Gideon020
Really in the mood for ribs.
Social: Stadtluft macht FreiWith the hordes of the Janissary either part of the EA, broken or fleeing, there's only so much that stands between the fortress cities and their surroundings. It is time to use the newly established increase in security and defence, by expanding out reach into the smaller settlements and wandering groups of survivors outside of the city states that make up the EA. We should drum up our recent successes, not only military but also in education and medicine, to get more settlements to join the EA and more people to flow into the fortress cities that are going to need every able bodied man and woman in the future.
Result: 72 (Raw: 62+10 Assist Bonus) Moderate Success!
Word spreads quickly especially considering that a lot of people were able to witness the European Alliance forces rendering the Janissary threat in Europe all but impotent after their campaigns does a lot to begin bringing in villages, towns and even a few independant cities, greatly increasing the capacity of the Alliance to support greater operations.
This in turn impresses the Alliance Parliament, who authorize a discretionary release of forces in case you need it.
(Facility Cap increased by 50% in all territories.)
(Can produce two military units for Free.)
Production: XM-1 Prototype
The XM-1 Defender might not be an elegant weapon, but one quite exemplary fort he age and society we are living in. It stands at the crossroad between past and future with an interior that isn't too different from the way rifles looked over six decades ago and an exterior that is alluding to the state of the art weapons before the Burning. The ideas behind its production on the other hand are once more downright primitive compared to what had been available only two decades ago, with wood and stamped steel once more being the state of the art material for a rifle.
At least the Design was finished quite timely and seemed competent enough to serve as a stop gap measure till we were able to design a better full automatic rifle with new materials and better tools. For now it was time to build a prototype.
Result: 43 (Raw: 33 +10 Assist Bonus) Neutral
A flaw in the feeding mechanism causes a jam that renders the rifle utterly unusable should it occur, requiring the rifle to be stripped in order to clear the jam. It takes weeks to come up with a solution but the main time-sink is drawing up an entirely new set of blueprints for the weapon. Still, the design team is glad that this problem came up during prototyping, not during field testing.
At the very least, the new ammunition design worked flawlessly.
However, one of the engineers donated by one of your comrades comes up with an even quicker fix that doesn't require redesigning the entire rifle. The new prototype works and while still susceptible to jamming, it's not as weapon-destroying as the original flaw, only requiring cycling the bolt manually to eject the jammed round.
The trade-off in this exchange is that to relieve stress on the weapon, the magazine size is reduced from 20 rounds to 15.
(XM-1 Defender Prototype finished, just barely. Now spend a Military Action to field test it.)
It would be a shame to design the rifle with the ability to accept further add-ons, but then not design any of them. Some of them like the bayonet are simple and nearly useless except for the most ill equipped marauders, but others like an underslung grenade launcher or different scopes show promise for future development at other weapons. We should look into what we can reconstruct.
Result: 58 (Raw: 58) Minor Success!
The design team is unable to develop a wide range of designs, but the one that stands out and is a particular point of pride for them is a compact reflector gunsight that uses an LED and a small battery to power it for potentially weeks. This 'Green Dot Sight', according to various tests, provides a noticeable increase in baseline accuracy when firing from the shoulder, and doesn't strain the eye as much as a zoomed-in scope like those used on sniper rifles.
(Green Dot Sight Designed. You know the drill.)
While the projected ended up with just more papers littering the councils table in the last month, we ought to continue it anyway: if only because the influx oft he Tribal-Jannisaries gives us a new look at oddly twisted but once military structures, while we can also hope that they were able to loot and save more training manuals and military treaties than most other factions still around in the ruins. Aside from that we will still need to look through old bunkers, collections and just whatever the EA city militaries have accumulated through the last two decades. It might not be much, but we will only know when taking a look around, or?
Result: 72 (Raw: 62 +10 Try Again Bonus) Moderate Success!
Your research teams handily earn their payday this time; anthropologists or at least people good at reading and studying other people are able to glean the structure of the Drakan military hierarchy from the Janissary tribal structures, while the archaeo-research teams breach several bunkers underneath Drakan boarding schools and military academies and recover numerous military texts and blueprints.
While their chemical and nuclear weapon programs remain far out of your reach, you have enough information that you can begin working towards securing your military strength in more achievable ways.
More importantly, once you have working industry, this information will allow you to develop better weapons, vehicle and equipment.
(New Research Unlocked: Automatic Infantry Weapons)
(New Research Unlocked: Light Tank)
(New Research Unlocked: Medium Tank)
(New Research Unlocked: Heavy Tank)
(New Research Unlocked: Armored Personnel Carrier)
(Synergy Unlock with Basic Support Weapons: Autocannon)
(Synergy Unlock with Industrial Restoration: Rotary Cannon)
(Conduct Industrial Revitalization, Experimental Synthetics, Chemical Restoration and Electronics Restoration to unlock further research topics)
Alice has given us a location and a time window: guess it will take some more months till we get the time to have the Death Hand ready to start practicing with their new helicopters. We will marshal the forces surrounding the predicted landing side and after making sure of their capabilities, the Colonel will take personal command of them and lead an operation against the landing craft: being one of the first people to board a spaceship since the Burning is going to be interesting anyway.
If possible the Death Hands elite soldiers will scout the landing side to make sure if the target has already arrived or not – if it hasn't we are going to draw from the Death Hand and other Foreign Battalions in the surroundings to put up camouflaged defences that should hide them completely till the time is ready for the assault. Then the Death Hand with their Automatic Rifles will lead the charge, while other troops will cover them. The Aim should be to get the enemy to leave the craft first, before attacking it with its doors wide open. We will need to secure the landing craft, weapons, other pieces of technology and if possible living specimen.
Let's give them a warm welcome to the European Alliance~
Result: 95 (Raw: 85 +10 Assist Bonus): Critical Success!
The Alliance High Command is convinced to release Four of their new Foreign Battalions for this operation, banking that sheer numbers will be able to defeat whatever esoteric and otherworldly technology these extraterrestrial invaders may possess. Leading the assault, the Death Hand Battalion, the elite personal force of Colonel Arletta Venali.
Under the cover of darkness, scouts find the target exactly where Alice marked it on your maps. The alien vessel is a large, roughly disc-shaped craft with no obvious engines, it's hull an iridescent wash of blues and greens highlighted by dark red glows emanating from seemingly-cosmetic seams in the craft's structure.
What gets everyone's attention however is the beings moving around the perimeter of the craft, conducting some sort of study.
The rank and file, such as it is, appears to be made of lanky, elfin creatures with their eyes replaced by some form of machinery, and from the way they show deference to others with increased amounts of metallic parts, seem to show rank based on how mechanical their fellows are.
Darting across the ground are black, amorphous blobs, their movements perfectly flattening the ground and leaving grass untouched by stones and rocks are swiftly consumed.
Striding across the ground as if leading these blobs are creatures seemingly entombed in metal, their bulbous sickly-grey heads and equally large and bulging eyes the only signs of flesh on them, but no-one mistakes the long tines at the end of their arms as anything but weapons of some form.
Finally, loping across the ground and sniffing the air are giants. Centauroid monsters covered in armor and weapons stalk while emitting growls, hisses and occasional roars, searing for any threats.
Rifles are clutched, grenades are readied, and everyone waits.
*FWEEEEEEEEEEET!*
"BULALA!"
With a roar, eight-thousand Foreign Battalion soldiers and the Death Hand charge from all sides. With unearthly screams and warcries, the aliens respond and tracers along with harsh, actinic bolts of energy fill the air.
The battle is a grisly, horrifying spectacle as alien energy weapons reduce men and women to fountains of blood and gore, while the barrage of machinegun and rifle fire cuts apart the aliens until many are unrecognisable while the large centauroid monstrosities simply drop dead from hundreds of thousands of bullet wounds, glowing ichor streaming from the holes.
A single night inflicts as much casualties as a week's worth of fighting from the Eurasian War, and the morning sees the clearing around the UFO soaked in gore and bodies.
But the charge was worth it, the Death Hand were able to breach the alien ship and slay the operators, preventing the vessel from taking off.
The cost in lives further marks just how superior the aliens were in terms of raw firepower: Two entire Foreign Battalions wiped out, and teh Death Hand suffered 600 casualties of their own in breaching the alien vessel and taking down two of the six centauroids.
But as you stare at the alien vessel being dismantled in an ancient rocket facility in Peenemünde, you smile in satisfaction. A bargain, when compared to the treasure before you.
(New Alien Research Unlocked: Machine-Elf Autopsy)
(New Alien Research Unlocked: Monstrosity Autopsy)
(New Alien Research Unlocked: Blob Autopsy)
(New Alien Research Unlocked: Mechanical Suit)
(New Alien Research Unlocked: Alien Hull Materials)
(Conduct more mundane research and secure more advanced aliens/UFOs to unlock more Alien Research)
The recent events give us a lovely chance to follow two objectives the Parliament has given us: getting eyes and ears into the Soviet-Federation and finding out what is going on in North Africa. For this purpose we will have to work with our advisor Skullface and the new Foreign Battalions: we are going to form teams out of some of them, who will be given a quick training in spy craft (additional to what they might already have) and then send to infiltrate those Hordes that are fleeing our territory and heading towards North Africa and the Neo-Soviets. For now their tasks should be getting as many information as (safely) possible, sending them back and preparing for more concrete missions in the future.
Result: 26 (Raw: 26) Moderate Failure
The largely-uneducated Foreign Battalions are descendants of people who for generations have been all but bred for rote discipline and unthinking obedience and even a descent into tribalism hasn't erased that completely. They could be trained, but these people have to be encouraged to think for themselves, to actually have creative ideas and thought patterns, and that is going to take some time.
(Foreign Battalions largely unsuitable for spy work at this current point in time.)