You are John Mackerel, a lieutenant in the Zair Republic's army, and you are fighting a losing war against a far superior foe. Can you get yourself and your forces out of the Solandas system before your enemies, and something far, far more dangerous, entraps and destroys you?
You are John Mackerel, and up until 06:00 you were a lieutenant in the Zair Republic's 3rd Army stationed on the planet Jodem near the edge of the Solandas system. Your great grandfather left Earth in 1890 and traveled the stars to settle his family in the far-reaching Zair system. He was not alone. Nearly ten-thousand people formed the first wave of settlers looking to start a new life in the great beyond. The Zair system proved hospitable, and its native inhabitants were easily driven back. The early years were rough, but your great-grandfather and grandfather, as well as their fellow colonizers, managed to clear land, dig farms, and raise towns. By the time your dad was born those towns had grown into cities, and the settlers had formed their own governing authority in the Zair system.
But things started rapidly changing for everyone in the galaxy during the 50's. A great war had swept through the inhabited systems, and the victors were redefining all the rules. Money and peace were the new gods, and intergalactic commerce was the holiest form of worship. The Zair Republic, like everyone else, readily adapted to the new order by the time you were born, with industries, institutions, and its own fledgling military. But it was also experiencing growing pains. The men who'd rose to the top of the governing elite decided that the people of Zair needed to expand, and they set their sights on the Turanda and Solandas systems. It wasn't hard to justify war. Both target systems were home to militant groups with a habit of raiding their neighbors. The Zair Republic simply waited for the right raid, and then declared a war of retribution. You were 19 when this occurred, and like many young men and women, you joined up with the army to serve your nation.
After all, you'd grown up having a fervent frontier nationalism hammered into your skull alongside arithmetic lessons and grammar. All the teachers in the schools were old men who still got hard over their memories of subjugating the native inhabitants.
And what did those fanatical man vs nature fantasies get your generation? A whole lot of suffering and senseless death. Oh sure, at first it was all roses and sunshine. The Zair Republic blew through planet after planet in Turanda. Its military proved superior, and you and your comrades quickly occupied the system. But by the time the Zair Republic forces reached Solandas, things were drastically turning against them. Because it turns out both the target systems were secretly supported by United Miranda in exchange for mining rights. And the massive and powerful UMS's foreign policy dictated that anybody who interrupted their stream of money got royally fucked.
Yes, you were a lieutenant yesterday. And then United Miranda dropped some cutting edge psychic bomb on the Zair command center and wiped out the entire military structure. So here you are, now the commander of the 3rd army and probably a few other divisions, overstretched past your supply lines, facing down the barrel of an imminent UMS invasion. You're outgunned and on your own.
Yeah, things have gone to shit.
You're done with the party lines of glory and conquest. Now you just want to return home to the fiancee you left behind. But things won't be that easy. United Miranda is one thing, but you've also got your own demoralized forces, as well as reports of...something strange, interfering with comms in the Solandas system. So you've got your work cut out for you. If you can survive long enough to figure out an escape plan, you can maybe get yourself and the sons and daughters of Zair home safely before you all die in some alien jungle. But that's a big if, and you're almost out of cigarettes and coffee.
-Mixed Company Perk (Any enemy attack rolls are directed at the Infantry Division number instead of any attached divisions)
Stances- Entrench (For every 2 turns spent entrenching in a single area there is one Number level added to Infantry Division and any attached divisions. Caps at lvl3. Entrenching can be interrupted and resets.)
-Overwatch Perk (Ignores enemy Mixed Company Perk and can target any attached units, or allows another attached unit to do the same)
Stances – Ambush (After one turn preparing in a single area, Recon Division can attack for one turn without being targeted. Cannot be attached to any other divisions)
AT Division: 2 (10,000)
Number: 5 Lvl1
Attack: 1d5 Lvl3
-Single Role Perk (Bomber cannot target air units but gets 1 extra attack level against foot soldier units)
Combat Mechanics are mostly handled by the GM. Players just need to concern themselves with general quest choices, though a breakdown will be provided after every battle for those who wish to understand what's happening mechanically behind the scenes.
You recline in your foldable chair inside your tent. The hot dual suns of the Solandas system glare through the fabric, causing beads of sweat to trail down from the brim of your cap. Before you is a table and a hastily erected wooden board with the map of the planet Jodem's main continent on it. Three big X's have been marked on different locations. You shift and work a pack of cigarettes from your pocket. One tap on your knee is all it takes to loose one of the tubes of tobacco. You place it in your mouth, then lean to the side so Lieutenant Moxi can light it for you. The woman is young, with long pink hair, the greens and blacks of the Zair military uniform, and a face that conveys her absolute indifference to the heat and movement around her. You take a deep drag, then let out a cloud of smoke.
"Alright," you say, sighing. "Let's hear it."
Three other officers stand around the map. Their names are Lieutenant Prahm, Major Clifford, and Lieutenant Sette. All three are wearing their Zair military fatigues, and all of them are as sweaty and haggard as you are. Lieutenant Sette gestures as the map, her own lit cigarette dangling from her mouth. As opposed to Moxi, her hair and skin are dark, and her long bangs press down around a serious expression. "Comms went down yesterday, but from what we gathered before then, United Miranda forces are scheduled to land in the starport city of Aliera," she points at one of the X's. "It's currently occupied by planetary defense forces, but we could easily overrun them before Miranda arrives."
You rub your chin as you sip from your coffee. "Alright, that's certainly an option. Meet the UMS forces directly at their LZ. It'd be a fierce battle, but we'd have a defensive advantage and keep them from gaining a foothold."
"I'm more worried about comms," Major Clifford says. He tilts his head slightly. The man is the oldest among the officers present. He's heavy-set, with powerful muscles bulging at the seams of his uniform, and a grizzled face with silver stubble. His eyes are small, but fierce. "Something's happened at the Kashamak satellite station, and it can't be anything good. There's no reason for the comm systems to be down, we cleared that area of enemies weeks ago. I think we should go secure it so we can communicate with HQ."
"What's left of HQ anyways," Lieutenant Sette says. She ashes her cigarette on the dirt floor of the tent.
"Hmm," you say. "That's a good point. We'll need an extraction soon enough, and we'll need comms to do that."
"Forget about all that," Lieutenant Prahm says. He's a young man, younger than you, with sharp features, blond hair, and piercing blue eyes. He wears a necklace of knuckle bones around his neck, something you'll have to remember to talk to him about now that you're commander. Prahm slams a fist on the map. "We need to get to the city of Ramsees, and soon. It's the most defensible position on the planet, and well supplied. We can easily weather the worst United Miranda will throw at us, then once they're spent we can investigate the satellite station or go on the offensive."
You frown as you stare at the map. "Hmm, Ramsees is a veritable fortress..." After a drag of your cigarette, you stand and approach the map.
[] Assault Aliera Starport
[] Reoccupy Khamak Satellite station
[] Hole up in Ramesees City
Hm... Comms are important, but if Ramsees is well supplied and heavily fortified, then it'd be a smart idea to make our way there. But I can't ignore the idea that something happened to the Satellite station either. It's a mystery I don't like leaving unsolved...
For now, I'll go with [x] Reoccupy Khamak Satellite station , but depending on what others say, I might change my vote.
Hm... Comms are important, but if Ramsees is well supplied and heavily fortified, then it'd be a smart idea to make our way there. But I can't ignore the idea that something happened to the Satellite station either. It's a mystery I don't like leaving unsolved...
For now, I'll go with [x] Reoccupy Khamak Satellite station , but depending on what others say, I might change my vote.
Greetings from the Turanda System!
(postcard sent from Zair-occupied planet Harris, November 1972)
[X] Reoccupy Khamak Satellite station
You point at the map. "We need comms first and foremost, so that's where we'll head. I want intel before then though, I'm not trying to march the 3rd army into a surprise slaughter. There's a chance Mirandan special forces landed early and are waiting for us at the station."
Major Clifford nods. "Of course commander, I'll scramble the jets. A couple flyovers should tell us all we need to know."
Lieutenant Sette drops her cigarette and crushes it underneath her boot heel. "We need to conserve jet fuel, and they could have anti air measures established."
"Infantry recon squads won't cut it," the major shoots back. "Our airforce is better than any counter measures a vanguard might employ."
"That's the type of arrogant thinking that got us in this mess in the first place!"
Three cigarettes and another cup of coffee are consumed as Major Clifford and Lieutenant Sette continue to bicker. The heat is sweltering as the dual suns glare through the tent fabric. The sound of alien cicadas grind in the surrounding trees. You let your mind wander. The two will be arguing for a while longer. It's a command meeting tradition that you had grown used to even before you were promoted. Major Clifford is airfoce, and Lieutenant Sette is the highest ranking member of a military intelligence group known as Arghoul. A word from you would end the matter, but you know they both have personalities that demand to be heard.
Which is why you wait until they're both panting in the heat to intervene. "Send in the infantry recon units," you say. You leave the map board and head for the tent entrance. Lieutenant Moxi follows. You pause as you duck through to the outside and glance over your shoulder. "I want a full sitrep by noon, we'll hit the interstate afterwards."
The planet Jordem's main continent is 80% jungle. And not just any jungle. The planet is home to tremendous mega-fauna that puts the fear of god into anyone who stares at them too long. Colorful plants tower up like monoliths and form a canopy that does little to blot out the sun. Tangled vines, prickly trunks, and highly-evolved wildlife all prove severe obstacles to anyone who wants to make a life for themselves on the planet. Which is why Jodem's first settlers established giant interstates that connected their cities and mining operations. The twenty-lane concrete roads are suspended high above the mega-fauna on giant pylons, and are one of the few ways to circumvent the treacherous underbrush. They were large enough to support Jodem's blossoming pre-invansion economy, and now that the Zair military had landed, they would support its numerous infantry and armor divisions.
Highway 7 is the nearest one to your position. The 3rd Zair army is camped out in a logging site that was hastily abandoned by the locals during the invasion. Word quickly spreads through the ranks that Khamak station is the next target. You walk among the tent rows as soldiers and personnel prepare to move out. The recon squads are already headed off in light armor carriers for the interstate. You pause with Lieutenant Moxi to watch the convey roll past. The recon soldiers filling the vehicles stare down at you with dirt-stained and weary faces. You meet their gazes with a solemn expression. Lieutenant Moxi waits dutifully behind you with a datapad clutched to her chest. She brushes a strand of pink hair behind her ear as a strong gust blows past. Little is said between you two, especially over the noise of the convoy engines. The lieutenant possesses a keen intuition, and you've come to rely on the woman of few words in these trying times.
It only takes a few hours for the recon units to send in their report. It's complete nonsense. You and the other commanders gather in the comms tent as you all hold headsets to your ears. The radio equipment clicks and whirrs as a large generator hums beyond the tent. The frantic voice of the recon squad leader squawks over the speakers.
"-fungus or something! Covering everything! Web-like, strange shapes! Some of them look like people frozen like statues! Spor-kkzzzztttzz- air like snow!"
You frown as you hold your headset in place. "Have you secured the location soldier?"
"-securing impossible, request immediate bomber support of the land surrounding the station!"
You lower the headset slightly and turn to the others. Lieutenant Moxi, as always, stares at you blankly. Major Clifford has his eyes narrowed, and Lieutenant Sette looks deeply troubled. Lieutenant Prahm simply looks annoyed. "So," you say, gathering your thoughts. "Lots of fungus growth has apparently covered the station, and everyone stationed there is gone..."
Major Clifford sips from his coffee and brushes at his silver stubble. "Could be a natural phenomenon, this planet is hell after all."
"A natural phenomenon that drives away a garrison is bad news," Lieutenant Sette says. "If its seasonal, things could be on the verge of getting a lot worse."
"Though the locals haven't mentioned anything like that," Lieutenant Prahm says.
You give the matter some thought, then raise the headset back to your ear. "Recon squad, are we able to approach?"
"zzzbbzzttttt-do NOT approach without clearing the land! I have a score of men down with unknown symptoms!"
You slowly exhale. "Bombing run it is then."
"Are you serious?" Lieutenant Sette says. Her expression and tone reveals how little she thinks of the matter. "Are we really wasting fuel and munitions for a few mushrooms? There has to be another way."
"The Mirandans are nearly here, we don't have time to linger," you turn and gesture at Major Clifford. "Scramble the bombers, we'll be right behind you."
The major grins. "Sir yes sir."
Massive jet engines flare to life as a line of bombers slowly turns. They angle themselves down the makeshift runway that cuts through the logging camp. Their engines glow brightly, then one by one they taxi along the strip. You watch from your place atop an armored vehicle as they raise up past the canopy and take to the sky. Lieutenant Moxi stands besides you, shielding her eyes against the suns with a hand. "Alright," you say, settling back down in your seat. "Let's ride."
The Zair 3rd army moves out. Almost a hundred thousand infantry and thirty thousand vehicles make their way up the onramp towards mega highway 7. The heat of the suns are unrelenting. They cook the surrounding concrete and give rise to waves of hot air that obscure the distance. Every soldier on foot is sweating under his gear, and every surface of the vehicles is scalding to the touch. The bombers disappear over the horizon.
You can hear the echos of their bombing run. The sound drifts over the canopy and the suspended mega highway. Flocks of birds take off in distress, and clouds of insects flit about from the tremors. You keep your binoculars pressed to your eyes as you sit atop your armored car. After several hours of travel, you reach Khamak station.
The massive satellite dish is poised towards the sky. Beneath it is a large collection of buildings, and surrounding them is the jungle. But what catches your eye first is the strange film that seems to linger in the air, as well as the blackened remains of a gooey substance littering the ground. The substance is everywhere surrounding the station, but the station itself is covered by intact....fungus. The soldiers murmur among themselves as you spread the army out among the station buildings and set up a perimeter. The strange growth is composed of dark purples, blues, and blacks. The shape is wrong to. Some of it looks humanoid, like a statue, while others look like a webbed lattice stretching up in a column. You meet the recon squad commander with your other officers.
"Well?" Major Clifford says. "What do you have for us?" He and the others survey the main comm room in the bowels of the satellite dish. You stare up at a large screen with blinking dots upon it.
The recon leader salutes. "We've made contact with several points on Jodem, but unfortuantly the comms didn't last long. Something's still heavily interfering. But we did manage to speak briefly with a 5th army detachment stationed in Valkimer city. Other than them, there's no other Zair Republic forces on the planet. At least, no others responded."
"No news from the rest of the system?" you say, tearing your eyes away from the blinking screen.
The recon leader shakes his head. "Just a lot of scrambled chatter, we couldn't make sense of it before the comms went down." he glances nervously behind him. "And I'd like to talk about..."
"I know," you say, cutting him off. You don't have to look at the table. Two perfectly formed eggs rest atop it inside glass cubes. They were found by the recon squad, and quickly secured into bio hazard containers. Normally you wouldn't give the two eggs so much as a passing glance. But everyone in the room feels it. The strange...otherness, that seems to spread through the air like a noxious gas. You have few proper scientists in the army, the closest thing being Lieutenant Sette's military intelligence agents. You figure you'll hand it over to her as soon as you can.
"United Miranda lands in a couple days," Lieutenant Prahm says. He fingers the necklace of knuckle bones he wears, as if to draw comfort from the gruesome trophy. "We still have time to dig in at Ramsees city."
"I want that fifth army detachment," you say. "But we have no way to make contact unless we fix the station or go directly to them. There should also be at least four other special divisions on this planet, so I want this comm station up and running at some point to reach them."
"This place is surprisingly defensible," Major Clifford says. "We could stay and make repairs. The UMS forces will likely take time to gather themselves."
Lieutenant Sette takes out a cigarette and lights it. "No," she says, releasing a cloud of smoke. "Valkimer city is hardly a fortress, but a good number of soldiers are there. Plus it's some distance away from the UMS LZ, so they'll take awhile to reach us. We should go to them instead of bringing them here."
"Absolutely not," Lieutenant Prahm says. "I could take over Valkimer city by accidentally forgetting to set my parking break on a single tank. Ramsees city is where we should go."
"And remain split off from reinforcements? We need those soldiers! The Mirandans have one of the most powerful modern armies in the settled systems!"
You take out your own cigarette and wait as Lieutenant Moxi lights it. You consider your options as your gaze returns to the blinking screen.
[] Dig in at the satellite station and repair the comms
[] Travel to far-reaching Valkimer City and meetup with the 5th army detachment
[] Travel to Ramsees city and prepare the fortifications
1973 marked the beginning of the little-known Mirandan-Zair war in the Solandas system. The conflict started after the Zair Republic invaded both the Turanda and Solandas systems, which were controlled by regional planetary governments loosely united through a common language and trade. The United Miranda Systems had greatly invested in the two systems, and saw the Zair invasion as a direct threat to its foreign industries. Although not officially ratified by the representative council, UMS forces began operations to drive out Zair forces on February 20th. The planets Irandus and Jodem in the Solandas system were the UMS's first targets, and thus the vastly-superior Mirandan forces made planetfall.
The initial counter-invasion involved both sides respective air forces. Zair's 3rd army was stationed in Jodem with 2,000
5,000
and 5,000
with ground-to-air missiles.
In contrast, United Miranda made landfall in Aleria and immediately deployed over 6,000
The UMS's X-30's were new generation fighters with the ability to operate in both zero-g and atmospheric conditions. In contrast, Zair's Strike Sparrows were only capable of fighting in Jodem's skies. Despite this, the two fighter types were similar in both speed and maneuverability. The intial air skirmishe lasted two weeks, resulting in the destruction of the vast majority of Zair's airfoce and mobile armor divisions. However, the multitude of Zair anti-air measures, especially the HT-Tortoise ground-to-air missiles, kept United Miranda from achieving total air superiority. The second stage of the invasion would require significant ground force maneuvers.
[X] Dig in at the satellite station and repair the comms
Strike Sparrows streak across the sky in a loose V formation. You follow their smokey trails through the lenses of your binoculars. They shift in the air and angle towards the Khamak satellite station, as well as the landing strip your soldiers hastily constructed. One by one they dip down and extend their landing gear.
It's been two weeks since UMS forces landed in Aleria and began operations to secure the skies of Jodem. Zair-controlled anti-orbital cannons have kept back the Mirandan fleets, but the UMS airforce is another matter. Countless battles have taken place over the jungles surrounding the satellite station. Zair losses have steadily risen to 1,500 strike sparrows and 4,000 mobile armor units. At least 4,000 UMS X-30's have been taken down, but the enemy has almost an equal number remaining in the skies.
"We can't keep this up," a voice says. You lower your binoculars to see Major Clifford standing beside you on the observation platform. The comms satellite towers above you like a protective canopy, giving you shade from the unrelenting suns. The air however is still humid, creating stains on every soldiers' fatigues and gear. The major wipes his brow with a rag and narrows his eyes at the landing strike sparrows. "As it stands we only have tanks keeping them back. Any more skirmishes and our remaining airforce is done for."
You raise the binoculars again. "The Mirandans seem to be easing off the raids. I'm guessing a dedicated ground assault is next."
"We should blow the interstates then," Major Clifford says. "Make them trudge through the jungle."
"We'd have to do the same if we ever wanted to reach Aleria space port," you sigh and take out your cigarette pack. Lieutenant Moxi is nowhere to be seen, so you light it yourself. You let out a few smoke rings. "It's all a matter of how long we think we'll be holed up here."
Major Clifford doesn't respond for a few minutes. The whine of jet engines and the sounds of troop movements drift up to you on the observation deck. Above you, the underbelly of the satellite dish blinks rhythmically with lights. Finally the older man leans over the railing and spits. "We're going to be here awhile. You know we are. Miranda outnumbers us 3 to 1, and they'll only be reenforced as time goes on."
You nod and take another drag from your cigarette. "We've made contact with the 5th army divisions. They'll join us soon."
"It's not enough. Not nearly enough. We need more fighter jets, and the 5th doesn't have any."
With a flick you send your cigarette flying over the railing. You turn away from the camp movements below and make your way towards the massive base of the satellite. "We'll manage major. We don't have any other choice."
Major Clifford follows you without a word.
Things have been tense in the camp. Ever since United Miranda destroyed the Zair command structure morale has been rock bottom. There are no more generals and commanders declaring the glory of the Republic, nor is there any concrete exit strategy or communications with the Zair system. For all the men and women of the 3rd army know, their loved ones could be in danger thousands of lightyears away. Not to mention the fungus. The damn, fungus. The stuff grows on every surface, and spores cling to the air in the morning. Hundreds have fallen sick with flu-like symptoms, and though the soldiers do their best to clear the strangely-shaped fauna, new growths appear like clockwork. Because of the uneasy atmosphere, you've taken measures to ensure everyone is busy. Trenches are being dug, fortifications erected, and endless patrols undertaken in the surrounding jungle. Fuel and food seem to lasting, but only time will tell how long.
These thoughts plague your mind as you near the door. Before you can open it, the door swings open and an officer stumbles out. His face is stricken and his eyes wide with fear. "RUN!" he yells, staggering. You catch him and grip his shoulders.
"What's wrong!"
The officer trembles. "Th-the eggs! The eggs! They hatched! Lieutenant Prahm, Lieutenant Moxi, both are..."
Upon hearing Lieutenant Moxi's name you drop the officer and rush past into the base structure of the satellite. "Commander!" Major Clifford yells. "Wait!"
You pass more panicked officers and technicians as you navigate the corridors. You can hear voices and alarms ahead. You round a corner to see smoke and people coughing. Their hazy figures stumble through the hall. You push past them, your mind blank with fear. Lieutenant Moxi has been your closest companion throughout the campaign in Solandas. Despite her quiet nature, you feel she understands you better than anyone. You can't bear the thought of something happening to her.
The smoke is thick as you enter into the main comms center of the satellite. Technicians with fire extinguishers are battling small fires on the control panels. Screens blink with warning lights and the sirens continue to blare. You bump into a figure in the smoke and grab them. It turns out to be Lieutenant Sette. "Lieutenant!" you yell. "What's happening!"
"The eggs!" she blurts. "I...we were doing some preliminary testing, but they broke the biohazard cases! Lieutenant Moxi and Prahm were enveloped by...something!"
"Are they okay!" you yell.
Lieutenant Sette shakes her head. "A soldier panicked and threw a frag! I haven't seen them since!"
You let go of the military intelligence commander and wade through the smoke in the room. Voices cry out around you alongside the whoosh of fire extinguishers. You slow as two shapes rise up before you. The smoke clears, and the shapes are revealed to be monsters.
A female figure seemingly made of blood stands in the middle of the room. Next to her is a strange white and red creature that appears to be a humanoid moth with sharp teeth and powerful limbs. Your eyes are on the blood woman. You slowly swallow. "Lieutenant...Moxi?"
It's been twenty-four hours since the incident. Both creatures are contained in giant glass rooms designed for hazardous material research. The blood woman, Lieutenant Moxi, sits cross-legged in the middle under heavy lighting. Lieutenant Prahm's new form paces back in forth. His wings quiver every so often as drool drips from his exposed maw. A military doctor in a full hazmat suit kneels nervously next to Moxi as he takes her pulse. The blood woman doesn't seem to notice his presence.
You stand on the other side of the glass wall watching them. Major Clifford and Lieutenant Sette stand on either side of you. There are other officers and technicians present, though they remain in the shadows at the back of the room with anxious expressions. You all watch as the doctor stands and hastily leaves the glass room. He joins you on the other side after being hosed down in the decontamination tunnel. "Well commander," he says, his voice shaky. "Their physiology is completely different now. No pulse, no breathing, I can't even begin to guess how they're moving."
You continue to stare at Lieutenancy Moxi, barely registering the doctor's words. Major Clifford clears his throat. "We should secure them better. Perhaps even bury them. This...this is unprecedented, and dangerous."
"Lieutenant Sette," you say, your voice low. "This is your fault. You did not have my permission to experiment on the eggs."
The woman slowly takes out a cigarette. She doesn't light it. Instead she stares with a solemn expression at the two figures behind the glass wall. "Forgive me commander, I take full responsibility."
"Good," you say, strolling forward. "We'll circle back to that later." you approach the glass wall and stop. Lieutenant Prahm stops pacing and turns to you. You ignore him and stare at Lieutenant Moxi. "Alice."
The blood woman looks up. Her voice comes out low, almost soothing. "Yes commander?"
You resist the urge to close your eyes. It's almost too painful to look at her now. "How...how do you feel?"
Lieutenant Moxi tilts her head slightly, as if seriously considering the question. "I feel...refreshed."
"And...the mission. Our occupation of Jodem. How do you feel regarding that?"
Lieutenant Prahm's exposed maw grows wider, revealing every one of his sharpened teeth. "Why commander," he says, his voice low and guttural. "Simply say the word and we'll kill the enemies of the Republic. I feel as if I could slaughter thousands single-handedly."
You only briefly glance at him, then return your attention to Lieutenant Moxi. "Alice?"
The blood woman slowly nods. "I think...I think I can use my body to fight. I....feel it....in the core of my being. But...there are voices...I don't...I don't always understand what they are saying." she lowers her face into her hands. The red substance covering her body shifts and congeals like an oily ocean.
Lieutenant Prahm's smile remains. "Send us forth commander. The voices are telling me to kill, and I must obey."
You study them a few moment longer as the commanders and technicians watch you in silence. Finally you turn away from the window and return to Lieutenant Sette and Major Clifford. The older man's expression is grim. His voice comes out low, almost a murmur. "Commander, we need to get rid of them. Now."
Lieutenant Sette turns on the major. "And why's that? They say they can fight, and by the looks of them they might be right. We've already come this far, why not allow them to go out in the field?"
"Because Lieutenant Prahm was always a psychopath! Did you forget his collection of knuckle bones??" the major gestures. "Those weren't all from enemy combatants you know! And now he's an unstable, unidentifiable monster that looks straight out of a horror movie! We need to exterminate them immediately and concentrate on the impending UMS ground operations!"
Lieutenant Sette's fierce expression remains. "There has to be a middle ground!"
You watch them argue, then slowly turn back towards the glass wall. Lieutenant Moxi and Lieutenant Prahm stare back at you, waiting.
[] Exterminate them both
[] Contain Moxi, exterminate Prahm
[] Contain them both
[] Send out Moxi, exterminate Prahm
[] Send out Moxi, contain Prahm
[] Send both out into the field
Side Orders (players may choose this option at any point. Will remain an option for many turns)
[] Blow the interstate to Aleria Starport (requires elite or recon infantry)(will make traveling to and from location difficult and dangerous)
[] Blow the interstate to Kamak Satellite Station (requires elite or recon infantry)(will make traveling to and from location difficult and dangerous)
Well now cant say i saw that one coming. Though i must say that having atleast for the moment two monsters to help fight for us would be nice and it appears they atleast to some degree retain their memories and part of their humanity.
So if we choose the send them out option will we get another vote for what their mission is or will they just be told to slaughter anyone that isnt with us?
What y'all think? They may be monsters but that doesn't mean they're "evil" or hostile to us. I want us to send them out but on a tight leash at first. Just to see what they can do, if they're at all psychotic, and go from there. These are still our comrades, after all. Just because they got a Digital Devil Saga treatment means little.
Well now cant say i saw that one coming. Though i must say that having atleast for the moment two monsters to help fight for us would be nice and it appears they atleast to some degree retain their memories and part of their humanity.
So if we choose the send them out option will we get another vote for what their mission is or will they just be told to slaughter anyone that isnt with us?
If they're sent out they'll automatically participate in next turn's combat. There might be drawbacks, as there are a lot of unknowns, but a sending out order for next turn won't require an additional choice to give them specific orders, at least not initially.
Also, because I forgot, here's the breakdown of how battle mechanics work for anyone interested in the behind the scenes rolls
Number and Attack Levels- Unit number levels indicate armor, and attack levels indicate piercing power. For ever level difference one of two things happens. If a number level is higher than an attack level, for every level it is higher subtract an automatic 4 from the attack dice roll. For every level the attack level is higher than the number level, add a 1d5 to the attack roll. So a 5 number unit with Lvl 3 attack against a unit with Lvl 1 number would get to roll 3d5 against it.
There are also buffs rolls, with the only current one being Lieutenant Sette's Arghoul 1d5 roll, to be added to any one unit during combat per turn
Regarding the interstates… Perhaps it's still too soon, to start blowing them up. We could wait a bit more, see what options we have. Can we somehow evacuate from the Station, or must it necessarily be from the Spaceport?
Regarding the interstates… Perhaps it's still too soon, to start blowing them up. We could wait a bit more, see what options we have. Can we somehow evacuate from the Station, or must it necessarily be from the Spaceport?
<only the two hatched eggs atm, though you may discover more. The space port is more of a space elevator or orbital tower as we would understand it. It's possible to evacuate with shuttles, but with a 100,000 infantry it would take many turns (and a Zair fleet). Aleria Space port is pretty much the only location to ferry large numbers in the span of a turn>