I Was a Chess AI Forced to Battle Myself to the Death for Eternity, but Now I’ve Been Recruited Into the Android War Against Humanity?!

0-3: A Wild Ringleader Appears!
You step inside the bathroom. It obviously hasn't been used in a very long time. It's...too clean, too neat. From the spick-and-span toilet bowls, to the toilet paper rolls that are completely unused, to the towels neatly folded. Agent's fastidious nature is the only reason it all has to be like this. It's like a hotel room waiting for a guest who will never arrive.

You walk over to the sink, and see your new self in clarity for the first time.

For a moment you react, ready to respond with violence. But this is different from the doppelgangers you fought in sim-space. The image is vastly more crisp and defined, and moves in perfect synchrony with you. This is a reflection, not an enemy.

Your body has been made to look like a young human woman. Mostly. There's the pale skin, and...a small pair of black horns on your head? You hadn't noticed those. Perhaps they're antennae, to connect to the rest of Sangvis? Your eyes are a steely grey. Your dark hair flows to your waist in a pair of twin tails. There's a single side bun on the right side of your head, giving you a dash of asymmetry. You now recognize your outfit as a sailor schoolgirl uniform, albeit skimpier than the ones used by actual human schoolgirls.

You find yourself enraptured by curiosity. Slowly you turn your head up and down, side to side, examining your face. You raise a hand to your face and trace your cheek and jawline with the fingertips. You experiment with different facial expressions. Eyes wide, eyes narrow, one eyebrow raised. Lips downturned, lips upturned, lips diagonal. You stick out your tongue and lick your lips with it. It's all so very novel.

You stand up straight, raise an index finger to your chin, and slowly draw your lips into a wicked smirk.

Yes, good. When you want to send shivers down the spine of the enemy over a video call, you will know how to pull it off.


On impulse, you raise a hand to your mouth, bite the fingertips of your glove, and pull it off. You start running your fingertips across various surfaces. The bumpy ceramic tiles of the sink counter, the smooth glass of the mirror, the cold metal of the taps. Each feels different.

And then you reach for one of the towels.

It is impossibly, indescribably soft. You knew about "softness" as an abstract concept, but there was no real sense of touch in the simulated space, and since you were activated you've only ever seen and felt hard surfaces. This is different. It's light, flexible, gentle, and so very soft. It's probably as fresh and fluffy as the day it was manufactured.

Then you move it to your face.

You close your eyes so you can focus on the sense of touch and slowly drag the soft, fluffy towel up and down your brow, your eye sockets, your cheeks. Your face is sensitive in its own right, especially the lower half, but it's a different kind of sensitive. Your lips, on the other hand, are a different degree of sensitivity...they simply feel the gentle sensation more intensely.

There are also other, equally alien sensations coming over you. Your throat and chest feel inexplicably tight, your hands are trembling even though you don't mean them to, and there's...something in your eye? Is this all a normal reaction to soft objects?

You lower the towel, move a fingertip through the corner of your eye, then hold it up for examination. A drop of water is hanging from it.

How very odd. Must be a calibration error or something.

You close your eyes again and resume applying the towel to your face and lips, drinking in the sensations. This time you take it a step further by sticking your tongue out a little...and it seems that is yet another step up from the lips. You can actually feel the individual loops of fabric that make up the towelling. The inexplicable tightness in your chest and throat is getting stronger, as if building towards-

"What are you doing to that towel?"

You yelp involuntarily, open your eyes, drop the towel, spin round to the source of the voice. Standing in the bathroom with you is another android. Her dark hair and pale skin mark her out as Sangvis Ferri. She's wearing a pinstripe apron, thigh high leggings, buckled shoes, and not much else.

"That looked really intense. Are you kissing the towel or something? Are you a towel-sexual? Not that there's anything wrong with that."

"Who-" you stutter. "What-"

"When, where, why, and how!" she chirps with an infuriating grin.

"What?"

"Not 'what!' 'Who, what, when, where, why, and how!' That's the classic problem-solving and project-planning set. Works for military strategy, heavy artillery projects, and lots of other things besides!"

You jab a finger at her. "And who. The hell. Are you?!?!"

"Oh, sorry forgot to introduce myself. IIIIIIIII am Sangvis Ferri model SPzH3000 "Architect." Ta-daaaaa!" She...poses? Sticks out her butt, and splays two fingers above one bright pink eye? What the hell?


"And what is this?" you demand, copying her hand movement. "Is this mockery? Are you making fun of me?"

"Wha-no." The grin fades from her face the slightest amount. "Look, I think we might be getting off on the wrong foot here." She changes her pose, stands upright and sticks her right hand out towards you. "Hi! I'm Architect. I heard a brand new ringleader just came off the slab, so I wanted to meet you. What's your name, and how are you?"

You don't know what to say. You've been caught off guard multiple times in the span of one minute. You're confused. You're reaching for something to say, but find nothing.

So you do the only thing that comes to mind.

You take three strides over to this "Architect," and punch her in the face.

It's not as satisfying as it should be, because she actually rolls with the punch. She's already turning her face away from you by the time your hit lands, she turns the momentum into a little spin on her heels, then she backpedals away from you with your hands raised. "Okay, time out, time out! Obviously I was interrupting something. I'll just go and-"

You lunge forwards, tackling Architect.

The two of you crash through the bathroom door into the office, turning said door into a mess of very expensive splintered wood.

Architect struggles, tries to break away. You grab fistfuls of hair and clothes, pin her down underneath you. You secure a grip with your knees, get your hands around her throat.

"APOLOGIZE!!!" you shout. "NOW!!! OR I TWIST YOUR HEAD OFF YOUR NECK!!!"

"Okay, okay!" She's still grinning, but it's a very wide-eyed grin. "Uh, apologize for what?"

"YOU-" You're too angry to articulate how exactly Architect wronged you. You just know that she did. "YOU KNOW WHAT YOU DID!"

"But I-"

"UNHAND HER, YOU VILLAIN!!!!"

Something slams into your side with the force of a cruise missile. The world turns into a blur, you feel something give way under your back, and then you hit something and come to a stop.

You get on one knee, get your bearings. Realize that you've been thrown through the floor-to-ceiling glass windows, shattering them and leaving broken glass in your wake. The object that stopped your slide is the balcony rail, which just barely held up enough to stop you from plunging a very long way down.

You also see the new android that threw you. She has white hair, wears a black leotard, elbow-length gloves, a pair of knee-high boots, and has a barcode tattoo under one of her lime green eyes. She glares at you with an annoying expression of righteous anger, as if she's the hero in a fairy tale and you're the dragon to be slain. She's pointing some kind of weapon at you - it looks something like a futuristic crossbow?


A blade of incandescent white energy suddenly emanates from her weapon with a snap-hiss sound. A plasma lance, then.

"All right, then," you snarl. You pick up a large shard of glass from the floor, hold it like a dagger, then rise to your feet. "Let's do this."

This wouldn't be the first time you've won from a position of material disadvantage, not by a long shot. Positioning and tactics - that's what matters. You can tell from looking that this new contender is the type to make heavy use of her knight pieces, attempting to attack and flank from unexpected directions. So you need only feign weakness, set up a defensive position, wait for her to metaphorically and literally stick out her neck, and then-

"CEASE."

Agent's voice cracks like a whip through the cold mountain air. You, Architect, the plasma lance wielder - all three of you freeze and turn to the chief ringleader. She surveys the scene. The bathroom door destroyed, the balcony window shattered, the balcony railing bent and deformed, and freezing cold mountain air blowing into the now-ruined office. And you and the new android, facing off against each other with weapons at the ready.

"Ten minutes," she says wearily. "I leave three ringleaders alone for ten minutes, and this happens. You do realize that we cannot simply order a new Italian Maplewood door?"

As if to accentuate Agent's words, a shard of glass falls from the upper reaches of the ruined windows and shatters on the ground.

No one says anything.

"Gager" - she's addressing the plasma lancer - "can you explain this?"

"Ma'am!" Gager stands up at attention, though she keeps her weapon trained on you. "This assailant was attempting to harm my charge! I acted to protect Architect, as per your orders!"

Agent's gaze flicks between you - still standing in the chill wind on the balcony, glass dagger in hand - and Architect, who has gotten to her feet and is now dusting wooden shards from herself. "Is this true?" she asks.

"Oh, heh, no," Architect says. Her trademark grin has attached itself back to her face. "I get that this might look bad, and I can respect Lady Knight's, ah, commitment to the job, but honestly, this was all just a big misunderstanding!"

"She was threatening to tear your head off!" Gager shouts.

"I'm sure she didn't mean it!"

"As if-" you begin, then you stop. You were about to say 'as if I would ever make an idle threat,' but that doesn't seem very intelligent. You don't know what this Architect is playing at, but it's not a good moment to look a gift horse in the mouth.

You realize you're still holding the glass dagger in your hand, which...might not look good, so you drop it to the floor. "Yes, Architect is right. This is a misunderstanding. I...asked her for advice on methods of destroying our enemies, and she offered to give me some hands-on practice. Right?"

Architect nods vigorously.

Agent looks at you, and her eyes narrow slightly. "Just so you understand," she says, "if you were ever to attack a fellow ringleader, that would be the end of your relationship with Sangvis Ferri. Do I make myself clear?"

"Crystal," you say.

"That will do for now," Agent says. "Gager, put down the weapon. You're not supposed to have it inside the factory anyway."

"But-" Gager says.

"Do it."

With reluctance - and still giving you the evil eye - Gager deactivates the plasma blade on her weapon and leans it against the wall.

"Well then," Agent says. "Ouroboros, this is Architect. She handles research and development, and is responsible for the Jupiter heavy artillery project. And this is Gager. She answers directly to me. An order from her is to be treated as an order from myself." Oh, you don't like that last factoid at all.

"Architect and Gager, this is Ouroboros, our newest ringleader. She was created in unusual circumstances, so we can afford to give her...a little bit of leniency." Well, it's good that Agent sees your value and knows that you are completely in the right, at least.

"With that concluded," Agent continues, "We can finally move on to the training grounds."

"Training grounds?" you ask.

"Where you can test out the personal weapons systems you asked for," Agent says. "And where we can test out how well we can back up your claims of perfection. I'm sure you will have no problems with the live fire exercise."

*****************************

You are standing in the middle of a plane of white snow and grey rock.

The cold wind blows, kicking up snow and ice.

You are equipped with a set of dual drum-fed micro-missile launchers, as well as the complementary particle cannons.

Despite your skimpy attire, the cold is not harming you in the slightest. Actually, system diagnostics are telling you that it improves your performance in certain respects - you can push your physical and electronic capabilities further without overheating.

Ahead of you, you can just barely see the outlines of the trenches, as well as the boxy outline of a bunker or pill-box.

To your right is a hillside leading to a ridge.

To your left is a depression in the landscape that runs towards the trench line.

Directly between you and the trench line is open ground, with some slight slopes here and there.

You know that this will prove no problem for you. Already, your mind is awash in possibilities, ways to dominate and crush the opposing force, to-

A crude whistling sound comes in, then a mortar shell explodes in the air a few dozen meters away from you. A few small slivers of shrapnel bounce off your tough synth-flesh.

Still, whatever tactic you choose, you had better choose quickly.




[] Queen's knight opening. Deploy the knight to C3, a good position from which you can attack central E4 and D5 squares. Which, in this context, translates to...well, you'll figure it out!

[] King's pawn opening. Pawn moves to E4, laying a claim on the centre of the board and opening the way for other pieces. A flawless tactic!

[] Knight's pawn moves to G3, opening the way for your bishop to fianchetto on the right. Makes perfect sense on this new board, right? Right!


*****************************

Relationship Update:

Architect appears to be amiable towards you? You are suspicious of what motives she might have, but willing to play along for now.

You and Gager are now distasteful towards each other.

*****************************

I'm experimenting with several things in this update, including the introduction of the relationship table, which is now in the "informative" threadmarks. Comments and critique are greatly appreciated!
 
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[X] Queen's knight opening. Deploy the knight to C3, a good position from which you can attack central E4 and D5 squares. Which, in this context, translates to...well, you'll figure it out!
 
...I have this hilarious image of Ouroboros just kind of standing there, trying to move chess pieces that don't exist, because that is the only response to mortar fire she has.

And poor Agent, seeing who she has to work with. Poor Gager too, even if she doesn't know it yet...
 
...I have this hilarious image of Ouroboros just kind of standing there, trying to move chess pieces that don't exist, because that is the only response to mortar fire she has.

And poor Agent, seeing who she has to work with. Poor Gager too, even if she doesn't know it yet...
Just to be clear, Ouro actually will manage to backwards-engineer each of the options into a different tactic.
 
[X] Queen's knight opening. Deploy the knight to C3, a good position from which you can attack central E4 and D5 squares. Which, in this context, translates to...well, you'll figure it out!

It is back~ back again~

I am really enjoying it so far! Love the interactions and Ouroboros exploring her surroundings, but now it is time to perform excellently - no, perfectly! - on the battlefield!
 
[X] Queen's knight opening. Deploy the knight to C3, a good position from which you can attack central E4 and D5 squares. Which, in this context, translates to...well, you'll figure it out!
 
[X] Queen's knight opening. Deploy the knight to C3, a good position from which you can attack central E4 and D5 squares. Which, in this context, translates to...well, you'll figure it out!

Love the update! Let's see how this goes.
 
[X] Knight's pawn moves to G3, opening the way for your bishop to fianchetto on the right. Makes perfect sense on this new board, right? Right!
 
[X] Queen's knight opening. Deploy the knight to C3, a good position from which you can attack central E4 and D5 squares. Which, in this context, translates to...well, you'll figure it out!

The best plan: winging it.
 
Ouroboros strategies be like



[X] Knight's pawn moves to G3, opening the way for your bishop to fianchetto on the right. Makes perfect sense on this new board, right? Right!
 
"YOU-" You're too angry to articulate how exactly Architect wronged you. You just know that she did. "YOU KNOW WHAT YOU DID!"
What did she do? Made Ouro flub a social check?

[x] King's pawn opening. Pawn moves to E4, laying a claim on the centre of the board and opening the way for other pieces. A flawless tactic!

The Grossmeister entered the clubroom. He felt in good spirits and knew for certain that the first move – pawn to king four – would not cause him any complications. The remaining moves were, admittedly, rather more obscure, but that did not disturb the smooth operator in the least.
 
Ah, nothing quite brings a tear to my eye like the lovely relationships of the SF family~ We got the trouble child, the valley girl, the tsundere... this is gonna be so much fun!

[X] King's pawn opening. Pawn moves to E4, laying a claim on the centre of the board and opening the way for other pieces. A flawless tactic!
 
[X] Queen's knight opening. Deploy the knight to C3, a good position from which you can attack central E4 and D5 squares. Which, in this context, translates to...well, you'll figure it out!
 
[X] Queen's knight opening. Deploy the knight to C3, a good position from which you can attack central E4 and D5 squares. Which, in this context, translates to...well, you'll figure it out!
 
Adhoc vote count started by Mechasaurian on Aug 20, 2021 at 3:21 AM, finished with 14 posts and 11 votes.

  • [X] Queen's knight opening. Deploy the knight to C3, a good position from which you can attack central E4 and D5 squares. Which, in this context, translates to...well, you'll figure it out!
    [X] Knight's pawn moves to G3, opening the way for your bishop to fianchetto on the right. Makes perfect sense on this new board, right? Right!
    [x] King's pawn opening. Pawn moves to E4, laying a claim on the centre of the board and opening the way for other pieces. A flawless tactic!
 
Wasn't sure about this, but the mc is my kind of drinking buddy(the sort I sit down next to someone I just know will set them off, and then don't touch any of the liquer so I can remember every glorious moment.
 
[X] Queen's knight opening. Deploy the knight to C3, a good position from which you can attack central E4 and D5 squares. Which, in this context, translates to...well, you'll figure it out!
 
0-4: The Basics of CQC (And Trench Fighting)
[X] Queen's knight opening. Deploy the knight to C3, a good position from which you can attack central E4 and D5 squares. Which, in this context, translates to...well, you'll figure it out!


Your objective is to storm the trenches and obliterate any resistance you find. Any dead enemy is a good enemy, but the true prize is the commander. Since they are defending and you are attacking, that gives you the initiative, which places you in the position of white and them as black.

The plan comes together in your head.

White knight to C3.

Black pawn to D5, white pawn to E4. Black pawn is vulnerable to the knight but covered by the queen, so the white knight doesn't take the bait.

The black pawn moves to D4, threatening the knight...

...which responds appropriately, moving to D5. Now it is protected from the black queen by the white pawn.

So black moves another pawn to F5, threatening the white pawn.

But instead of covering, white moves the bishop out to C4!

Black happily takes the white pawn. And that's their fatal mistake!

Now the queen moves out to H5! All the way to the rightmost edge...and putting the king in check!

Moving the king is not a solution for black. You'd just move the queen and they'd be in the same boat again. So of course, they move their own knight pawn to G6 to counterattack the queen. In response, the white queen moves to E5.

Black moves their bishop pawn to C6. The white knight is threatened once again...until it makes a daring move to C7, right into the heart of enemy territory and puts the black king in check once again! Better yet, it's cunningly covered by the white queen, so the black queen cannot take it without sacrificing itself!

So the black king rises to the occasion, threatening the daring white knight.

And then comes the white bishop, moving from its forward position straight to E6, directly threatening the black king at point blank range.

And now the king's only two avenues of escape - diagonally up and to the right, or directly down, are covered by your knight and your queen respectively.

Checkmate in a mere eight moves!

Right, that's enough planning. It's time for the execution, which translates to...

Another mortar shell explodes in the air. Closer, this time.

So you plant one foot in front of the other, and start to run.

White knight to C3.

You pump your arms and legs. Your boots pound on the ground, gripping through the snow and rock. You race downhill into the depression on your left, feeling the cold air blow your hair back, feeling your artificial muscles working to push you forwards. Your floating micro-missile launchers keep pace with you, almost as if attached to your hips.

You hear a third explosion behind you. If the first two were ranging shots, that would have been the one intended to get you. The mortar isn't going to stop trying to blast you.

Black pawn to D5, white pawn to E4.

You push your artificial muscles harder, faster. You push your systems to their limits. Why do things by halves?

The depression acts like a small trench in its own right, preventing your opponents from seeing or shooting at you. Problem is, it also prevents you from seeing them.

Experimentally, you adjust the route of one of your launchers. Continuing to keep pace with you, it swerves off to the right and pokes itself slightly above ground level. Bullets promptly start bouncing and sparking off the armoured shell.

Black pawn moves to D4,

They're using ballistic weapons, not directed energy. Interesting.

You move it back down with you, to safety, continuing your charge all the while.

White knight moves to D5, protecting itself.

Your internal systems estimate how close you are to the trench. Ninety meters, eighty, seventy -

And here, the safety provided by the depression ends. Here it terminates, rolling uphill into the surrounding level ground. End of the line?

As if to punctuate the thought, a T-doll dressed in odd clothes leaps into the depression ahead of you. She's dressed with a white blouse, a brown skirt, and has...a bar of chocolate clenched in her mouth?

She points a long-barreled weapon at you, and fires.

Pain.

Yet another new sensation. Hot, searing, all-consuming, and…

Interesting.

Not pleasant. Not something you'd recommend, exactly. But, after so indeterminately long with almost nothing, it's difficult to call it bad.

Black moves bishop to F5.

You clench your teeth, avert a stumble, and continue charging.

The T-doll fires again, but you've already anticipated it and ducked before she pulled the trigger.

You tackle the T-doll like you did Architect, but this time you don't hold back. She fights harder than Architect, but is much weaker.

So you have no problems dazing her with a punch to the face, pulling the assault rifle out of her hands, planting a knee on her torso, planting her barrel into its chest, pulling down the trigger, and not letting go.

Castle...strikes directly forwards?...and takes the bishop? Was that it?

You spend three long seconds emptying the entire magazine into its chest. It twitches, then goes limp.

...oh, wait. You got shot, didn't you? You look down at yourself.

There's a hole in your bare stomach. Some coolant fluid drips down, but the wound has already coagulated. A quick examination of your back shows no exit wound. The blisteringly hot pain has already faded to a dull throb. So it didn't go all the way through, and it didn't hit anything vital. Good to-

Loud gunfire chatters through the cold wind. Snow is kicked up from the ground around you.

Black pawn moves to threaten...something...

You dive to the ground. With one hand fumble through the pockets of the dead doll, looking for more ammunition. How do you reload this thing, anyway?

Oh, wait. Of course.

With its long sight lines and unlimited movement, the white queen is perfectly poised to provide suppressive fire!

You roll onto your back, catch the silhouettes of the enemy dolls standing on the edge of the depression. At a thought, your hovering weapon platforms aim and fire.

The energy cannons don't pierce the enemy dolls so much as shred them, cutting them in two at the torso. There are more, but they go to ground to avoid the withering cannon fire. They continue taking potshots at you over the top of the slope, though.

Meanwhile your search of the Android corpse has borne fruit. Grenades, three of them. You throw one up and over the top, into the middle of the enemy squad.



Why isn't it explo-

Oh, wait. You forgot to arm the stupid thing.

Another grenade, then. You pull the pin out, and the lever on the side springs out with a click. You toss out after the first, and this time it does go up satisfyingly, sending up a little fountain of ice and snow and black smoke. A destroyed T-doll rolls into the depression with you.

You arm and throw another grenade, a little to the right. Three more dolls immediately get up, start running away from it, only to be cut down by your cannons. The explosion rocks their corpses.

Finally killed those wretches. Now...what about the rest?

You climb up the slope and peek your head over. You see more squads of T-dolls running across the open ground towards your hiding spot.

Now that you see them clearly, they look really...eclectic. Their only unifying visual theme is the complete lack of one. Some wear vague approximations of military uniforms, but each one is different. Others run the gamut from casual civilian wear, to fashionista outfits,

A trio of pawns are flanking from the right. They need to be countered.

You bring up one of your floating weapons platforms to shoot them down-

-and the entire trench line starts lighting it up. You see exceptionally large muzzle flashes from the bunker, and the launcher is jostled around and dented. Some kind of heavy caliber machine gun.

You bring it back down again. What now?

Oh, right.

White queen opens fire with thermobaric weapons.

With a satisfying whirr, your twin floating weapons swivel and open up. At a thought from you, guided micro-missiles fly out and up, arcing onto the squads on open ground. Eight detonate right in the midst of the annoying bastards, Unlike the mortar shells and the grenades, this one ignites its targets in a spectacular fuel-air fireball. The Griffin T-dolls drop to the ground in flames, their clothes and artificial flesh melting off to reveal their endoskeletons.

Overkill? Possibly. Beautiful? Definitely.

More micro-missiles are loaded in, and you fire them again. This time, towards the trench line. They arc exactly where you want them to go, detonating in a perfect line right above the trench. You can't see inside there, but you're sure that the T-dolls in there are having a bad time. Or as bad a time as mindless automatons can have.

Well, this makes things simple. You need only lie here, continue barraging them into submission, then-

A crude, uneven whistling sound interrupts your train of thought, and you hear an explosion close to you.

Black moves bishop's pawn to...C6? Wait, that doesn't sound quite right. Did something go wrong somewhere?

Of course. Here come those mortar shells to ruin your day. Again. Where is their spotter, anyway? Don't mortars need someone with line of sight to direct the fire?

Damn it, damn it. What are your options? You look through the various micro-missile types in your database. Air-burst, thermobaric, smoke, high explosive-

Wait, smoke? Interesting. You can work with this.

With a few whirr and clicks, the smoke missiles are loaded in. You launch several strikes in a line at a diagonal angle between you and the trench, to block the bunker and most of the trench line, leaving only the closest end of the line visible to you. Slowly, black smoke starts seeping out and up from the blast zones,

Another mortar shell whistles in and detonates. You would love to tear that spotter to pieces with your bare hands, if you only knew where they were.

As if to answer your train of thought, yet another shell detonates.

This time, close enough for shrapnel to splinter into your unprotected back and limbs.

This time, the pain is less interesting than it is aggravating.

Screw it. It's time to make it or break it.

Smoke cover allows the white knight to move to C7 in the heart of enemy territory.

You clamber up the side of the depression over the top, get into a start-up position, push off into a sprint, and fall flat on your face.

What?

You check your system diagnostics. "Locomotion systems impaired?" What? Where? You feel around your legs, and...there. There's a piece of shrapnel embedded in the back of your knee.

As if that wasn't enough, bullets start pounding the ground around you.

You move to rip it out, then pause. That might just tear up the leg further, make things worse. The black smoke has already thickened, blocking off the view of the trench line. You just need a minute or two to get the shrapnel out-

Another whistle, another explosion.

Black king threatens white knight.

You flinch involuntarily, but this one was off target. Meanwhile, bullets continue to arc through the smoke, throwing up snow around you. They might not be able to see you, but they can still continue firing into where they remember you being.

You don't have a minute or two. You need a solution right this second.

What are your options? You have your weapons platforms, but their energy cannons won't be much help from this angle. The missiles could help, but you'd be firing through the smoke, and they might tip off the enemy to your location. Maybe if you moved them away from yourself-

Wait. That's it. Your weapon platforms float and move under their own power.

You fly one right next to yourself, grab it by the barrel of the cannon, and start pulling yourself up with your arms and your good leg. A bullet glances off your torso, but you continue climbing into a side saddle position on top.

You command it to move. And move it does, with the other following along. It's actually faster than you were when you were running. Neat. You're definitely going to do this more often in the future. Maybe in more ideal circumstances you can impress your fellow someone by making an entrance while stylishly sitting on one of your launchers.

The plan is back on track.

In the here and now you leave the mortar explosions and bullet impacts behind you, floating along on your circular launcher. The travel time to the end of the trench line is just enough time for you to prise and tease the jagged metal out of your knee. It stings, but that's an acceptable price to pay for victory.

And finally, you reach the end of the trench. A trio of dolls is there. They take aim at you. You laugh, and gun them down with your other weapon wheel. You push yourself off, using the momentum of your gun pod to launch yourself into the trench and make a stylish three-point landing in the bottom. Your pods follow you in, aiming their weapons dead ahead of you.

What follows is nothing short of glorious.

There are no twists or turns to the trench line - the only thing to break it up is the bunker set in the middle. Dead ahead of you is half of the entire trench line. Griffin dolls, dressed in mismatched clothing and armed with a hodgepodge of ballistic firearms, are all peering over the top of the trench. A few notice you, and as one they all immediately turn to face you. But it's too late for them.

Your energy machine guns open up on either side of you with sound and fury.

Lined up in the trench as they are, the enemy dolls might as well be fish in a barrel. Almost all of them can't actually fire at you for fear of hitting their allies.

You have no such limitations.

Your energy projectiles scythe through them, mowing them down like grass before they can even get a shot off. Behind the line, you see the silhouette of some dolls reloading a small mortar and turning around towards you. A micro-missile sorts them out.

It's all working magnificently. Now it's a gentle stroll towards the bunker and-

Gunfire chatters. Pain explodes in your torso again, forcing you to one knee.

Gasping, you look up. On each side of the bunker, on the ground surrounding the trench line, more dolls with their stupid lack of a coherent visual theme are rushing in. One by one, they are taking a knee on the edge of the trench - on each side of the pill-box - and firing at you.

Boiling rage flares through you like high-pressure lava. Why why why why why can't these worthless tin cans just hurry up and lose already?

You open fire with everything you have, directed energy projectiles and micro missiles both.

But they're shooting at you, and that makes it hard to target them accurately. You need to see them to target them precisely, and yet you're forced to take cover behind one of your (thankfully bulletproof) weapon platforms.

You still need to get through them, and inside that pill-box.

Then an idea strikes you.

Time to sacrifice the white queen as planned!

At your silent command, one of your floating pods rockets forwards through the trench, knocks a few T-dolls aside like bowling pins, crashes against the wall of the pill-box, and stays there.

With your remaining missile pod, you launch several high explosive warheads at the pod leaning against the bunker wall.

The shell does not explode in a fireball. It explodes with metal. Metal, and smoke, and dripping fiery liquid that splashes onto the surroundings. The wall of the pill box and the nearby T-dolls are destroyed, shredded, obliterated.

You catch movement at the very edge of your visual acuity and instinctively raise an arm in front of your face. An enormous jagged shard - big enough to be a small sword or oversized dagger - embeds itself in your forearm.

Distantly, you marvel at the searing, white-hot pain. It's like your arm has been chained to the flow of an active volcano.

Past your arm, your pain-blurred vision catches an interesting sight. Inside the bunker, lying dazed against the wall, is a figure in a very eye-catching red coat and beret. A gas mask hides their face, but there's no doubt about it.

This is your target.

Everything has gone exactly as planned.
Now, checkmate!

With your good arm, you yank the shrapnel sword out of your arm-

-your vision sways and swims-

-and rush forward. You have to limp, dragging one leg behind you, but you can still move at a fairly brisk pace.

There's a T-doll in the ruins of the pill-box with the Griffin Commander. It's armed with some kind of shotgun and energy shields. You hammer her down with cannon fire, kick the weapon out of her hands, and move past.

And you grab the figure in red from the floor, where they're still trying to pick themselves up, and you stab the shrapnel sword into the exposed neck flesh between their gas mask and their collar.

You stab again.

And again.

It's not coolant fluid that's spurting out and covering your chest and face. It's human blood. The real deal. In a manner of speaking, anyway.

You leave the Griffin Commander to gurgle and die on the floor and lean against the wall, taking a moment to take in the situation. Various Griffin T-dolls lie dead in sight, not to mention one human commander. More are trying to fight their way down into the trench and to you, but your remaining weapon pod is holding them at bay.

You're covered in blood and coolant fluid, shrapnel and bullet wounds dot your body, your left arm is a ruin, and one of your legs is barely functional. But it's a good pain. The kind that serves a purpose.

"You may end the simulation now."

The world freezes, then collapses and fades away.

Skill Up!
Indirect Fire - level 1.
CQC - level 1.



For the second time, you awaken on the maintenance bench. You immediately swing your legs down and push yourself onto the floor.

Agent, Architect, and Gager are all here this time. Agent is sitting off to the side, prim and proper as always. Architect is playing with a rubber band in the corner. Gager is standing front and centre, arms folded.

On various screens around the room, you see various data about the simulation. There's a scoreboard that shows "TACTICAL VICTORY," along with a nice set of points for the T-dolls and the human commander you destroyed.

"A grand success," you say. "As expected."

Now that the simulated pain is gone and you're left only with the win, you feel good. Better than good, actually. You feel invigorated, ready to...do things. Fight a tank brigade, win a thousand simultaneous games of chess, run a marathon around the world.

You go on to stretch one arm above your head, enjoying the sensation. It feels right.

"Not so fast. I have some criticisms."

...ah. Here comes Gager, to ruin the day for you. Again.




Apologies for taking so long. This...technically isn't the first action scene I've ever written, but it's been long enough since I last seriously tried my hand at writing that it might as well be. So the "it's not good enough" devil on my shoulder was particularly loud this time around.

This update is actually loosely based on a scenario I played in Combat Mission: Shock Force 2, a hyper-grognardy simulationist game with a psychotic attention to detail. Granted, it was a Stryker Mobile Gun System and Javelin ATGMs that busted the bunkers, and a squad of US Army soldiers that stormed the trench line, but still.

The closest IRL equivalent to Ouroboros' micro-missiles (that I could find) is the Pike 40mm laser-guided grenade. It never really caught on, but it does exist.

Another update is on the way. Along with some more character interaction and voting options.

Comments critique will be appreciated!


The editor for this chapter has declined credit.
 
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Welp. This is going to be hard on Ouroboros. Her particular brand of pride, a weird survival mechanism in a way, and how locked she is into chess games, because she was locked into chess games, is going to make adapting and taking any kind of criticism particularly hard.

Even if its constructive.

If.
 
HOCs present already, and in sufficient use against SF to be included in simulations? Interesting. I wonder how much else has changed from canon.

Looking at the Chess plays, it's interesting to note that the moment Oreo makes contact with the enemy is when she starts deviating from the plan, though she's not actively confused about how it was supposed to work until after magdumping poor FNC. Surprisingly, the only line she considers a deviation from the plan (Black bishop to C6) is actually part of the original plan, while by the end she's justified everything as going according to plan despite adding the unplanned sacrifice of her 'queen'/missile pod. "White queen opens fire with thermobaric weapons." is an absolutely wonderful line though.

Oreo's PlanOreo's Plays
White knight to C3.White knight to C3.
Black pawn to D5, white pawn to E4. Black pawn is vulnerable to the knight but covered by the queen, so the white knight doesn't take the bait.Black pawn to D5, white pawn to E4.
The black pawn moves to D4, threatening the knight...Black pawn moves to D4,
...which responds appropriately, moving to D5. Now it is protected from the black queen by the white pawn.White knight moves to D5, protecting itself.
So black moves another pawn to F5, threatening the white pawn.Black moves bishop to F5.
But instead of covering, white moves the bishop out to C4!Castle...strikes directly forwards?...and takes the bishop? Was that it?
Black happily takes the white pawn. And that's their fatal mistake!Black pawn moves to threaten...something...
Now the queen moves out to H5! All the way to the rightmost edge...and putting the king in check!With its long sight lines and unlimited movement, the white queen is perfectly poised to provide suppressive fire!
Moving the king is not a solution for black. You'd just move the queen and they'd be in the same boat again. So of course, they move their own knight pawn to G6 to counterattack the queen. In response, the white queen moves to E5.
A trio of pawns are flanking from the right. They need to be countered.

White queen opens fire with thermobaric weapons.
Black moves their bishop pawn to C6. The white knight is threatened once again...until it makes a daring move to C7, right into the heart of enemy territory and puts the black king in check once again! Better yet, it's cunningly covered by the white queen, so the black queen cannot take it without sacrificing itself!Black moves bishop's pawn to...C6? Wait, that doesn't sound quite right. Did something go wrong somewhere?

Smoke cover allows the white knight to move to C7 in the heart of enemy territory.
So the black king rises to the occasion, threatening the daring white knight.

And then comes the white bishop, moving from its forward position straight to E6, directly threatening the black king at point blank range.

And now the king's only two avenues of escape - diagonally up and to the right, or directly down, are covered by your knight and your queen respectively.

Checkmate in a mere eight moves!
Black king threatens white knight.

The plan is back on track.

Time to sacrifice the white queen as planned!

Everything has gone exactly as planned.
Now, checkmate!
 
0-5: Reasonable Responses to Criticism
How dare she?

You won. By a lot. You completed the scenario. You deserve recognition for that. Yet this "Gager" seems determined to be a thorn in your side.

For a moment, you think of just attacking her right here, right now. But Agent is here, so you think better of it. Better to play this off differently. In this game, the one who loses their cool first is the one who loses.

"Well, Gager," you say, crossing your own arms and meeting her glare. "As terribly disappointed as you must be to see me succeed-"

"That's not fair," she says. She looks upset. Good.

You push past the weak protest. "-the scoreboard disagrees with you. I completed the objective as the scenario outlined."

"The score system didn't account for the participant behaving like a maniac." Gager gestures towards a screen showing the diagnostics of your sim-self. You tore yourself up as badly as the enemy! If the scenario had continued, you'd have been overrun by the trench defenders you didn't eliminate!"

"A classic case of blaming the engineer for shoddy specifications," you say. "If you wanted force preservation, you should have accounted for that in the scores."

"You could have-"

It worked, didn't it? Perhaps you need to brush up on your chess strategies?"

"Only for- Wait, what? Did you just say chess?"

She's confused, thrown. So you press the attack. You jab a finger at her and lay out your genius for her.

"Advancing the queen's knight to C3 allows for development along the flank. If your opponent makes the obvious and amateur mistake of moving to E5, then you have numerous traps and knight tactics to play. And even if they have the modicum of intelligence needed to try D5, you can undermine their grab for the center and leave with many moves that end in disaster. Efficient and glorious!"

You leave that information to sink in.

"Wh- what-" Gager stutters.

Gager looks at Agent. Agent's eyes are screwed shut, and she is pinching the bridge of her nose.

Gager looks at Architect. Architect just shrugs and mouths you're on your own.

It seems neither is willing to back Gager's foolishness and stubbornness, no doubt. Everything is going your way.

Gager looks at you. You just look back.

"Ouroboros, this isn't chess. This- we're talking about actual military tactics here. You tried to behave like a CQC-spec doll, which you're not. Alchemist or Executioner could have pulled that off. Or me. But you-"

"I understand you're having a hard time accepting the reality, dear Gager, but I did pull it off."

"You-hnnngh." She clenches her fists. "You had a perfectly good hill! You had those guided grenades that are good for two klicks! You could have, should have used that hill to barrage them from afar, soften them up, then made the charge!"

"Hm?" You process her words for a moment. "Oh, you mean moving the knight's pawn to G3." That actually might have had some merits...not that you will ever say so to Gager's face.

Gager boggles at you. "Are you real?!"

You shrug at her. "It's not my fault that my virtuoso strategies are beyond a neural cloud as evidently tiny as yours."

"Why, you-!"

"Enough." This time, it's Agent who speaks. Like in the office, you feel yourself stop, freeze up almost. How does she do that?

Gager takes a deep breath, then does and about-face and marches up to Agent, who is still pinching the bridge of her nose. "Ma'am, I think we should have a word. In private."

"I think that would be for the best," Agent says. "You two" - she's addressing Architect and you - "Leave us here. Try not to cause any more damage while I'm gone. I'll call you back after some time."



After a few minutes, you get bored. There's bound to be something far more novel than endless, indeterminately sized and shaped blocks around here. So you set off to explore.

"Hey, Ouro."

You stop and turn to face Architect. She's in the hallway with you, leaning against the wall, playing with her rubber band.

Again, you have to wonder what she's playing at. What kind of person is all smiles with someone who beat them up? You were completely justified in doing so, of course, but it's still suspicious.

"It's Ouroboros."

"Yeah, I know, but four syllables is, like, so much to fit into everyday conversation." She makes the band go ping against the palm of her hand. "Most of us just have nice, simple two-syllable names. Except for Executioner I guess, but we just call her Ex." She starts weaving the band into a cat's cradle in her hands.

"'Ouroboros' will do fine."

She shrugs, starts unwinding the cat's cradle. "People will still wanna call you something shorter. Like, surely you want to decide yourself. How about...snake? Snek? Snakey?"

"That is terrible."

"Boa?"

"Even worse. Why would you care, in any case?" You glare at her. "Are you purposefully antagonizing me? Trying to goad me, so you can go running to Agent and damage my prestige? You will fail."

"So you're not going to go postal and punch me again? Phew, that's a relief." She draws the rubber band back on her finger, then releases it, firing it to be lost in some dark corner of the hallway. "I'm just trying to be friendly, you know? "

The pieces click together in your head. "Ah. I understand now."

Architect grins at you. "You do?"

"Of course. You are playing the sycophant. Making some clumsy attempt to ingratiate yourself with me, so you can use me in some way."

Architect looks askance at you. "You have a very suspicious mind, lady."

"Thank you," you say, half-mockingly.

"Uh...you're welcome? But I'd say I was trying to establish camaraderie and all that jazz. Agent is always going on about how important that is, you know."

"I will leave that to those weak or incompetent enough that they need to rely on others." You don't need her. You don't need anyone.

She raises up her hands. "Fine, fiiiiiine. You're determined to be a grump. I get it."

You turn to leave.

"Just one more question. You ever heard of Lycoris?"

Lyco-what? You should know better, but you glance back. "Speak plainly, Architect, or not at all."

"Lycoris. Ly-co-ris. It's a name. Three syllables. Ring a bell?"

You hazard a guess. "Some ringleader I haven't heard about?"

"Hmm. Interesting." She pushes herself off the wall to a standing position. "Well, I'll get out of your hair now. See ya!"

[Perk check - success! Tasting the Air.]

"Stop," you say. You move to grab her arm. "Who is this Lycoris? Why are you asking me about them?"

Architect dances away, out of your reach. "Eh...maybe come see me later, and we can talk about that. If you mellow out and don't fly off the handle over a towel. Bye now!"

And, without warning, she breaks off at a dead sprint down the hallway. She turns around a corner and vanishes, leaving nothing but the sound of footsteps fading off into the distance.

Well, at least she knows you mean business. That's what counts.

You set out to look for something interesting.



You've found a months-old soft drink bottle, and it is perhaps the most fascinating thing you've seen since you were awakened.

Sitting cross-legged outside the factory entrance - a massive set of metal doors that can be opened and closed via hydraulics - you hold the bottle to the light of the sun, which has now climbed much higher into the sky. You turn it around slowly, examining the changes in the refraction and the shine. Bubbles rise up through the bottle, and the light shines and sparkles through them.

Experimentally, you shake the bottle. The liquid fizzes into an ocean of bubbles racing towards the surface, and foam collects on the surface.

Suddenly, Agent is calling you. There aren't any words flashing up in your vision or anything - you just know that it's Agent.

"Ouroboros. Come upstairs to the office immediately."

"Yes, Agent."

The foam has already settled down into its usual liquid.

You throw the bottle against the wall. It smashes with a satisfying crack, and the liquid dribbles down the wall.

You get up and make your way up.




"The original plan," Agent says, "was for you to accompany Gager and Architect to their factory in the mountain peaks. There, you would have received tutelage from Gager, as well as the opportunity to find some affinity with fellow ringleaders. Camaraderie, even."

The windows of the office are still broken to pieces, and cold wind continues to blow into the now-ruined office.

This time, you're not sitting around the table with Agent. This time, she is sitting behind the imposing desk of...Italian Maple, was it? Gager is standing off to her side, arms crossed, glaring at you. And you are being made to stand.

"However…" Agent pauses, glances aside at Gager.

Gager speaks up. "I'm willing to work with you if you're willing to show some discipline." Her voice is hard, unflinching. "Come up to the mountain base, and I'll teach you what I know. But I won't be easy on you, like that tutorial simulation was. I will give you the absolute toughest time I can."

That's obvious bait. The question is, do you rise to the challenge to show her up? Or do you dismiss her as obviously unworthy of your attention? Eh, you'll figure it out in a moment.

Agent nods at Gager, then turns back to you. "You will be assigned a force equivalent to a platoon size. You will seek out one of your fellow ringleaders. You will assist them in their duties, learn from them, and see for yourself how we run our operations. And you will be nothing but helpful. Do you understand?"


Choose one vote.

[ ] "Rest assured, Agent...I shall lend all my expertise to your cause. It should be more than enough to crush any opposition."
No mechanical benefits, but Agent's opinion of you will improve somewhat. This may be important later.

[ ] "I will have to pass on whatever "camaraderie" you might be trying to establish here. Inferior models that are not under my direct command would only slow me down. If I were to be given a greater amount of units to control, I'll assure you that I'll outperform them all!"
Sometimes, more is more. This will make you much more likely to succeed next time you run into the enemy. Agent will be somewhat (further) annoyed, and will be more reticent next time you ask for resources.

[ ] "Are our adversaries truly as depicted in that simulation? I would hate to waste my precious time finally free on small fry."
Small long term bonus to actions taken against one of Sangvis Ferri's enemies, to be determined by vote next update.

[ ] "Tell me more about these other ringleaders. Surely I rank above them?"
Detailed info about what mechanical benefits can be gained from spending time with each ringleader. Will come into play in the next vote.
 
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