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RE: Art of Domination Thread 04
05-19-2018, 04:17 PM
coughRegarding "To Serve Man", would creation of synthetic human flesh be possible? Assuming we fail to prevent the project, it would be much preferred for afflicted to go for a synthetic substitute over the real deal. Hardly a long-term solution, (nevermind the PR damage) but hopefully it would serve a sufficient stopgap until a cure/counter can be devised. Ideally it would be laced with sedatives to suppress the hunting instinct, but that may have to be reserved for soldiers we can afford to remove from the field...
Ugh. If it comes to this, we need the synth-flesh process to be heavily documented. Showing that no, the substance isn't made from humans in any way shape or form. Everything needs to check out, every question citizens (and the press, especially the press) might ask would have to have a good answer. The situation would be a PR nightmare no matter what we do, but some pre-emptive damage control would go a good ways here. Plus if we found a cure, we might be able to spin the whole incident to have better PR than before the mess.
Regardless, preventive measures would be much preferred. To this end, having our A.I.'s spend some time on determining what things they can't detect would help. Perhaps have them test to see what the other A.I. miss?...
...Actually, rereading it I wonder. Would the creation of a biological computer be doable with what we know? It sounds like such a thing may be capable of detecting this file, giving us a tool to hunt down and destroy any copies that may exist.
Quiet. Good for an unusual opinion. Doesn't talk much.
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RE: Art of Domination Thread 04
05-19-2018, 10:59 PM
(This post was last modified: 05-19-2018, 11:12 PM by smuchmuch.)
Quote:Regarding "To Serve Man", would creation of synthetic human flesh be possible?
Well even if it wasnt, we know that clone bodies are a thing, used for replacement body part and even with cerebral tranfer to degre (since that's what was used to save the mutilated Sarasmis woman found in Barbarossa) so even brainless pited clones would do.
The main problem tho comes from the fact hat affected Saramis gain an obsesson with 'hunting' as well.
Quote:. Mech Frontier is useful... especially because it could further expand our options by being another platform on to which we can mount other weapons. For example, a Mech that utilizes an EPB and possesses lasers and dual Spectrum-Shifting Shields (since an EPB can act based on thought, it may be possible to layer shielding) would be fairly difficult to assault. Especially if we designed the chassis to be psionic-resistant. There is so much possibility with Mech Frontier that will pay off later that I almost want to get it early for the investment.
The thing is yso far we haven't really been able to do things like that much, tweaking and changing weapons loadout with our units. (except for infantry mostly) Even on already already existing chassis types so far.
I we can switch armement around, maybe add some flammehrower for medium to close range encounters nd some big APB pulse lasers against aircrafts and arore targets. Yeah, that would make the mechs ah hella lot more usefull as frontline units. (especaly in region 2,not so much in regon 1 tho, I fear.)
Although we do already have mech designs with the sonic mehs (okay so they ar more drone mechs than piloted mchs), we could make some new designs on those. Or on our tanks for that matter. The Apb opens the tantalizing options for heavy lasers canon for tanks use.
Oh speaking of sonic mechs and vehicles, none of those were lost in the last attacks ?
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RE: Art of Domination Thread 04
05-23-2018, 08:22 AM
>Instant Recovery
>Could we use cryo-artillery on the vent points of Region 1, and back that up with weather machine (rain) usage to make the resulting blockages even more sizable. Gradually choke them out before mounting the strike force.
>Can we get Battalions 30-34 on rotations to patrol Region 5? Have each patron group backed up by a SASAPC-12 and a Sonic Swatter on standby.
>Spec Ops 3 + 6 and Maj Haras' Vanguard run sabotage on Region 2's Seaports, or more specifically the ships in transit to and from them.
>I want us to begin looking at which Factory will be the best target to begin out assault of Region 2. That region is more staunchly in favor of the author administration and is liable to completely self-destruct if defeat seems nigh. As such I want us to be able to use mercenary and saramis forces to completely crush the opposition, with spec ops working to prevent sabotage of the factory where necessary when the time comes.
When we do I want Carpenter infiltrating as middle management or higher. If he can puzzle out the command structure of the factories, their protocols, and even 'evacuate' to a factory we won't be assaulting until later we may be able to plant them into Region 1. Additionally I want Scooby, Michael, and Edita to begin infiltration.- MillaTech Slender
- Solaria Monago & Yonko
- Aflong Gerund & Popcorn
- BOTA-4 Crackerbox & Thunderpain
- Silent Dad + Death Egg & Single Point + Night Owl + Cervantes
- 2 Volcano Tanks, 8 Sonic Swatters, 10 SASAPC-12's, 5 Battalions,
- As many drones as deemed necessary by Rainhar
- All amphibious carriers and submersibles.
- Skyshadows and air support
Lastly I want Linesman and Kuroda to begin running interference in civilian comms in Region 2. Disseminate anti-propaganda, and expose weaknesses that can be used to collpase the system during our assaults.
>What is our RP at? I'm thinking of Spectrum-Shifting Shields, but the artillery might be better.
>Evaluate who is our best spy for placement in Region 1, and if we might want to have them in the Region 2 group, or have them go with Carpenter for the purpose of being sent to Region 1 as "a promising worker".
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RE: Art of Domination Thread 04
05-24-2018, 03:34 AM
(This post was last modified: 05-24-2018, 03:38 AM by smuchmuch.)
Ecue me but which cryo artillery do you keep talking about ? did I miss smethin ?
Because if you mean the long range missiles (who happen to have crio warheads among others), as far as I understand, they're free (since they are bild and bought entirey with civilian support or almost ?) but they're only built only one at a time, one per week. and we won't have the first one ready till next week at best.
Quote:>What is our RP at? I'm thinking of Spectrum-Shifting Shields, but the artillery might be better.
18 900 RP left.
Here are the details:
We spent 267 900 RP worthof troops first
Show Content
detail
(01-24-2018, 11:54 AM)Mayu_Zane Wrote: » (01-02-2018, 09:28 PM)smuchmuch Wrote: »4 Blood princes fighter craft
(4*10800 =43200)
20 sonic swaters
(20*1800=36000) (we already have 10, that put us to 30)
8 skyshadows
(8*4500=36 000) (we already have 2 s that put us at 10)
32 APCs
(32*1800= 57 600) (on top of 8 that puts us at 40 total)
20 Sahela-9 Rapid Combat Vehicle
(20*450=9000) (put us a 30 total)
30 sonic mechs
(30*600 = 18000) (remember we have 50 of them already, so that tops at 80)
2 reaver gunships
(2*7200 = 14 500) (we have 3 of them, that give us five)
5 hunter drones
3 laser drones
(5*2700=13 200) (3* 3800=11 400) (we already have 5 Hunter Drones and 3 Laser Drones already, that put us a 10 and 6)
10 seekers drones
(10*900=9000) (we had 10 we go to 20)
10 bataillons
(10*1000 = 10 000)
+Hire 2 BOTAS PMC
(2*5000= 10 000)
(43200+36000+36000+57600+9000+18000+14500+13200+11400+9000+10000+10000 = 267900 RP spending )
remains: 95770 rp
5 void spheres (5*30= 150 AS)
3 vigilance orbs (2*20 = 40 AS)
2 portal wagon (1*20= 20 AS)
(puts us at 3)
5 phantomatic repeater (5*2 =10 AS)
4 usurper knights (4* 20=80 AS)
1 Truth extractor (1*5 AS)
1 Overmind armor (1*15 AS)
Two abyssal artilleries to the mix at 24 AS
Remains 16 AS
then
Show Content
SpoilerQuote:You carry out the plan. The weather machine does its work, and the air clears. 20,000 RP is spent, leaving 75,900 RP in reserve.
Quote:You can see the transports still pumping out the smoke, but they’re now visible to attack. You see Bodyjackers also pouring out of those transports. You quickly order the construction of 30 SID clusters, 10 Savior Drones.
75 900- 30 000-27 000= 18 900
Yeah, it's not much left from 363,670 RP at the start of the day . My my that was an expensive day.
We bought a lot of troops and the use of the weather machine and building SID on the fly for Cadrow killed what funds had been intend to be left in reserve for research. I sorta take responsability for that
(No regrets, tho, both the SIDS and weather machine did their job great and all those troops we bough before the battle are still standing, leaving us a large reserve for our invasions)
That said:
Quote:4) A donation drive campaign and war bonds will be offered to civilians after this operation. Good thing Vora now has a reputation for fighting atrocities.
Quote:(Sparing the historic stadium will increase civilian financial support to your cause)
Quote:and financial support to your cause will be increased if the hotels remain standing
We have raised the possibility of a civilian finacial suport campaign. So some additional RPs should be comming in in te next days i game. Since you saved both Cadrow hotel district and the Stadium we can expect some bonuses.
-------------------------------------
I'd jsut lke to remind also that thre ere some reserch options presented before the battle as well.
(01-01-2018, 09:37 AM)Mayu_Zane Wrote: »RESEARCH PROJECTS YOU CAN BEGIN:
Show Content
Spoiler
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.
Since we're increasigly talking of land inasion of egion 1 and 2 with all their underground facilities and indoor stuff, can'thep but feel th laser urchinsoe improved SIDs looks pretty good and cheap.
And the titanium ally is both a good infantry suport (and a gloomy has said we are a very infantry based force) and a nice field artillery option, we don't have a huge lot of those.
(artillery vehicles with the black hole artillry from the author forge, some heavy balsitics with the needefishes missiles and those long range missiles artillery and of course lots of air support, airstrikes and even orbital bombardement but mortars and light movable artillery options are somewhat lacking)
----------------------------------
Aslso last but not least, Rp arent our only resource.
We have 16 Author forge points let from the 400 before the battle. We wer still waiting for 500 more from all the clean up at chaos bed.... And now Cadrow is littered with dead Petenders and bodyjackers on top of it.
Mayu:
How many more author forge points can we expect from that clean up ?
And how long will it take ?
Can we speed the proces ? Maybe send all uor sonich mechsfor a da ? (you may remember we had rudimetary arme intaled on all of them as an upgrade) and a few batallions who earned a borring erepeitive relativly safe task ? Use some civillian auxiliairies ?)
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RE: Art of Domination Thread 04
05-25-2018, 02:54 AM
(05-19-2018, 04:17 PM)Arcanuse Wrote: »...Actually, rereading it I wonder. Would the creation of a biological computer be doable with what we know? It sounds like such a thing may be capable of detecting this file, giving us a tool to hunt down and destroy any copies that may exist.
Francoise: The Author’s Forge might be able to create something like that for you, considering its capabilities.
HQ: Commanders? The Author’s Forge just spat something out.
You acquired a Scanning Meatware!
You: What in the world is this?
Francoise: It seems the Author’s Forge is indeed sentient and capable of understanding what we want.
Then you hear the Forge itself speak, not through audio but directly into your mind.
Author’s Forge: Use Scanning Meatware on electronics. Place device on monitor. Tell it to search for ‘To Serve Man’ malware. It cannot destroy malware but your servants can.
You: Well, this is convenient. Thank you.
Author’s Forge: I exist to serve, Commander.
Lagantis: We’ll have to keep that thing attached to our computers in case the enemy keeps trying to insert that mental virus in. Does it need sustenance?
Author’s Forge: One meal per day is enough, General. Meat equal to its size.
Feathers: Is the Author’s Forge speaking?
You explain to the AIs what just happened. It seems non-organics can’t hear what the Author’s Forge is saying. HQ makes a note to write transcripts for your allies’ benefit.
(05-19-2018, 10:59 PM)smuchmuch Wrote: »Oh speaking of sonic mechs and vehicles, none of those were lost in the last attacks ?
The enemy’s creatures were more focused on killing infantry and civilians, and avoided vehicles whenever they saw any.
(05-23-2018, 08:22 AM)LoverIan Wrote: »>Could we use cryo-artillery on the vent points of Region 1, and back that up with weather machine (rain) usage to make the resulting blockages even more sizable. Gradually choke them out before mounting the strike force.
With the help of the Deathman’s Freezer Bombs, yes.
(05-24-2018, 03:34 AM)smuchmuch Wrote: »How many more author forge points can we expect from that clean up ?
And how long will it take ?
Can we speed the proces ?
Considering the sheer number of monsters involved in the attack on Cadrow City, you’ll be looking at about 800 Author’s Signatures. It will take 5 days to completely scrape every nook and cranny for it.
More units aren’t necessary; the city’s inhabitants are already doing the dirty work themselves, eager to get rid of it and turn it into something you can throw back at the enemy.
Next update’s in June 2018. Will be asking about which one to attack: Region 1 or 2? And what’s the strategy for tackling them?
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RE: Art of Domination Thread 04
05-25-2018, 03:31 AM
(This post was last modified: 09-01-2019, 03:14 PM by smuchmuch.)
Wait wait wait
Hold the presses here.
Quote:Francoise: It seems the Author’s Forge is indeed sentient and capable of understanding what we want.
That is huge news of its own right.
And I mean strategically so on op f all the implicaton
So far while the author forge could be usefull to create shock troops and specialty units, but ultimately would be a crutch, due to only having a fixed list of production at the diffrence of our omni factory that can recieve new plans and units as research and upgrades march on.
But if it's sentient and can deign new stuff on demand that kiiiiind of changes everything.
I mean I'm not saying our omni factory is not important it' still our main troop production if just in number alone (cause for as poweful as the things the author forge can create, they are only but a few of them) but stil it changes things quite a bit, makes the author forge hella more versatile as an asset.
We should send a team to 'talk' to it and see if it has rules and limits to what it can come up with.
Like could it, uh come with 'scavengers monsters' who could actualy do the whole recuprating Region 1 monster corpses and throw them into the Forge to gather author point way more faster ?
(And man, 800 As on top of the 500 were alreay waiting for ? At 1300 total that should make a nice shopping spree of our own abominations.)
Also speaking of Author forge abominations, we had a good chance to get void spheres, safety orbs, usurper knights with phantomic repeaters and void artillery in action. Just how well did they perform ? (just to get an idea of how performant/usefull they are in battle for futuer reference.)
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RE: Art of Domination Thread 04
05-25-2018, 03:40 AM
Regardless of our military strategy, we need a public relations offensive in Region 2. And we need to start it ASAP.
Right now, the humans who are buying into North's propaganda are most likely terrified. To them we're looking like an unstoppable force.
We need to look at who we can potentially contact in the region. We don't have many supporters, but 5% of the population can still accomplish quite a bit if we organize them. And there may be people in that other 95% who are willing to listen to us, even if they don't really trust us.
Actually, if not for the fact that there are highly advanced aliens interfering in this mess, it wouldn't be crazy to just send a message to Region 2's commanders and tell them "we're only after Region 1, if you stay out of our way we'll stay out of your way". With the president clearly being nuts, and Region 1 only containing research labs that produce monstrosities, it's not impossible the offer would be accepted. But I suspect the Authors are more or less directly controlling anyone in a position to consider it.
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RE: Art of Domination Thread 04
06-11-2018, 08:49 PM
On the topic of our weather machine, its effective range is limited by the prohibitively expensive costs of supplying power to the facility while it influences distant regions. It seems plausible that we could solve this problem altogether by connecting it to an EPB power source. How much time and money would such a project cost?
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RE: Art of Domination Thread 04
06-17-2018, 08:35 AM
Since the AF can just do certain things should we consider creating another Omni-Factory, or some sort of point usage that increases research speeds/creates shortcuts?
Hell what if we just use it to create a bypass for things like the weather machine, like a living powerplant to fuel it? And furthermore bio-organic drones that scour region 5 like a cleanup crew, converting the waste and toxic material into usable fuel for the factory.
Create stealth ships that operate via psionics to incapacitate the hostiles in an area. We're talking the equivalent of giving a city a sleeping pill in brainwave form. If we do it covertly enough we could outright sweep through most of Region 2 couldn't we?
Should we create an author-tech division. I can't imagine we'll be able to have these powers forever, and I fully well expect a major issue or two to be thrown at us. While we have said power we should probably look for ways to bolster what we already have, or defend this with tooth and nail.
Another concept, if we can make bio-organic computers we could probably create something like a bio-organic supercomputer, and the resources necessary to network it with Francoise & Co.
And lastly what if we just try to skip some steps on Billion Effing Nightmare research and production.
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RE: Art of Domination Thread 04
07-15-2018, 09:53 PM
(This post was last modified: 07-24-2018, 12:11 AM by PaperGolem.)
(05-25-2018, 03:31 AM)smuchmuch Wrote: »Quote:Francoise: It seems the Author’s Forge is indeed sentient and capable of understanding what we want.
That is huge news of its own right.
*snip*
But if it's sentient and can deign new stuffon demand that kiiiiind of changes everything. (06-17-2018, 08:35 AM)LoverIan Wrote: »Since the AF can just do certain things should we consider creating another Omni-Factory, or some sort of point usage that increases research speeds/creates shortcuts?
No, that's not exactly true. It's apparently not limited to only producing items on the list we were given before, but remember:
(08-08-2017, 08:35 AM)Mayu_Zane Wrote: »You order HQ to begin inspecting he Author’s Forge as soon as possible. With instructions left behind by Intruder, they manage to operate it with ease, though no one in your R&D teams quite understands how it works. There are no buttons or switches; it reads your thoughts and
will only build what has already been pre-programmed by Intruder.
So it doesn't necessarily have the ability to invent things. Either the scanning meatware is something Intruder pre-programmed that just wasn't fancy enough to be on the list, or maybe the Author Forge just rearranged pieces it already had programmed. Like, maybe the scanning meatware is mostly just a control panel off of the Void Sphere, or something. So we can make organic gadgets, but we probably can't get new really magical stuff if it isn't on the list.
Makes me wonder if an adaptation of the Overmind Armor has any applications for the psionic training program? The Psi training has a risk of burning out the neurons that are stimulated. If the overmind armor counters psychic attacks on its own then it probably wouldn't have an application, but if it does so by enhancing the wearer's brain or something, then maybe it would.
Other adaptation: I assume the Phantomic repeater is normally designed for someone with hands, but I'd bet it could easily be a mounted weapon incorporated onto Grenda's arsenal. Probably the best person around to have at least one, I see no reason we shouldn't spend some AS on that. Maybe politics? Arming the human federation with wacky guns....ahhh it's probably fine.
As for the arms manufacturing decision, I vote for
>: Seek and Destroy.
I think the second half of it is the more special part, it synergizes well with the author forge. Combined with Phantomic Repeaters, CWS could both see through walls and shoot through walls. Or maybe drive an APC up to a gang of bodyjackers and shoot them without leaving the APC. Hopefully the Commander's Vanguards could also get to see through walls, add on the Overmind Armor and we'd be getting serious about monster-hunting.
EDIT: Ahhh, nevermind. It's a neat combo, but it's a solution without a problem. Everybody notes Instant Recovery, that makes sense to me. It's a war against bioweapons, after all. All kinds of nasty crap. I'd say Sky Supremacy is still pretty valuable, though. Just because we fought hovertanks once in Region 4 doesn't mean we won't again. And it also synergizes well with our infantry-focused army, because it armors up the Skyshadows. Can't portal on to Region 1 with the brains, gonna have to use Skyshadows, and tumorhide armor is too heavy for aircraft. Also, those triple cores are gonna pop up pretty soon, right? And it supposedly takes like 1000 troops to be equivalent to 10 of 'em? Screw that, let's use something that won't just get lasered to death. So actually my vote is for
>: Sky Supremacy
, with Instant Recovery in second place.
MORE EDIT: I got frustrated trying to find descriptions of the PMC units, so when I eventually found them in the dropbox I figured maybe other people would get frustrated too, so I put them on ye olde mostly unused out of date wiki.
EVEN MORE EDIT: Oh, and uh...does Lagantis being here mean he's going to manage most of the troop deployment and stuff? We were here first, but he DOES outrank us.
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RE: Art of Domination Thread 04
01-02-2019, 11:11 PM
Oh man this is still going. I had forgotten all about this adventure.
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RE: Art of Domination Thread 04
01-10-2019, 01:09 PM
Update incoming. Sorry for the delay, I've been fighting off bronchitis. Spent more than a week without leaving my home. Writing is finished, just need to work on 4 pictures. Stay tuned, and thanks for your continued interest!
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RE: Art of Domination Thread 04
01-12-2019, 09:05 AM
(06-11-2018, 08:49 PM)Ganelon Wrote: »On the topic of our weather machine, its effective range is limited by the prohibitively expensive costs of supplying power to the facility while it influences distant regions. It seems plausible that we could solve this problem altogether by connecting it to an EPB power source. How much time and money would such a project cost?
1 Week, 500,000 RP
(07-15-2018, 09:53 PM)PaperGolem Wrote: »Oh, and uh...does Lagantis being here mean he's going to manage most of the troop deployment and stuff? We were here first, but he DOES outrank us.
Officially, General Lagantis has delegated running the campaign on Planet-117 to you, as he trusts your judgement. He outranks you, yes, but he will not interfere unless he feels it’s absolutely necessary. He’ll still give suggestions and recommendations during your campaign. He’s taking on the brunt of the work of managing the defense of the colonies. Focus on Planet-117.
(05-19-2018, 04:01 AM)smuchmuch Wrote: »If we are going to be invding Region 1 on foot, "Hold the line" seems the best choice as it multiply our infantry forces wrth gaans Smith abomnation.
HOLD THE LINE HAS BEEN ACTIVATED
All infantry units carry portable cover, freezer grenades and flamethrowers for combat against enemy monster-hordes.
Each Regular Army battalion will be given a Digger Drone, able to dig a trench faster than any soldier, meant to impede the advance of enemy creatures.
Combat Effectiveness and Survivability of our soldiers against mass hordes has dramatically increased!
Ghulls: Vora, the Swiftback and the Disaster Mechs are here!
The Swiftback codenamed ‘Carpenter’ has arrived near your ship, and has de-cloaked. His transport is relatively tiny, and doesn’t give off any kind of thermal radiation. A stealth ship, fitting for a shapeshifting assassin. Its designation is ’Nobody Here’.
It is very oddly-shaped, but it must be for a good reason since it works very well as a stealth ship.
You see his face clearly on the screen.
Carpenter: Carpenter AN92-Q. You can call me Carpen for short.
You: Welcome to the fight, Swiftback. If what I’ve read is true, you can fool even the most advanced biometrics.
Carpenter: Correct. Automated security systems are no problem for me.
Just as he finishes speaking, another transport ship arrives. It’s carrying the two Disaster Mechs.
Carpenter: As you requested, Commander. Two Disaster Mechs, ready for havoc.
You can see an image of a Disaster Mech.
A note pops up:
[[Please note: Disaster Mechs make extremely loud sounds and can cause permanent deafness within 100 metres. Do not use in civilian-populated areas. Rocket pods are in the rear of the Mech, so protect its backside as ammo explosion can occur.]]
Then, you see another face appear on screen. A saramis?
You: Who’s this?
Carpenter: Commander, this is Zasha. Another Swiftback, but they are here as a liaison for the Human Federation.
Zasha: Pleasure to speak with you, Commander. Let’s get right down to business: The Human Federation’s Security Council has become interested in Planet-117’s moon. Our scientists believe we can get it operational again as a starship. We have found similar, planetoid vessels all across our colonies and they share the same kind of technology.
You: I’d be happy to cooperate. What do you need?
Zasha: We need access to the portal you found, the one at Fortress Cyrano. The Federation will set up a laboratory manned by remote-piloted drones with the aim of re-purposing the Author Starship into a weapons platform for our shared cause.
You: Can you promise me that after all this is over, the Federation won’t turn the moon against us?
Zasha: The Human Federation does not harm other civilizations without reason. If the Saramis Alliance does not antagonize us, we will not attack you. As a sign of trust, we will allow your scientists to take part in this project as well.
You: Very well. You have permission to set up a lab in the moon.
Zasha: Thank you, Commander. We will update you as we make further discoveries.
You: Wait, before you go: You’re a Swiftback too, right?
Zasha: Correct.
You: Why would they send a Swiftback as a liaison? Aren’t you supposed to be assassins and saboteurs?
Zasha: We are shapeshifters, ma’am. That’s also useful for diplomats, as we can assume forms our partners are comfortable with.
You: Is that why you look like a saramis?
Zasha: Yes. If you are uncomfortable, I can easily change to another face…
You: That won’t be necessary. Just don’t change your form during your stay, or else people might get confused.
Zasha: Of course, Commander.
Zasha, the Human Federation Liaison, wastes no time in taking their place at Fortress Cyrano. Their colleagues get to work alongside your own researchers.
It is now time to go on the offensive. Intel from Seekers show that Region 2 is preparing their own assault force to invade Alliance-held territory. Region 5 still has Braintrees and some monsters roaming the landscape, but there is no organized enemy force there. Securing it might seem unnecessary, but the as the planet’s dumping trash site, there may be useful technology or materials to be recovered underneath all the garbage and toxic waste, not to mention the potential uses of the Walking Factory’s remains.
Region 1 is quiet, but no doubt the enemy’s central command is plotting another attack.
You may also divide your forces to run simultaneous campaigns. For example, you could just send a small contingent to secure Region 5 while your primary focus is elsewhere. Thanks to Portal technology and the establishment of local City Guard militia, keeping your forces in your own territories has become less of a concern; you could easily send troops to protect settlements if the enemy somehow sends another invasion force.
- Attack Region 1
- Attack Region 2
- Secure Region 5
- Attack more than one region at once
>_
Units available:
Show Content
Spoiler
Special Agents
Hawkeyes: Explosives expert and adept at trap detection. - IN BATTLE AT CADROW
Talbat: Assassin. - IN BATTLE AT CADROW
Linesman: Cyberwarfare Specialist.
Kuroda: Cyberwarfare Specialist.
Grenda: Doomcat, cat in mobile combat suit. Excellent at sudden strikes and assassinations. Shock Unit. - IN BATTLE AT CADROW
Lt. Hayes: Diplomat with division of former Robert North soldiers. Currently searching and detaining Servants of Saramis cultists.
Carpenter: Swiftback unit, able to shapeshift into any person.
7 Human Spies
Ventica - Monitoring Cobalt City
Leon - Monitoring Cobalt City
Geoff Prowers
Robert Jones
Scooblazone ‘Scooby’ Mingle
Michael Thorn
Edita Dudek
1 Swiftback Shapeshifter
Agent Carpenter
Superweapons:
Weather Machine - Can clear out smoke or mist, cause rain, snow, heat wave.
= Saramis Alliance Regular Army Troops =
Each battalion, saramis and human alike is 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.
34 Battalions
All troops stationed at HQ unless otherwise stated
Battalion 1 - Lt. Malino (188 out of 1000 troops active) Region 3
Battalion 2 - Lt. Fadar - In Region 3, west coast
Battalion 3 - Lt. Kassar - Region 3
Battalion 4 - Lt. Jagal - Region 4, border with Region 3
Battalion 5 - Lt. Marad - Cadrow City, Region 3
Battalion 6 - Lt. Hatak - Cadrow City, Region 3
Battalion 7 - Lt. Lais - Cadrow City, Region 3
Battalion 8 - Lt. Zoko - Cadrow City, Region 3
Battalion 9 - Lt. Sivo - Cadrow City, Region 3
Battalion 10 - Lt. Varas - Cadrow City, Region 3
Battalion 11 - Lt. Magaro - Cadrow City, Region 3
Battalion 12 - Lt. Habruk - Cadrow City, Region 3
Battalion 13 - Lt. Veris - Cadrow City, Region 3
Battalion 14 - Lt. Kando - Cadrow City, Region 3
Battalion 15 - Lt. Milvero - Region 3
Battalion 16 - Lt. Hildevar - Region 3
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
Battalion 25 - Lt. Meriff
Battalion 26 - Lt. Sikburr
Battalion 27 - Lt. Agrans
Battalion 28 - Lt. Nikfel
Battalion 29 - Lt. Lagbos
Battalion 30 - Lt. Veranos
Battalion 31 - Lt. Kinaski
Battalion 32 - Lt. Skappal
Battalion 33 - Lt. Densum
Battalion 34 - Lt. Weerm
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
30 Sahela-9 Rapid Combat Vehicles
2 DSR-1987 Disaster Mechs [[Please note: Disaster Mechs make extremely loud sounds and can cause permanent deafness within 100 metres. Do not use in civilian-populated areas]]
Sigmoid
Duodenum
6 Volcano Tanks
Sunshine - Cadrow City
Lollipops - Cadrow City
Rainbows - Cadrow City
Screamer - Cadrow City
Polisher
Beast
30 Sonic Swatters
Gaoler
Basher
Whirlwind
Harrier
Kettle
Pilfer
Cauldron
Jank
Flayer
Imp
Granny
Jingler
Clutter
Deleter
Citrus
Lockdown
Cymbal
Clang
Woodsman
Downhill
Smokestack
Sweeper
Skids
Lamplight
Loudmouth
Screecher
Junkpile
Big Tone
Houseboy
Warsong
40 SASAPC-12
Boxcars - Cadrow City
Ferryman - Cadrow City
Taxi Cab - Cadrow City
Butler - Cadrow City
Splinter - Cadrow City
Caravan - Cadrow City
Caboose
Caramel
Gourmet
Hotpot
Klaxon
Typewriter
Handlebar
Glovebox
Speedy
Blacklist
Townie
Pepper Flash
Oven-top
Nitrous
Railroad
Homesick
Squire
Basket
Big Chair
Sender
Extra Fresh
Seedling
Eggbox
Smackdown
Little Man
Blanket
Lifeboat
Auctioneer
Ranter
Old Bumpy
Carriage
Spokes
Bitter Candy
Pillowcase
== Author’s Notes Units ==
3 Portal Wagons
Keymaster
Doorman
Portalier
3 Sentinel Orbs
Oathkeeper
Promises
Silent Dad
5 Void Spheres
Neverland
Banishment
Chainlink
Death Egg
Single Point
2 Abyssal Artillery
Gundark
Night Owl
1 Truth Extractor
4 Usurper Knights - Armed with Phantomic Repeaters, Cadrow City
Gallivant
Cervantes
Downfall
Galactic
Overmind Armor
5 Phantomic Repeaters
2 Disaster Mechs
Wolfdog
Adirondacks
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
(Birds of the Apocalypse)
BOTA-4 Gunship 1 - Crackerbox
BOTA-4 Gunship 2 - Thunderpain
Drones
(Intel Drones)
20 Seeker Drones
(Supply and Extraction Drones)
13 Savior Drones
(Aerial Combat Drones)
10Hunter Drones
6 Laser Drones
(Ground Combat Drones)
80 Sonic Mechs
11 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
5 Reaver Gunships
Lovebird
Blender
Bolt
House Call
Slurry
4 Jester Fighter Craft
Cyclops
Talon
Moonbeam
Raindust
4 Bloodprince Fighter Craft
Streaker
Slasher
Gunhold
Frigid
10 Skyshadows (Aerial Troop Carrier, can carry 1 battalion each, armed with gatling guns)
Highwind
Blimper
Mountaineer
Stilts
Rattler
Silver
Air Horn
Big Surprise
=======
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)
Show Content
SpoilerHey everyone, this adventure still means a lot to me, and I’m very thankful you’re all still here!
Posts: 550
Joined: Aug 2016
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RE: Art of Domination Thread 04
01-12-2019, 02:58 PM
(This post was last modified: 01-12-2019, 04:18 PM by smuchmuch.)
Oh hey nice to see this adventure is coming back. It's been a while, let see if we can shake the cobwebs.
>We have around 40 000 RP left after all the expenses in Cadrow.
there are several potential R&D project looking for our attention.
>Region 2 is mostly made of installations and urban centers on a smaller continent (by planet 117 standard which is already way small for an habitable planet). It used to be the enemy center of government and bureaucracy but has been converted in their primary production spot. They have at least 30 factories identified, likely pumping more transports and more teleport tanks and abomination as we speak.
>Region 1 is the enemy's HQ, R&D and super weapons developpement. The enemy will do everything to hold it. Most time we sent an offensive there we destroyed and pillaged most of the lightly guarded 'surface' labs in one region of the continent but had to flee from a massive counter offensive.
Nothing is natural there, it's a weird and horrible place.
The surface of it is completely barren and covered in snow except for the odd structure, usually one many traps and discarded experiments all over the place. We can deploy pretty much all the men, aircraft and vehicle we want there but except to destroy the predictable counter offensives, controlling the surface won't do us much good except as a staging area.
Heavy artillery, Enderfist strikes and bombing should be used sparringly as there's alway a risk of freeing .. something from the deep labs. .. On the hand, whatever is down there we'll have to deal with anyway soon enough as I have no doubt our enemy will free sooner or latter out of spite so that's less a limitation as it once was, I think.
Most of the real combat will have to be done into the deep labs and will be gruelling long tunnel close quarter combat. Given at this point, we'll be in the heart of the nightmare factory, expect the unexpected.
Both continents are isolated and will require sea, air or portal deployments.
Our stronger points would be air superiority and air support. We have several Reaver gunships, still two mercenary heavy gunships on payrolls, plenty of drones and even the void spheres (basically souped up gunships who laughs at the laws of physics). Our skyshadow can deploy entire bataillons anywhere on MAnava in a scale of minutes at most and they are stealthy. We also bought some shinny air superiority fighters to support them.
Our general infantry and light armor are standing not too shabby.
We did lose quite few sonich mechs in Cadrow but still 30 left make a good vanguards and they are still some of our stronger counter to Smith biological abominations. Swehella vehicles allow us to complement our infantry for speed deployment and machine gun support.
Our infantry bataillons themselves stay on the whole, much superior to most of the enemy infantry and our recently activated protocol should augment their efficiency tenfolds. However we haven't seen no traces not hair or Some North's most powerful abomination like Max the regenerating assassin or his elite troops, the triple cores who have author enhancements on them so we should expect to meet them sooner or later. Likely the weakest and more mundane of North's troops we weeded out in region 4 or 5.
We also are also not lacking in stealth and sabotage or shock troops options
We have a lot of spies, not counting the recently arrived swiftbacks. Also solo agents like talbat or grenada the doomcat, and our stealth troops we have some fairly good options that can dish swift stealthy destruction. the phantom knights aren't very stealthy but they are still one man comando teams, especially armed with phantomic repeaters and explosive charges. Not to mention our portals allow to sneakily deploy them pretty much everywhere we can get coordinates with a bit of coordination and even if that fails our savior drones can airpick or drop them.
Ground logistics and heavy armor are our weakest point certainly.
While we bought quite a few APcs, 40 is barely enough compared to the 34 000 soldiers total all our batiallons are clocking. Still, the portal wagons allow us to relieve that a bit.
Our armored division is barely existent, let's be honest with only a few volcano tanks, our tanks aren't great,and we only have 6 of them which is ridiculously low for any modern army.. The disaster mechs will help a bit as they seem fairly tough and well armored (so I'll count them in the same category as a heavy tank) but nonetheless we are better deploying them defensively, as support and perimeter guard around our void artilleries or to secure retreat points for Monach whose fast hover chassis can do hit and run tactics.
Still I don't think it is as bas as it might sounds. The fact is.. Manava is tiny. Like seriously, a continent on Manava would barely qualify as a country on Earth. So we're quickly going from installation, to installation, urban combat from urban combat and generally fairly unusual situation and battlegrounds. There's just not enough open field combat where classic tank warfare is all that needed.
And now with region 1, most of it will be underground combat.
We bought a lot of APcs for Cadrow but, and i'll grant gloomy was right on this, not nearly enough to have a good modern mechanised infantry tactics so we'll have to rely on our vehicles more as support than our main assault force, I'm afraid. We do have a lot of sonic swatter to assure Anti air superiority but we'll likely want to keep them deployed at home to avoid another wave of surprise transports
Our navy is also pretty weak, pretty inexistant, but so far that hasn't been much of a factor and so far so is the enemy's.
tho is it good to note that our main troop deployment carrier are waterborne and our needlefish submarine can double as tactical launchers.
--------------------------------------------------------------------------------------------------------------------
We need to neutralize Region 2, at least it's production capacities, another counter offensive like those transports but bigger and we'll be seriously hurting. And at the same time we need to start establishing a beachhead on region 1. The more we leave them alone, the more dangerous they are
If we manage to keep the pressure on their home turf they shouldn't be ble to do anything on Region 5 so we can keep a light presence.
I think our best bet is to another raid on Region 1.
But this time rather than fully retreating when they counter attack, we try to stand in a prepared position that will be our future region 1 beachhead. Maybe use some of those old surface labs we cleared as fortified position. If the cost of holding id too much then we evacuate but remember every enemy unit we kill on the surface as part of a counter attack, we won't have to face later in a deep lab.
Meanwhile we send a second smaller raid, all fast hit and run units and air bombardment on region 2. The goal is to destroy and cripple as many factories as possible. But also in the panic and destruction, create some blind spots to send our spies and infiltration units by portal while the enemy is busy. Same objective, destroy or cripple as many factories as possible.
No there are several thing I don't like about this strategy to be honest, I would much rather secure region 5 and conquer region 2 before tunirng to region if we could. But time is of the essence nd the enemy just upped the ante and their timetable and so must we. we have to get pressure to them, and fast.
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RE: Art of Domination Thread 04
01-14-2019, 01:04 AM
I said it all the way back at the start of this adventure and I'll say it again. I think the best way to handle Region 2 is with guerilla warfare. Yes, we have the numbers and advantage to plan an actual assault now, but I still think that jumping from island to island with any organized force will be time consuming and provides a big target point for the enemy to hit us with some Authorian monstrosity. We should make use of our spies, Intelligence advantage, and our agents to maximum effect.
Our Cyber-warfare Specialists should focus on Region 1. We should prepare the bulk of our forces for probing/exploratory actions into Region 1. Better to keep our enemies on the defensive so they can't prepare more attacks, like what happened with Cadrow City. Carpenter will also be invaluable here. Our objectives are information gathering, to unbalance their defenses, and find a suitable place for a foothold.
Grenada should attack installations in Region 2. Semi-autonomously. We should know as little about what it is she plans to do as possible. Two or three of out Spec Ops units should outfit for sustained guerilla warfare. We then should make use of portals to make hard, fast hits at critical points in blitzkrieg -style. Those critical points can be calculated by our AI Allies. The goal would not to be to outright conquer Region 2 but to leave them with no real recourse but to surrender. Put strains on them between the military and the populace. Sow dissent. Our human spies could work wonders here. We need to change public perception in Region 2 in order to make continued production not only untenable but destabilizing. Our objectives here are precision strikes, minimal casualties (on both sides), and information control.
For Region 5... we should just maintain the border and maybe send 1 or 2 Spec Op squads to investigate stuff. If the Resistance in Region 5 needs help and asks for it, we should coordinate with them as much as possible. The goals here are basically maintaining the status quo unless we see an opportunity to affect meaningful advantages for minimal costs.
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RE: Art of Domination Thread 04
03-28-2019, 06:19 AM
(This post was last modified: 03-28-2019, 10:46 PM by Mayu_Zane.)
(01-14-2019, 01:04 AM)gloomyMoron Wrote: »Our Cyber-warfare Specialists should focus on Region 1. We should prepare the bulk of our forces for probing/exploratory actions into Region 1. Better to keep our enemies on the defensive so they can't prepare more attacks, like what happened with Cadrow City. Carpenter will also be invaluable here. Our objectives are information gathering, to unbalance their defenses, and find a suitable place for a foothold.
Grenada should attack installations in Region 2. Semi-autonomously. We should know as little about what it is she plans to do as possible. Two or three of out Spec Ops units should outfit for sustained guerilla warfare. We then should make use of portals to make hard, fast hits at critical points in blitzkrieg -style. Those critical points can be calculated by our AI Allies. The goal would not to be to outright conquer Region 2 but to leave them with no real recourse but to surrender. Put strains on them between the military and the populace. Sow dissent. Our human spies could work wonders here. We need to change public perception in Region 2 in order to make continued production not only untenable but destabilizing. Our objectives here are precision strikes, minimal casualties (on both sides), and information control.
For Region 5... we should just maintain the border and maybe send 1 or 2 Spec Op squads to investigate stuff. If the Resistance in Region 5 needs help and asks for it, we should coordinate with them as much as possible. The goals here are basically maintaining the status quo unless we see an opportunity to affect meaningful advantages for minimal costs.
You order your Cyber-Warfare Specialists to devote more resources to monitoring any communications going in and out of Region 1. Carpenter, your Swiftback agent, is immediately assigned a task: Infiltrate Region 1 and get as much intel as possible.
He goes down planet-side to equip himself with captured enemy weapons and uniform, then uses a portal to arrive at the border between Region 1 and 2. He will inform you once he’s found anything noteworthy.
[[Agent in Region 1: Carpenter, Swiftback Infiltrator]]
Next, you order Grenda to strike deep into the heart of enemy territory in Region 2. The Operation to disrupt enemy activity in Region 2 has been assigned Operation Gadfly. She is given guidance by Feathers and Francoise with regards to how she will conduct Operation Gadfly. Though Grenda is a little annoyed by having her own judgement overridden, she complies and proceeds to attack designated targets.
Spec Ops Units 1 and 2 are sent into Region 5 for intel-gathering. You order them to report as soon as they find anything like hidden weapons or monsters. They faithfully obey.
WEEK 7 DAY 2
02 00 hours
You are awakened by Ghulls. You rush to the bridge, still in uniform. You’ve been so pre-occupied that you barely thought about changing your clothes.
Ghulls: Vora, we got an encrypted message from Agent Carpenter. It says:
“MISSILE LAUNCH. HUGE PAYLOAD. PREPARE FOR IMPACT IN REGION 3.”
You: A missile?!
Ghulls: A hidden silo in Region 1. Impact in six minutes. Weird thing is, we’ve checked the trajectory and it’s just going to hit in the middle of nowhere.
He shows you a map on screen.
You: We should try to shoot it out of the sky. Send all aircraft to intercept!
Ghulls: Understood! All pilots, engage the missile!
Your pilots fly out to meet the missile, travelling to Region 3 at supersonic speed. Jesters, Reavers, Bloodprinces and Void Spheres travel as fast as they can. Streaker, one of the Bloodprince pilots, calls in.
Streaker: Commander, this is Streaker. Target in range, opening fire.
Your Reavers and Jesters blast the missile with everything they got. The outer shell, which had been obscuring the contents from your sensors, falls off.
Streaker: WHAT THE HELL?
Lagantis: Mechs!
Ghulls: Model unknown, can’t find anything like these things in the database!
Your aircraft intercept a radio message from one of the mechs. It sounds like someone reciting poetry:
“When the stars turn to steel
And Heaven pierces your gaze
Whose mercy do you plead?”
You: Fire everything you got at them!
The six mechs are shrugging off the missiles thrown at them. The armor is definitely taking impact, but they show no sign of real damage.
Only the Void Spheres are able to make any serious dents. However, it turns out the mechs have jetpacks and are taking evasive maneuvers, making it difficult for the Void Spheres to land solid hits.
Fortunately, a lucky hit to a jetpack takes one of the mechs out of commission, and falls to the ground covered in smoke. Five enemy mechs remain.
Another radio transmission from a Paladin:
“Fortune smiles upon your efforts,
But fortune is never a friend.
Dare you tempt fate again?”
Feathers: Analyzing footage… designating enemy mech as ’Paladin Mech’. Extremely strong armor, equipped with jetpacks and eight laser cannons.
Streaker: Commander, our munitions aren’t having any real impact on their armor. Only the Void Spheres are doing serious damage. Should we return to base?
You: Jesters, Bloodprinces, Reavers, all of you disengage. Void Spheres, do your best!
Streaker: Understood, thank you Commander.
One of the Void Sphere pilots contacts you.
Death Egg: This is Death Egg. Enemy Paladins are separating. There are five of us and there are five of them. Should we engage one on one or all focus on one target?
Ghulls: Two of them are heading to Cadrow City. Another two are going to Gourdman. The last one is moving towards Mullville City.
A Paladin poem is heard over the radio:
“All roads lead to destiny.
A single seed into infinity.
Blood on your lands.”
Rainhar: What is it with these weird poems?
“We wanted limbs and mouths.
A fleeting, happy feeling,
Like a long-forgotten dream.”
Francoise: The mechs… they’re all driven by the same pilot. Another AI, like me and Feathers. Actually, it’s more like the Monash hovertank AI. A group of bodies networked together. This AI, it might just be having its own bit of fun with poetry.
Rainhar: Whatever it is, it’s annoying.
You: Is the AI receiving orders from Region 1?
Feathers: It’s definitely receiving signals, though we cannot decipher them.
What do you do? Do you order the Void Spheres to concentrate on one target? Split off into groups? Order ground troops to try engaging? Try to communicate with the Paladin AI? Get the CWS to try and hack a mech?
Keep in mind, that whatever kind of armor has been fitted onto these mechs, only the miniature black holes have been able to do more than dent the armor.
>_
Show Content
SpoilerIf you never sent an agent to Region 1, would Paladin still come? Yes.
Units available:
Show Content
Spoiler
Special Agents
Hawkeyes: Explosives expert and adept at trap detection. - IN BATTLE AT CADROW
Talbat: Assassin. - IN BATTLE AT CADROW
Linesman: Cyberwarfare Specialist.
Kuroda: Cyberwarfare Specialist.
Grenda: Doomcat, cat in mobile combat suit. Excellent at sudden strikes and assassinations. Shock Unit. - IN BATTLE AT CADROW
Lt. Hayes: Diplomat with division of former Robert North soldiers. Currently searching and detaining Servants of Saramis cultists.
Carpenter: Swiftback unit, able to shapeshift into any person.
7 Human Spies
Ventica - Monitoring Cobalt City
Leon - Monitoring Cobalt City
Geoff Prowers
Robert Jones
Scooblazone ‘Scooby’ Mingle
Michael Thorn
Edita Dudek
1 Swiftback Shapeshifter
Agent Carpenter - Region 1 infiltration
Superweapons:
Weather Machine - Can clear out smoke or mist, cause rain, snow, heat wave.
= Saramis Alliance Regular Army Troops =
Each battalion, saramis and human alike is 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.
34 Battalions
All troops stationed at HQ unless otherwise stated
Battalion 1 - Lt. Malino (188 out of 1000 troops active) Region 3
Battalion 2 - Lt. Fadar - In Region 3, west coast
Battalion 3 - Lt. Kassar - Region 3
Battalion 4 - Lt. Jagal - Region 4, border with Region 3
Battalion 5 - Lt. Marad - Cadrow City, Region 3
Battalion 6 - Lt. Hatak - Cadrow City, Region 3
Battalion 7 - Lt. Lais - Cadrow City, Region 3
Battalion 8 - Lt. Zoko - Cadrow City, Region 3
Battalion 9 - Lt. Sivo - Cadrow City, Region 3
Battalion 10 - Lt. Varas - Cadrow City, Region 3
Battalion 11 - Lt. Magaro - Cadrow City, Region 3
Battalion 12 - Lt. Habruk - Cadrow City, Region 3
Battalion 13 - Lt. Veris - Cadrow City, Region 3
Battalion 14 - Lt. Kando - Cadrow City, Region 3
Battalion 15 - Lt. Milvero - Region 3
Battalion 16 - Lt. Hildevar - Region 3
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
Battalion 25 - Lt. Meriff
Battalion 26 - Lt. Sikburr
Battalion 27 - Lt. Agrans
Battalion 28 - Lt. Nikfel
Battalion 29 - Lt. Lagbos
Battalion 30 - Lt. Veranos
Battalion 31 - Lt. Kinaski
Battalion 32 - Lt. Skappal
Battalion 33 - Lt. Densum
Battalion 34 - Lt. Weerm
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
30 Sahela-9 Rapid Combat Vehicles
20 Monash AI Hovertanks
2 DSR-1987 Disaster Mechs [[Please note: Disaster Mechs make extremely loud sounds and can cause permanent deafness within 100 metres. Do not use in civilian-populated areas]]
Sigmoid
Duodenum
6 Volcano Tanks
Sunshine - Cadrow City
Lollipops - Cadrow City
Rainbows - Cadrow City
Screamer - Cadrow City
Polisher
Beast
30 Sonic Swatters
Gaoler
Basher
Whirlwind
Harrier
Kettle
Pilfer
Cauldron
Jank
Flayer
Imp
Granny
Jingler
Clutter
Deleter
Citrus
Lockdown
Cymbal
Clang
Woodsman
Downhill
Smokestack
Sweeper
Skids
Lamplight
Loudmouth
Screecher
Junkpile
Big Tone
Houseboy
Warsong
40 SASAPC-12
Boxcars - Cadrow City
Ferryman - Cadrow City
Taxi Cab - Cadrow City
Butler - Cadrow City
Splinter - Cadrow City
Caravan - Cadrow City
Caboose
Caramel
Gourmet
Hotpot
Klaxon
Typewriter
Handlebar
Glovebox
Speedy
Blacklist
Townie
Pepper Flash
Oven-top
Nitrous
Railroad
Homesick
Squire
Basket
Big Chair
Sender
Extra Fresh
Seedling
Eggbox
Smackdown
Little Man
Blanket
Lifeboat
Auctioneer
Ranter
Old Bumpy
Carriage
Spokes
Bitter Candy
Pillowcase
== Author’s Notes Units ==
3 Portal Wagons
Keymaster
Doorman
Portalier
3 Sentinel Orbs
Oathkeeper
Promises
Silent Dad
5 Void Spheres
Neverland
Banishment
Chainlink
Death Egg
Single Point
2 Abyssal Artillery
Gundark
Night Owl
1 Truth Extractor
4 Usurper Knights - Armed with Phantomic Repeaters, Cadrow City
Gallivant
Cervantes
Downfall
Galactic
Overmind Armor
5 Phantomic Repeaters
2 Disaster Mechs
Wolfdog
Adirondacks
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
(Birds of the Apocalypse)
BOTA-4 Gunship 1 - Crackerbox
BOTA-4 Gunship 2 - Thunderpain
Drones
(Intel Drones)
20 Seeker Drones
(Supply and Extraction Drones)
13 Savior Drones
(Aerial Combat Drones)
10Hunter Drones
6 Laser Drones
(Ground Combat Drones)
80 Sonic Mechs
11 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
5 Reaver Gunships
Lovebird
Blender
Bolt
House Call
Slurry
4 Jester Fighter Craft
Cyclops
Talon
Moonbeam
Raindust
4 Bloodprince Fighter Craft
Streaker
Slasher
Gunhold
Frigid
10 Skyshadows (Aerial Troop Carrier, can carry 1 battalion each, armed with gatling guns)
Highwind
Blimper
Mountaineer
Stilts
Rattler
Silver
Air Horn
Big Surprise
=======
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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RE: Art of Domination Thread 04
03-28-2019, 07:00 AM
(03-28-2019, 06:19 AM)Mayu_Zane Wrote: »Keep in mind, that whatever kind of armor has been fitted onto these mechs, only the miniature black holes have been able to
Fragmented sentence there.
It's 5 versus 5, huh... We could fight them in equal numbers, but it'd probably be quicker to hit them with more numbers. Two take the one going for Mullville and 3 take the ones heading for Cliffton. If those can be dealt with quick enough, it leaves us with 5v2 in Cadrow. Since Cadrow already experienced an attack recently and is probably still partly evacuated, it makes the most sense to attack those two Paladins last. It is a bit callous, but there is just probably less to destroy or damage at Cadrow when compared to our other cities. That being said, we should try and stall those two if possible. We need them to be locked or slowed down. Try pelting them with Volcano fire and send out Usurper Knights to try and distract them.
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RE: Art of Domination Thread 04
03-28-2019, 01:17 PM
Can the signals be jammed?
Additionally, could the network be jammed? Disrupting their ability to communicate should lower their fighting efficiency in the approaching skirmish.
Quiet. Good for an unusual opinion. Doesn't talk much.
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RE: Art of Domination Thread 04
04-05-2019, 02:45 PM
Whoa, finally replied to your deviantart post after 3 years, looks like I've got a lot to catch up. Some images on page 2 and 3 are missing, you might want to fix that.
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RE: Art of Domination Thread 04
04-06-2019, 01:43 AM
(This post was last modified: 04-07-2019, 05:03 AM by smuchmuch.)
(03-28-2019, 07:00 AM)gloomyMoron Wrote: »It's 5 versus 5, huh... We could fight them in equal numbers, but it'd probably be quicker to hit them with more numbers. Two take the one going for Mullville and 3 take the ones heading for Cliffton. If those can be dealt with quick enough, it leaves us with 5v2 in Cadrow. Since Cadrow already experienced an attack recently and is probably still partly evacuated, it makes the most sense to attack those two Paladins last. It is a bit callous, but there is just probably less to destroy or damage at Cadrow when compared to our other cities. That being said, we should try and stall those two if possible. We need them to be locked or slowed down. Try pelting them with Volcano fire and send out Usurper Knights to try and distract them.
Agree with the general gist of the plan but not with using the Usurper knights. They won't be much help for this.
First because they are armed with phantomic repeater who, you may remember, can only target fleshy things (it's literlay the whole point that they would bypass armr and plating but that's only usefull if there's a fleshy target under it), they aren't going to do jack againt Ai controled full on mechanic robots.
We could arm them with anti tank weapons, sure but if our gunship couldn't harm these things except for the void spehere, we don't have anything portable by infantry that could be comparable to a void sphere singularity canon.
And even if we had then they'd have the main problem as any infantry unit we'll send against these things: Eight (heavy ?) lasers. Even if the Usuprper knight are a tiny bit more rssistant they'll still be roasted pretty fast. Laser go at the speed of light by definition, no dodging possible and any AI worth it's salt will NOT miss, ever.
However. These mechs are using lasers as armement, right ? Wellt that's exactly why we develloped tumorhide laser resistant armor for our vehicles.
The volcanos are a great idea, with the molten shots being able to harden and wlo down the targets after a while if they hit but they'll need help. I think on top of volcano tanks to slow them down, we could also send tumorhide clad sonic swatters to keep them of balance. Their heavy sonic blast are made to destroy buildings and, by their name, swat air units out fo the air. They should be able to shake even the most amor platted mechs, especialy if targeting those obvious leg joints weakness . And if the mechs try to use their jump jets, they can knock them out of the air.
Even if it doesn't hurt them, it should do wonders to slow them down considerably
Also our black hole artilleries. Don't know if their name is indicative and if they'll have anything similar to the void sohere, damage wise, but it's worth a shot.
Quote:Additionally, could the network be jammed? Disrupting their ability to communicate should lower their fighting efficiency in the approaching skirmish.
Jamming their comm is also a good idea. If it's feasible.
Depending of what kind of signal is used, we could try using the weather machine for it. High air pressure and stroms might play havoc on broadcasts. Not to mention heaby rain would make it even harder for them to fly or walk. good to slow them down.
(The two problems with this is that not only does the weather machine cost tons of money to operate as we've seen when clearing the smoke in cadrow, it also works both way, and would affect our units if they need to get closer to the mechs. (I assume the volcano tanks and sonic swatter have good rnage so that shoudln't be a hug problme but you never know))
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RE: Art of Domination Thread 04
05-14-2019, 11:07 AM
Hey guess what.
I've been updating the Art of Domination mirror on MSPFA over the last several months, and I finally finished.
Here it is https://mspfa.com/?s=289&p=1
I would recommend reading this to remind you of everything that's happened and that could possibly be put to good use now.
Man I feel like I should say something else in this post but I don't know what.
Art of Domination is very good, and I feel like its better if you read the whole thing, so im glad to facilitate that.
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RE: Art of Domination Thread 04
05-16-2019, 03:41 PM
(This post was last modified: 05-16-2019, 04:12 PM by Dis_Aster.)
S'been a while since I last read through the whole thing again, and the fact you took the the time to update the mirror does wonders, especially considering it's a lot easier than sifting through the Dropbox and finding the right post (as there is the occasional early draft mixed in, along with some unused scraps), though I have noticed some odd inconsistencies, like the sequence with Olpho in Lab Barbarossa. I remember in the initial MSPA thread that there was a brief flashback sequence to the incident that lead to him losing an arm, a leg, and an eye that's missing in the mirror.
I also don't really remember the picture of dream!Rainhar getting his brains blown out during the dream sequence in the original thread, but it seems everything else lines up just fine.
Also, the fight for Adderbear is missing the part where Vora dealt with the building Maestro was holed up in. Like, it skips over that and goes straight to how the fleeing enemy soldiers are dealt with. (EDIT: Apparently, that just seems to be a problem that's.. also inherent to the dropbox itself, given that for some reason that particular result just isn't there, apparently. ...And the Internet Archive doesn't have pages 16-21 of Thread #3, so there goes trawling that as an option. Ugh.) Other than that, and a conspicuously large blank spot on one of the pages (I think during one of the conversations between Max and the Tri-cores), along with the occasional stray tag I'd say you've done solid work on the mirror so far. Just got up to W5D5. I'll see if there's any other inconsistencies that don't match up with my memory up 'til the point where the mirror hits the start of this thread.
I'd also appreciate if someone else who's been around could read through the mirror as well and see if there's any other odd inconsistencies that I may have missed as well. I think there may have been some other stuff earlier on as well, but I stupidly hadn't made a point to keep track of what up 'til the bit with Olpho in Lab Barbarossa. Might also be some merit in trying to scrounge
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RE: Art of Domination Thread 04
05-17-2019, 06:52 AM
Oh yeah, there was a page in the dropbox that started with Olpho having a flashback. It was short though, with a single image and ending with the "what do you do?" prompt. The next page in the dropbox just went back to the present though, so I assumed that there was more to it which didn't get archived, and I decided that includinging just the very start of a flashback would be more confusing than not including it at all. I can put it in easy enough though, if that's what I should do.
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RE: Art of Domination Thread 04
05-19-2019, 02:33 AM
(This post was last modified: 05-19-2019, 02:34 AM by Mayu_Zane.)
(05-14-2019, 11:07 AM)Ten11 Wrote: »Hey guess what.
I've been updating the Art of Domination mirror on MSPFA over the last several months, and I finally finished.
Here it is https://mspfa.com/?s=289&p=1
I would recommend reading this to remind you of everything that's happened and that could possibly be put to good use now.
Man I feel like I should say something else in this post but I don't know what.
Art of Domination is very good, and I feel like its better if you read the whole thing, so im glad to facilitate that.
Thank you so much for putting in the time and effort to do this!
Also, I'll admit that I've been having trouble remembering and keeping everything organized myself, so I'd like to apologize again for the mess and all the inconsistencies that sprang up. I'll look through my files and hard drives to find what's missing.
Oh, and I'm working on the next update. It should be up before June 2019 arrives.
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RE: Art of Domination Thread 04
05-30-2019, 03:55 AM
(03-28-2019, 01:17 PM)Arcanuse Wrote: »Can the signals be jammed?
Additionally, could the network be jammed? Disrupting their ability to communicate should lower their fighting efficiency in the approaching skirmish.
You: Can the enemy’s network be jammed?
HQ: According to our CWS, yes.
You: Then do it! Block every signal coming out of those mechs!
The Paladin mechs change their behavior. Four of them immediately land, while one remains and changes course to your planet-side HQ.
Lagantis: The one still moving, it must be the one in charge!
HQ: Yes, General. The CWS say it’s still trying to send out signals. The rest are inert. Void Sphere reports it’s making a lot more evasive maneuvers.
(04-06-2019, 01:43 AM)smuchmuch Wrote: »Also our black hole artilleries. Don't know if their name is indicative and if they'll have anything similar to the void sohere, damage wise, but it's worth a shot.
You: Ghulls, order our Abyssal Artillery to fire on those four grounded mechs!
Ghulls: Right away!
Your Abyssal Artillery vehicles plant their legs onto the ground, about 2 kilometres away from the quiet mechs.
They launch their volley of black holes, and hit right on target!
Nothing remains except for a pair of craters. Targets neutralized.
The lone Paladin continues its journey to HQ. With the Omni-Factory in view, a hatch opens on its back and it drops a cluster of objects…
You: Author’s Notes! HQ, keep eyes on those things and make sure none of them get through!
Rainhar: They may be immune to gunfire, but we can at least barricade our entrances.
HQ: Understood. Sensors are tracking 20 Author’s Notes scrambling towards the western gate. We’re already locking it down.
Rainhar: Vora, I got an idea.
You: Let’s hear it!
Rainhar: So the Author’s Notes are tiny transports for soldiers, yeah? What if we use those Phantomic Repeaters on them? We don’t really know yet how they work, but either they’re organic themselves in some way, or they got organic soldiers inside them shrunken down to size. Either way, the repeaters should stop the threat! I mean, they’re projectiles MOVING AT LIGHT-SPEED!
You: It’s worth a shot! HQ, send out soldiers armed with Phantomic Repeaters to engage the Author’s Notes!
Just as the Author’s Notes reach the closed HQ gates and try to climb, your soldiers aim their Phantomic Repeaters right behind the walls.
They fire, and the Author’s Notes suddenly stop moving. Scrambled organs and what looks like minced meat erupts out of them.
Rainhar: Oh gods, that’s disgusting.
Francoise: It appears the Author’s Notes were damaged, and ejected a ‘corrupted’ version of whatever was inside them.
You: Good. We know now they have a weakness.
Lagantis: That Author’s Forge is earning its keep. Without the Abyssal Artillery, the Void Sphere and the Phantomic Repeaters, things could have gone a lot worse.
You get a sudden call from HQ.
HQ: Commander, the Paladin’s giving up. It wants to talk to you, though we’re still jamming its communications.
You: It wants me?
HQ: Yes, said it wanted to talk to you. It’s landed in a field just 1 kilometer west from the Omni-Factory. It’s deactivated all of its weapons.
This could be another trap. You’ve seen the ‘other you’ that tried to make you talk to it. For all you know, talking to the mech right now could cause you to become mind-controlled.
What do you do?
- Destroy it.
- Ask Zasha the Swiftback to temporarily impersonate you and talk with the mech. The Swiftbacks can modify their voices to be a perfect match.
- Order your CWS to hack into it and force it to obey.
- Destroy every weapon and jet booster on it, and bring it back to base.
- Let it return to Region 1, but implant a debilitating computer virus into it.
- Something else.
>_
Units available:
Show Content
Spoiler
Special 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. - ACTIVE IN REGION 2
Lt. Hayes: Diplomat with division of former Robert North soldiers. Currently searching and detaining Servants of Saramis cultists.
Carpenter: Swiftback unit, able to shapeshift into any person. - SPYING IN REGION 1
7 Human Spies
Ventica - Monitoring Cobalt City
Leon - Monitoring Cobalt City
Geoff Prowers
Robert Jones
Scooblazone ‘Scooby’ Mingle
Michael Thorn
Edita Dudek
1 Swiftback Shapeshifter
Agent Carpenter - Region 1 infiltration
Superweapons:
Weather Machine - Can clear out smoke or mist, cause rain, snow, heat wave.
= Saramis Alliance Regular Army Troops =
Each battalion, saramis and human alike is 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.
34 Battalions
All troops stationed at HQ unless otherwise stated
Battalion 1 - Lt. Malino (188 out of 1000 troops active) Region 3
Battalion 2 - Lt. Fadar - In Region 3, west coast
Battalion 3 - Lt. Kassar - Region 3
Battalion 4 - Lt. Jagal - Region 4, border with Region 3
Battalion 5 - Lt. Marad - Cadrow City, Region 3
Battalion 6 - Lt. Hatak - Cadrow City, Region 3
Battalion 7 - Lt. Lais - Cadrow City, Region 3
Battalion 8 - Lt. Zoko - Cadrow City, Region 3
Battalion 9 - Lt. Sivo - Cadrow City, Region 3
Battalion 10 - Lt. Varas - Cadrow City, Region 3
Battalion 11 - Lt. Magaro - Cadrow City, Region 3
Battalion 12 - Lt. Habruk - Cadrow City, Region 3
Battalion 13 - Lt. Veris - Cadrow City, Region 3
Battalion 14 - Lt. Kando - Cadrow City, Region 3
Battalion 15 - Lt. Milvero - Region 3
Battalion 16 - Lt. Hildevar - Region 3
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
Battalion 25 - Lt. Meriff
Battalion 26 - Lt. Sikburr
Battalion 27 - Lt. Agrans
Battalion 28 - Lt. Nikfel
Battalion 29 - Lt. Lagbos
Battalion 30 - Lt. Veranos
Battalion 31 - Lt. Kinaski
Battalion 32 - Lt. Skappal
Battalion 33 - Lt. Densum
Battalion 34 - Lt. Weerm
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
30 Sahela-9 Rapid Combat Vehicles
20 Monash AI Hovertanks
2 DSR-1987 Disaster Mechs [[Please note: Disaster Mechs make extremely loud sounds and can cause permanent deafness within 100 metres. Do not use in civilian-populated areas]]
Sigmoid
Duodenum
6 Volcano Tanks
Sunshine - Cadrow City
Lollipops - Cadrow City
Rainbows - Cadrow City
Screamer - Cadrow City
Polisher
Beast
30 Sonic Swatters
Gaoler
Basher
Whirlwind
Harrier
Kettle
Pilfer
Cauldron
Jank
Flayer
Imp
Granny
Jingler
Clutter
Deleter
Citrus
Lockdown
Cymbal
Clang
Woodsman
Downhill
Smokestack
Sweeper
Skids
Lamplight
Loudmouth
Screecher
Junkpile
Big Tone
Houseboy
Warsong
40 SASAPC-12
Boxcars - Cadrow City
Ferryman - Cadrow City
Taxi Cab - Cadrow City
Butler - Cadrow City
Splinter - Cadrow City
Caravan - Cadrow City
Caboose
Caramel
Gourmet
Hotpot
Klaxon
Typewriter
Handlebar
Glovebox
Speedy
Blacklist
Townie
Pepper Flash
Oven-top
Nitrous
Railroad
Homesick
Squire
Basket
Big Chair
Sender
Extra Fresh
Seedling
Eggbox
Smackdown
Little Man
Blanket
Lifeboat
Auctioneer
Ranter
Old Bumpy
Carriage
Spokes
Bitter Candy
Pillowcase
== Author’s Notes Units ==
3 Portal Wagons
Keymaster
Doorman
Portalier
3 Sentinel Orbs
Oathkeeper
Promises
Silent Dad
5 Void Spheres
Neverland
Banishment
Chainlink
Death Egg
Single Point
2 Abyssal Artillery
Gundark
Night Owl
1 Truth Extractor
4 Usurper Knights - Armed with Phantomic Repeaters, Cadrow City
Gallivant
Cervantes
Downfall
Galactic
Overmind Armor
5 Phantomic Repeaters
2 Disaster Mechs
Wolfdog
Adirondacks
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
(Birds of the Apocalypse)
BOTA-4 Gunship 1 - Crackerbox
BOTA-4 Gunship 2 - Thunderpain
Drones
(Intel Drones)
20 Seeker Drones
(Supply and Extraction Drones)
13 Savior Drones
(Aerial Combat Drones)
10Hunter Drones
6 Laser Drones
(Ground Combat Drones)
80 Sonic Mechs
11 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
5 Reaver Gunships
Lovebird
Blender
Bolt
House Call
Slurry
4 Jester Fighter Craft
Cyclops
Talon
Moonbeam
Raindust
4 Bloodprince Fighter Craft
Streaker
Slasher
Gunhold
Frigid
10 Skyshadows (Aerial Troop Carrier, can carry 1 battalion each, armed with gatling guns)
Highwind
Blimper
Mountaineer
Stilts
Rattler
Silver
Air Horn
Big Surprise
=======
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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