Slow But Fine (A Historia Quest)

Like DaLintyGuy said, our officers don't need even mutually coherent histories, because they're all clones being uploaded with knowledge from our genre implant. It's perfectly possible to have veterans of the great saucer war and the invasion of mars rubbing elbows with survivors of the Weird War 2's desperate antarctic combat as they share experiences with steampunk cyborg underground combat experts from the Murlock wars of hollow earth.
Ahh I see I see. I didn't want the officers to have coherent histories, but I was thinking about the place of birth and stuff, nad backstories, but all of that I've realized, is invalidated. Wait Saucer huh?
But my base idea anyway was to just take people from history and either re-purpose them, or mash 'em up. Maybe an original character here and there.

Though a handful of B1s with DCs did try to extort your fusion plant, but that was before you had troops. Maybe they might have come back to trade more insults?
Then we'll send 'em packing through and through. The only thing worse than a thieving B1 is a living one!
 
Name: Miyasu "The Rat" Musashi - Captain to the Levied Legion (conscripts)
Story: A genetic clone, modified from the cells of a descendant of the legendary Miyamoto Musashi, and reconstructed with the DNA found within his tomb, comes Musashi, a veritable strategist who's strategic mind (and strangely enhanced muscular physique) allowed him to be one of the few experiments left-over from the "Re: Life 0" project to be honorably enlisted in the Japanese military,...whether he wished to or not. Predictably, he rose through the ranks with his intelligence, and while a few of the higher-ranking members of the government have their doubts about him, thinking him to practically be inhuman with some of his methods, he's earned the grudging respect of those around him, and has incurred he praise to those below him.
Talents: He possess a mind suited well for warfare, and has made use of it many times in battle. Not only that, but he has an unusually strong physique, to the point one wouldn't say it's super human. He's trained in most types of firearms, knows three languages, and above all, is loyal (almost too loyal) to the chain of command, even if his prideful manner seems to say otherwise. (Flavor text, provides no actual bonuses.)
Known Flaws: He is a man not without patience, but once his anger is aroused (which admittedly, does not take much) the storm that is his rage fills the air. This leads him, at times, to make a irrational decisions, and more than once has he been cost a mission due to it, though he regularly tries to remain calm. ...There are rumors in the barracks that he has nightmares which end with him vomiting, but those are just the tales of sleepless cadets and soldiers....

Just...eh. I tried, but this could be way better.
 
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I do want to note though that the 'we are japanese' theme vote won, so, uh, I'm not entirely sure these are valid officers for our japanese themed cloners to be putting out.
Eh. They work, as the Dutch had people in the Indies and there would have been Spanish in the Philippines still.
And you are already Alternate History anyway.
 
I do want to note though that the 'we are japanese' theme vote won, so, uh, I'm not entirely sure these are valid officers for our japanese themed cloners to be putting out.
Edited to spell out more simply that captain quinzels father is Japanese and that she herself is a japanese citizen.

Changed heritage on platoon leader to account for bigotry causing citizenship bearing immigrants to be denied officer ranks in the japanese army.
 
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I will note that "good at this"/perks are to be earned from combat, honorable or not. And General is a bit high for command of a company...
Ah, Brigadier general is a far lower title than General (if necessary, he can be moved down to colonel). No way would I make him that. And I just put that there for fluff text and personality, I don't expect him to get bonuses from it. If you wish, I could edit it out?
 
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Ah, Brigadier general is a far lower title than General. No way would I make him that. And I just put that there for fluff text and personality, I don't expect him to get bonuses from it. If you wish, I could edit it out?
You are making company commanders (captains) and not command staff (I mean, you could I guess), yes. And And officer of the Conscript group is included in their debuff.

Though this is more a peer review sort of thing then convincing me. Mostly.
 
You are making company commanders (captains) and not command staff (I mean, you could I guess), yes. And And officer of the Conscript group is included in their debuff.
*shrugs* Captain it is! Oh, nad when I meant fluff text, I meant all the 'skills' and 'talents'. Anyway, reviews are always welcome. How else do people improve, without constructive criticism?
 
Name : Masaharu Okamura
Rank : Captain
A survivor of the Saucer Wars of the 1900s, also called by some the first and second Worlds War, Captain Okamura was but a boy during the first Saucer War and is one of the survivors of the Disaster at Tokyo where the Japanese first encountered the Martian Black Smoke. The sights he saw in the disaster have left him haunted, but also hungry for revenge. This was a trait noted by the recruiters, and by the time of the second Saucer War and the counter invasion Okamura has made it to the rank of Captain in the Imperial Army as a mobile armor commander. In the battles of the Landing and the follow up advances he served ably, but without greater distinction until the siege of Olympus Mons against the buried facilities within. It was there that the Minds of Mars revealed that they'd buried multiple tripods in the sands where they projected the aligned forces would establish their command centers and supply dumps, dealing great damage to the expedition. While Okamura's stand finally brought him distinction, it also left him medically invalidated. Now, 'healed' with new medical technology, he is eager to once more serve his Emperor and hopes to make sure that his enemies of old find no footholds on this planet.
 
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A Time for Decisions 1.0
Was there any other way to introduce the new era than by a military review? Ideally you would be able to show it off to your opponents as well in order to make them understand that moving against you would be a poor choice, but you had to make do with showing the civilians the results of their sacrifices. And in that respect you seemed to be doing well.

As a command grade officer you walk down the rows of men and weapons, making small observations and giving out praise to the officers in front of their formations. The Conscript tagged 1st Infantry Company continues to unnerve you slightly however. Not for anything they have done, of course, but because they are distinctly young in appearance compared to your modern experiences. Your implanted knowledge tells you that it is perfectly normal to have formations made of "18 year olds", whatever that means precisely, taken off the fields around their homes and put into combat.

After them are the handful of Alligator halftracks and their organic infantry complements, proudly standing behind their attached guns. Where the focus of the Conscript troops was to get numbers out the door as quickly as possible, the vat-grown infantry of the 2nd had been given a budget of fuel (as primitive as it was, chemical fuels were the best you could do without retrieving controlled schematics of superconducting solenoids) and ammunition in order to run simple exercises.

A squadron of tracked armor formed the centerpiece of your current forces, their crews disembarked in front of their machines and distinct from their rear echelon support in their tanker caps. For these your technicians had gone with a quite basic design, a high velocity 60mm main gun on a dorsal turret and machine guns in the coaxial and forward positions, whose general layout featured prominently in your implanted knowledge. While not your only answer to enemy armor, with all infantry squads carrying AT grenades and the guns of the 2nd Infantry, they will feature prominently in attacking any enemy defenses.

Finally were the quite novel forms of the self named "Kami Squadron". While their biplanes did make use of an in-line engine rather then the radial, or worse, a rotary, engine it "should" have had, they were not the sleek and aerodynamic forms that characterized amateur fliers the world over. The pilots were similar, dressed in truly archaic leather and wool that still carried it's own distinct style. Having aerial scouts was a large upgrade over sending ground vehicles in many ways, but with the likely size of combat units in the immediate future it was uncertain of how well they would serve.

And, of course, everywhere are the undisciplined troops of the Home Guard with their undersized rifles. You can't say many things bad about them as they will be your main garrison force but still.
Militia with no understanding of what they have been called to do.

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Civil Affairs

With your knowledge of what is needed during this emergency you have a degree of influence in civil affairs. It would behoove you to use that for your benefit.
You can spend Power to increase effects of these actions.

Choose One
[ ] Industrial Specialization: In normal circumstances ensuring every camp was entirely self sufficient would be a good thing. However, it would limit the availability of a number of valuable things that could be used to augment your limited fabricator time. Salvaged polymers, wood, canvas, cotton, and so on. As of now these would be more akin to guilds rather than the industrial plants you are used to seeing in your dreams but it would still be an improvement and cause a flow of materials in your territory. Perhaps more valuably, it would reduce dependence on the fabricators for any kind of skilled labor. (3 Turns)

[ ] Aerodrome Facilities: In order to use anything better than light Interwar aircraft even once you get the technology to build them you are going to need the infrastructure to do so. And your current group of flyers would appreciate operating out of wooden buildings, earthen revetments, and from a distinct runway rather than tarps and grass. (1 Turn)

[ ] Decentralized Power 1: You have a very limited source of power generation suitable for military production so it would benefit you and the civilians alike if they were not completely reliant on it. Printing out a number of flexible solar cells, simple wind turbines, and primitive power storage using the civilian budget would let a number of luxuries no longer demand strategic resources to fulfill. (2 Turns)

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Military Production

Current Power: 0 Stored + 0 Salvaged + 2 Production= 2

Current Production List
Write In (ask the GM and he'll get back to you)

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Military Affairs

To be blunt your knowledge of your surroundings is woefully out of date. The only thing you really know is that there in an Entech commander nearby using some kind of android as their basic infantry that asked, somewhat politely, for your fusion plant. The second time they asked they tossed insults and "ham" at each other until the robots left. More concerning is the demographics of your population. The number of refugees arriving who navigated by the roads and tracks as compared to roughing it over the countryside is far less than one would expect...

Assign one or more Companies to each mission you want to take:
Local Countryside Taming
A search and destroy mission to reduce and remove dangerous organisms from your area, ranging from somewhat harmless herbivore megafauna to feral canids and felids to vat-grown monstrosities that must have gotten loose from here or there for whatever reasons. You'll have to ask for one of the accurately named "swear toads" to put it into a terrarium in your office...

Local Network Cleansing
Push out detrimental elements near the transit routes within the Preserve, set up outposts and communications infrastructure, and turn it over to the Home Guard to ensure freedom of movement within your territory.
Note: A number of seemingly intentionally ramshackle vehicles have been seen doing unneighborly things, like enforcing irregular tolls of food on travelers.

Secure Transit: North
In order to exploit points of interest within the Artani Central Arcology it will be vital to have secure lines of communication and transit in order to push civilian engineering, research, and diplomatic teams into the region.
Note: Disappearances are noted among travelling refugees along this route in particular.

Secure Transit: East
The coastal forest was a marvel of engineering, and now those engineered creatures and plants have reverted to natural selection at the frenzied pace demanded by their genetics. To clear a route to the Eastern Arcology and its nearby port district will require a dedicated military response and that itself will require secure lines of supplies.

Secure Transit: West
The agricultural basin that fed the Central Arcology, the Wellspring would be a tempting target for any Entech commander. Not only does it have large scale if limited growth vats and hydroponics but it also was powered to a large degree by a number of hydroelectric plants that monopolized the river that gave the region it's name.

Secure Transit: South
Whether the polar approach battery is active or not, regular contact and/or exploitation will require a secure route.

Scout
-Pick One: North, West, East, South
Send a unit to explore a region, picking up salvage, finding points of interest, and brushing against the locals.

Reserve
Sometimes you don't want to send out a unit because it would incur an upkeep cost. Or maybe it took losses. Regardless, you don't have to field everything every turn. As a bonus units not assigned to an action can try to support others who have encountered unexpected troubles.

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Diplomatic Affairs

You are in contact with no organized groups.

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Voting will be done by plan.
 
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Questions are, of course, encouraged. To get ahead on one, the difference between Scout and Secure is Scout finds things of use by spreading out while Secure drives a line directly to the destination in order to make use of found things.
 
-[ ] Civilian
--[ ] Decentralized Power 1
-[ ] Military Production
--[ ] Line Infantry Company (2 Energy)
---[ ] Specialization : Sapper
-[ ] Military Affairs
--[ ] Local Network Cleansing
---[ ] Mechanized Line Infantry Company
--[ ] Secure Transit: West
---[ ] Conscripted Line Infantry Company
--[ ] Scout : West
---[ ] Communications Cavalry Company.
---[ ] Kami Squadron
--[ ] Reserve
---[ ] Medium Tank Company

So we'll free up some of our power being diverted for civilian purposes over the next two turns, produce Sapper Line Infantry Company, cleanse our network to make transport of resources fom the feild back to HQ safe, scout and secure the west roads so we can grab more vats and some hydrolic power plants.
 
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An Army Marches on it's Stomach
85% of this plan looks very pleasing to me, but I'd prefer to push North first because that's where people are vanishing, so that's where trouble probably is already. As well, it doesn't actually use our air scouts, which would probably be pretty helpful for both of the things being done this turn.

As such...

[ ] An Army Marches North on it's Stomach
-[ ] Civilian
--[ ] Decentralized Power 1
-[ ] Military Production
--[ ] Line Infantry Company (2 Energy)
---[ ] Specialization : Sapper
-[ ] Military Affairs
--[ ] Local Network Cleansing
---[ ] 2nd Infantry Company
--[ ] Secure Transit: North
---[ ] 1st Infantry Company
--[ ] Secure Transit: North
---[ ] 1st Cavalry Company
--[ ] Secure Transit: North
---[ ] Kami Squadron
--[ ] Reserve
---[ ] 1st Armored Company
 
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As well, it doesn't actually use our air scouts, which would probably be pretty helpful for both of the things being done this turn.
Air scouts trade depth for width, being very good at covering large areas but bad at determining what it is they have found. Meaning that their ability to scout the Arcology is... Limited, might be the best word.
 
85% of this plan looks very pleasing to me, but I'd prefer to push North first because that's where people are vanishing, so that's where trouble probably is already. As well, it doesn't actually use our air scouts, which would probably be pretty helpful for both of the things being done this turn.
I'd rather consolidate our forces and acquire further assets before we engage to the north. Rushing into the area with the greatest chance of serious confrontation from the get go is foolhardy. Your point about air scouts is well made. I've added them in scouting alongside the cavalry. They'll identify majory structures for our CC to scout upclose. Does that make things a bit more satisfactory @Happerry
 
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Ugh...today was a long day.

Otherwise, both plans look eqaully acceptable, though I do worry a little for our air support, especially with learning how air scouts lack the required technology for giving accurate reports. Might I suggest a sooner rather than later focus on gathering intelligence?
 
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