support. Surprisingly friendly.
Note from Lagan: There used to be a restriction that only one Commander’s Vanguard may be present per campaign. This is a really stupid rule so I erased it.
Human Spy - 8,000 RP each
A human loyal to Saramis Alliance, can be sent on special info-gathering missions. All Human Spies are people born as Saramis citizens in our colonies.
PMCs available for hire:
Hillbilly Brigade - 500 RP
2,000 Hiradian saramis fighters armed with hunting rifles and shotguns, no armor. Useless at everything except defending against an infantry attack and keeping order.
Aflong Grenadier Platoon - 1,000 RP
50 Aflong soldiers with explosive 'fake fruits' that are very effective against infantry and air units. They have natural catapults that allows them to hurl their bombs hundreds of feet into the air, making them work well against helicopters and most other aerial threats.
BOTA-4 - 5,000 RP
A gunship that excels at both air and ground attacks, lacks supersonic speed but makes up for it with heavy armor and a deadly array of missile pods. Excellent at taking out large groups of infantry and fighter craft.
OMNI-FACTORY PRODUCTION LIST
(10% discount on all vehicles and buildings due to Improved Generators)
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GROUND VEHICLES
SASAPC-12 - 1,800 RP each
Saramis Alliance Standard Armored Personnel Carrier. Can provide supressing fire against infantry, and allow quick extraction for wounded troops. Carries 10 soldiers and 2 crewmembers.
Volcano-4 Tank - 4,500 RP each
The Saramis Alliance's main battle tank, the Volcano-4 shoots molten metal at half the speed of light at its targets. Has weakness to mines and aircraft. Effective against vehicles and fortified positions.
Sonic Swatter - 1,800 RP each
A primarily anti-air weapon that literally knocks enemy aircraft out of the sky using powerful directional sonic blasts. It works against supersonic targets by using radar to anticipate the enemy's flight path and then fire at where the target will most likely be. It can also be used to destroy buildings.
Sahela-9 Rapid Combat Vehicle - 450 RP each
Fitted with a remote-controlled machine gun and anti-armor rocket launcher (3 shots), the Sahela-9 is capable of moving across all ground terrain, including a special mode for moving over swampland. It can go up to 180 km/h, and has adequate armor against small arms fire. Carries 6 people, with room for supplies and ammunition.
USM-01 (Unmanned Sonic Mech) - 600 RP each
A bipedal drone fitted with a sonic weapon. Brittle but powerful and fast, meant for urban combat. Can be set to either remote control or AI control. Upgrades for the AI can be acquired, but only after these machines have been in combat.
USM AI Level One: Identifies combatants via presence of weapons and ID match with known monster database. However, will not react to a totally new enemy without direct orders.
Swarm Intelligence Drone Cluster - 1000 RP each
A swarm of robotic insects the size of a person's palm that can easily climb into small holes and neutralize a target in cover, either by detonating or stabbing the target's weak points. They can be controlled by soldiers in the field and can also be used to carry wounded soldiers away. Top speed is 50 kilometres per hour.
Vulnerable to electrical weapons/EMP. Battery life only lasts for 8 hours, takes 1 hour to recharge.
AERIAL UNITS
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Seeker Drone - 900 RP each
An advanced UAV equipped with scanners that can be used to examine numerous structures for signs of hostiles and can intercept enemy transmissions.
Hunter Drone - 2,700 RP
A UAV armed with 3 napalm missiles, the Hunter Drone can engage any ground target, whether armored or infantry. However, due to its heavier weight it cannot fly as high nor move as fast as the Seeker Drone and is therefore more vulnerable to anti-air.
Savior Drone - 2,700 RP
A UAV originally meant to drop ammunition supplies and medical aid to isolated units. The Savior Drone can also be used to extract four people maximum from a messy situation. As an escape vehicle, it is often used for rescuing spies and other agents. Savior Drones can be assigned to airdrop supplies to isolated friendly factions. Unfortunately, the Savior Drone is vulnerable to almost anything as it sacrifices armor for storage space, making it essential for the drone to always move at high speeds.
Laser Drone - 3,800 RP
A UAV using the Hunter Drone chassis but armed with twin laser cannons. Devastating against infantry and light armor, and can shoot down missiles.
Airblob - 6,000 RP
A drone fitted with supplies and an AI network that manages drone squadrons flying alongside it. Though it has no armaments, it allows a drone squadron to become fully autonomous and can do routine patrols, seek & destroy missions, escorts and transportation missions. Other drones will be able to refuel and re-arm using the Airblob's cargo.
Skyshadow - 4,500 RP
An enormous, hi-speed Saramis troop carrier that can send a battalion anywhere within a hundred kilometres in less than five minutes. Armed with two gatling guns, the Skyshadow can also provide anti-infantry support. Vulnerable to dedicated anti-air units and heavy arms fire.
Reaver Gunship - 7,200 RP
Effective against all air and ground targets aside from dedicated anti-air defenses, this one-pilot supersonic gunship can perform many roles, from defending a base, escort, recon, hit-and-run missions, etc. Reavers are equipped with gatling cannons and missile pods. Reavers are the Alliance's de-facto fighter craft, its only weakness being that it has to return to base to re-arm after a few minutes of combat.
Jester Fighter Craft - 3,600 RP
Often used to patrol borders and chase after high-value targets, the Jester fighter craft comes with an array of sensors and a pair of rapid-firing armor-piercing cannons. Unfortunately, this vehicle is very fragile and meant only for quick lethal strikes. In a long battle against other aircraft or anti-air defenses, the Jester will be downed.
Bloodprince Fighter Craft - 10,800 RP
The Bloodprince is the cutting edge in air-to-air combat. Able to outrun most modern aircraft and armed with laser cannons as well as anti-air thermobaric missiles, the Bloodprince is the best answer to any enemy that dares to fly in the sky. This magnificent air fighter was co-developed between the Federation and the Saramis, as a show of solidarity and friendship. It was named by a human named Vantas.
1000 Nightmares - 540,000 RP
An enormous aerial weapons platform, the aptly named 1000 Nightmares is equipped with artillery, gatling cannons and communications-disrupting capabilities. Once built, a Standard Battalion must be assigned to crew this beast, as it needs a thousand people to fly and operate all of its 300 gatling cannons, 40 artillery pieces, signal jammers and shield generators. This flying fortress is a tremendous burden on logistics and therefore only one can be built and kept throughout this entire campaign.
NAVAL UNITS
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Needlefish - 4,500 RP
An unmanned submarine, the Needlefish-3 is able to engage all aquatic targets from submarines to destroyers. The Needlefish can also carry out artillery strikes by surfacing and then firing up to 10 rockets. However, it can only fire its rocket artillery once before it has to re-arm.
AAC - 4,500 RP
Armored Amphibious Carriers, an AAC can carry two entire battalions inside and carry one land vehicle on top, or alternatively two land vehicles inside and one on top. Very useful for transporting units across water. Unarmed, but very heavily armored.
Skinner Hovercraft - 1,800 RP
Named after the great Admiral 'Skinner' Erfazik, the Skinner is a high-speed amphibious weapons platform that can engage all ground targets. However, it is very lightly armored and relies on hit and run tactics to survive. Carries 10 soldiers and 2 crewmembers.
RESEARCH PROJECTS YOU CAN BEGIN:
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Laser Urchin: 10,000 RP
Effect: Imagine a flying orb, able to move at near-supersonic speed, with laser cannons pointing in every possible direction. That is essentially the Laser Urchin. The only real weakness is that it requires a recharge after 20 minutes in combat.
Estimated project completion: Week 8, Day 4.
Laser Tank: 10,000 RP
Intended Result: More efficient and safer to drive than the Volcano Tank, the Laser Tank is designed to be a modern combat vehicle that can engage at extreme range. While the Laser Urchin can shoot in every direction, the Laser Tank is more heavily armored and its onboard generators can last for days.
Estimated project completion: Week 8, Day 1.
Bionic Brigade: 30,000 RP
Intended Result: A battalion of troops with implants that allows them to interface seamlessly with weapons systems. The current version of the Bionic Brigade will be armored in a combat suit bristling with more firepower than the average soldier can carry, but without sacrificing mobility. The Bionic Brigade can be upgraded once new insight is discovered.
Estimated project completion: Week 8, Day 6.
Titanium Ally: 40,000 RP
Intended Result: An autonomous quadrupedal unit that functions as an escort and fire support platform for infantry. The Titanium Ally carries an artillery piece and is impervious to small arms fire, capable of running at 90 km/h. It is programmed to perform hit-and-run strikes on enemy units if separated from a combat group.
Estimated project completion: Week 8, Day 6.
Swarm Intelligence Drones Mark 2: 10,000 RP
Intended Result: An improved version of the SID, as they are graceful enough to perform tasks any infantry unit can do and now impervious to small-arms fire.
Estimated project completion: Week 8, Day 1.
(Rainhar's Projects)
Laser Rifle Detectors
Intended Result: The enemy's laser weapons can be detected up to 600 metres. The device will allow our infantry to be aware of the presence of enemy laser rifles and pinpoint their locations. The Laser Rifle Detectors will also be attached to our Seeker Drones.
Estimated project completion: Week 8, Day 3
A Billion Effing Nightmares
Intended Result: Amphibious Hexapedal Battle Robot that requires a crew of 1,000. Gives massive artillery support for troops on land and at sea. Maximum artillery range: 300 kilometres/186.411 miles.
Estimated project completion: ETA Week 11 Day 5.
AUTHOR’S SIGNATURES IN STOCKPILE:
400
(gained from collecting monster carcasses, 500 left to extract in the field)
AUTHOR’S FORGE - UNITS AVAILABLE FOR MANUFACTURING
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- Cloner Blob
Born as an enormous bacterial colony, the Cloner Blob creates a copy of any dead enemy unit that it touches. It is completely loyal to your cause. The Cloner Blob will revert to its original form on command. Though it is incapable of copying memories, Cloner Blobs can make excellent infiltration units.
Cost: 5 AS
- Void Sphere
A levitating sphere that functions as combat aircraft. Small and fast, but provides the same protection as a modern combat tank and impervious to heat and radiation. Its weapon creates a miniature black hole that lasts for two seconds within line of sight. It requires a living pilot.
Cost: 30 AS
- Overmind Armor
Protects its wearer from all psychic attacks. If the wearer dies or exits the suit, the Overmind Armor will automatically attack enemies. Gives a substantial boost to a person’s movement speed. Wearer must be humanoid in form.
Cost: 15 AS
- Usurper Colony
Related to the Pretender worms, Usurper colonies travel in rolling balls that can then disperse to engage targets. Unlike Pretenders, Usurpers can be ordered to subdue targets non-lethally. They are also capable of using firearms, arranging themselves into hands or tentacles. Just like their Pretender cousins, they can extract information from their targets’ brains, though this process is lethal.
Cost: 10 AS
- Usurper Knight
A Usurper Colony clad in modified Overmind Armor, the Usurper Knight is essentially a super-soldier that can serve alongside shock troops. Extremely effective in close combat and against psychic enemies. Can be equipped with weapons, increasing their potency.
Cost: 20 AS
- Phantomic Repeater
An auto-shotgun with endless ammunition that fires indestructible projectiles moving at half the speed of light which can pass through any material except organic matter. Its only weakness is that it cannot harm anything beyond 30 metres as the projectiles vanish once they reach that distance, teleporting back into the Repeater.
Cost: 2 AS
- Portal Wagon
A gigantic brain on wheels that can create portals. It can assist in evacuation as well as sending units to deliver a surprise attack, though it requires exact co-ordinates. The Portal Wagon can defend itself by creating tiny portals to send projectiles and enemy units away from itself. Needs to eat meat or blood as sustenance.
Cost: 20 AS
- Abyssal Artillery
A five-legged machine that fires black holes that somehow travel through the sky as if they were solid objects, but unaffected by wind. With a maximum range of 2 kilometres, the Abyssal Artillery can provide fire support against any target.
Cost: 12 AS
- Truth Extractor
A living device that extracts information from a living creature and can relay the information back either by speaking, writing or drawing. It only needs to touch the creature’s body, and does not cause any harm. The Truth Extractor requires blood for sustenance.
Cost: 5 AS
- Sentinel Orb
A levitating, sentient orb that provides support for frontline units, with an area of effect radius of 40 metres. Detects all traps, enemy units and weapons within range. It also increases damage dealt by your weapons, turning even a primitive handgun into a weapon capable of tearing through modern shields and armor. The orb can open up, releasing a cloud that slows down enemy projectiles to a snail’s pace, protecting friendlies. As a last resort, the Sentinel Orb can slam into foes.
Cost: 20 AS
>_
Units available:
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Spoiler
Agents
Hawkeyes: Explosives expert and adept at trap detection.
Talbat: Assassin.
Linesman: Cyberwarfare Specialist.
Kuroda: Cyberwarfare Specialist.
Grenda: Doomcat, cat in mobile combat suit. Excellent at sudden strikes and assassinations. Shock Unit.
Lt. Hayes: Diplomat with division of former Robert North soldiers. Currently searching and detaining Servants of Saramis cultists.
7 Human Spies
Ventica - Monitoring Cobalt City
Leon - Monitoring Cobalt City
Geoff Prowers
Robert Jones
Scooblazone ‘Scooby’ Mingle
Michael Thorn
Edita Dudek
= Saramis Alliance Regular Army Troops =
Each battalion, saramis and human alike will now be provided with rapid combat vehicles (Sahela-9). The Sahela-9 has room for 6 people; 5 soldiers per squad and 1 passenger.
All infantry is equipped with EMP-proof radios and Automatic Medkits. 40% of troops are armed with laser rifles.
24 Battalions
Battalion 1 - Lt. Malino (960 out of 1000 troops active) - Currently securing Chaos Bed’s remains
Battalion 2 - Lt. Fadar - Currently securing Chaos Bed’s remains
Battalion 3 - Lt. Kassar - Currently securing Chaos Bed’s remains
Battalion 4 - Lt. Jagal - Searching Pioneer Base for intel
Battalion 5 - Lt. Marad
Battalion 6 - Lt. Hatak - Currently guarding Fortress Cyrano in Region 4
Battalion 7 - Lt. Lais
Battalion 8 - Lt. Zoko
Battalion 9 - Lt. Sivo
Battalion 10 - Lt. Varas - Currently guarding Fortress Cyrano in Region 4
Battalion 11 - Lt. Magaro
Battalion 12 - Lt. Habruk
Battalion 13 - Lt. Veris
Battalion 14 - Lt. Kando
Battalion 15 - Lt. Milvero
Battalion 16 - Lt. Hildevar
Battalion 17 - Lt. Merig
Battalion 18 - Lt. Ganzo
Battalion 19 - Lt. Haska
Battalion 20 - Lt. Mirsh
Battalion 21 - Lt. Ovov
Battalion 22 - Lt. Gaetfri
Battalion 23 - Lt. Milsok
Battalion 24 - Lt. Jongo
7 Spec Ops Teams
Spec Ops 1 - Cpt. Selev
Spec Ops 2 - Cpt. Krad
Spec Ops 3 - Cpt. Filis
Spec Ops 4 - Cpt. Orol
Spec Ops 5 - Cpt. Wolka
Spec Ops 6 - Cpt. Inviz
Spec Ops 7 - Cpt. Jagan
3 Commander’s Vanguard
Commander’s Vanguard - Maj. Gordov
Commander’s Vanguard - Maj. Haras
Commander’s Vanguard - Maj. Laudey
Saramis Alliance Human Army Troops
Human Battalion 1 - Lt. Mirrorsmith
Human Battalion 2 - Lt. Carve
Human Militia 1 - Sgt. Saval
Saramis Alliance Ground Vehicles
10 Sahela-9 Rapid Combat Vehicles
6 Volcano Tanks
Sunshine
Lollipops - Currently guarding Fortress Cyrano
Rainbows
Screamer
Polisher
Beast
10 Sonic Swatters
Gaoler
Basher
Whirlwind
Harrier
Kettle
Pilfer
Cauldron
Jank
Flayer
Imp
8 SASAPC-12
APC 1 - Boxcars
APC 2 - Ferryman
APC 3 - Taxi Cab
APC 4 - Butler
APC 5 - Splinter
APC 6 - Caravan
APC 7 - Caboose
APC 8 - Caramel
Portal Wagon - Keymaster
PMCs
(Millatech Corporation)
MillaTech Cyborg Sniper Team 1 - Slender
MillaTech Cyborg Sniper Team 2 - Shuriken
(Solaria)
Solaria Artillery 1 - Monago
Solaria Artillery 2 - Evvas
Solaria Artillery 3 - Yonko
(Aflong Legion)
Aflong Vine Brigade 1 - Gerund
Aflong Vine Brigade 2 - Tempo
Aflong Grenadier Platoon 1 - Blaster
Aflong Grenadier Platoon 2 - Popcorn
Drones
(Intel Drones)
10 Seeker Drones
(Supply and Extraction Drones)
3 Savior Drones
(Aerial Combat Drones)
5 Hunter Drones
3 Laser Drones
(Ground Combat Drones)
50 Sonic Mechs
1 Swarm Intelligence Drone Cluster
(Drone Command Center)
Airblob-1 (Co-ordinates drones and boosts their abilities)
Naval Units
4 Armored Amphibious Carriers
Madhouse
Swordvan
Castle
Pinhead
4 Needlefish Submarines
Dreamer
Trophy
Goalpost
Burrow
Manned Air Units
3 Reaver Gunships
Lovebird
Blender
Bolt
4 Jester Fighter Craft
Cyclops
Talon
Moonbeam
Raindust
2 Skyshadows (Aerial Troop Carrier, can carry 1 battalion each)
Highwind
Blimper
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RESEARCH PROJECTS COMPLETED:
Automated First Aid Device
A first aid pack attached to armor that will automatically activate if its wearer is injured. Administers painkillers, disinfectants and wound sealants in an instant, reduces the number of deaths and allows wounded troops to continue fighting. Can also be used to deliver sedatives in the event of a Brainbeast attack.
Brain Radios
Altered and cloned cat brains are now used as standard equipment. All tests show no loss of data between the Brain Radios, as long as the radios remain undamaged. EMP and other forms of interference have no effect.
Alliance Laser Rifle, ALR-01
All squads will be supplied with two ALR-01 weapons each. In a squad of five, three will continue to use conventional firearms with a pair in the rear to provide fire support if the target is impervious to bullets. ALR-01 will be given to those assigned as marksmen and heavy weapons specialists.
Tumorhide Armor project complete! All base buildings now very resistant to laser fire and extreme heat.
Psi-Combat
Research data from the Brainbeast and other psychic enemies has opened up a fascinating possibility: What if Alliance troops could use psychic powers? Researching Psi-Combat will allow us to invent devices that can give saramis troops the ability to use minor psychic attacks. Of course, only a few special individuals would be able to wield such powers without frying their own skulls.
Leads to: Psychic Commando, Psycho Tank (Psychic Commando screening in progress)
Brainbeast Radiation Reverser
A portable device that bounces back Brainbeast radiation, temporarily confusing the creature and immobilizing it. Every infantry unit is fitted with one.
Modern Bionic Warfare
RESEARCH PROJECTS IN PROGRESS:
Organic Signal Jammers (Week 7, Day 5)
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