Turn 3 Week 3
Crawler (1 action) (Current Location: Outskirts of HoL territory. You appear in a recently vacated Battlefield.)
Gained: 1 resource from salvaged mechs
Gained: Shula Naim (May be trained as a pilot or used as a infiltrator.)
Gained: Dima Naim (May be used as a infiltrator or trained as a researcher or as a pilot.)
Gained: 1 Dominator Anti Materiel Energy Pistol.
[] Move towards B7R
Pros: FUCK HAVEN AND THEIR STUPID STICK TOWERS
Cons: You are likely to be bombed from orbit
[] Move towards Union Territory
Pros: They have plenty of jobs and are desperate for manpower and expertise
Cons: They are stingy with pay.
[] Move deeper into Hand Of Liberty Territory
The deeper your move into the Hand of Liberty Territory, the more their rules apply to you. While they universally disapprove of mercenaries, they realize that PMCs fill a niche in their forces as disposable cannon fodder. They allow scavengers to salvage in their territory, but will demand the return of their own war materiel.
[] Move towards Cosmonaut Territory
Pros: We have many, many work for you, comrade.
Cons: Moderate Chance of backstab. Very cheap.
[]Proceed with Salvage Operations
War provides all, be it victory or death. Comb through the battlefield for salvage and usable materials.
Research and Execution Actions (2 actions)
[] Produce one lance of Light Mechs [2 resources, + 1 resource for High Performance, +2 resources for cutting edge.]
Light Mechs are the scouts and skirmishers of any mechanized strike force. While do not have the endurance to stay on the field for prolonged periods of time, they are fast and can fade away before receiving any retaliation.
[] Produce one lance of Main Battle Mechs [3 resources , +1 resource for High Performance, +2 Resources for Cutting edge]
The Main Battle Mech is the bread and butter of any mechanised strike force. Designed to be fast, hard hitting and heavily armor. The MBM strikes a balance between speed, firepower and protection.
[] Produce one Assualt Mech [Yes, this is not a typo.] (4 resources +1 resource for High Performance, +2 for cutting edge]
Assault Mechs are the hammers of the mechanised strike force. Slow to the point that specialist trucks are required to transport them to the field, Assualt Mechs are unbreakable slabs of armor and guns. The production of even one assault mech is a strain on the considerable resources of a Wolfram Company. As a result Assault Mechs are typically attached to a lance of lighter mechs as heavy fire support.
[] Produce Mech Equipment (1 Resource for lights and Assaults, 2 Resources for mediums, +1
resource for High Performance, +2 for cutting edge]
The mech is a very versatile war machine capable of switching equipment really fast. These are basically refit kits and spare weapons for your lances, to be equipped before deployment. You can swap them out anything when your mechs are inside the crawler
Types include: Enhanced Sensor Package
Short ranged equipment (Melee weapons, Shotguns, Unguided Rockets, Applique armor)
Medium Ranged weapons (Machine guns, Assault rifles, Battle cannons, Missiles, Lasers, Plasma Canons)
Long ranged weapons (Heavy Missiles, Sniper rifles, Rail guns, Anti satellite energy weapons)
Indirect fire (Howitzers, Mortars, Cruise missiles)
Anti plant load out (Flamethrowers, Plasma Casters. Thermobarics.)
Enhanced armor kit (Duh.)
[] Create trade goods for trading (1 resource)
Given the fact that sometimes the HoL are in need of supplies, having some basic necessities stocked may be good for immediate business.
[] Produce and load Ballistic Missile (2 resource)
You probably want to arm the tubes, given that your primarily defense against Orbital strikes are ballistic missiles. There are several varieties of warheads. There's only two you currently have access to. Shockwave and Hydra The first is basically a anti aircraft ballistic missile, it flies into a concentration of hostile air units and then fires off a barrage of anti aircraft missiles before detonating what is left of it's propellant in a violent fuel air explosion. The hydra is a anti orbital ballistic missile, It's basically like the Shockwave, only that it carries only 8 submunitions. Said 8 submunitions are hypersonic cruise missiles that can auto target.
Both types of missiles can be used to hit ground targets as well.
[] Produce and launch recon drone swarm. (2 resources)
Well, it's not as flashy as a ballistic missile and not as cool as a lance of mechs, but hey? Who can win a war without proper information? On a successful roll, you reveal more about your surroundings.
[] Do a Research Project!
[] The Signal. Just what is this Signal? Some kind of new weapon? Old AI gone crazy? You don't know and quite frankly you don't feel safe when several recon drones go dark without a explanation.
[] Dominator. A Pistol carried by high ranking members of Haven SecFor, the Dominator is a anti mech plasma pistol for normal infantry. What secrets can you flense from it's black matte frame?
Operations Command (2 actions)
[] Run Drills
While your marines are professional, it never hurts for them to be more prepared. (??? before level up)
[] Security Sweep.
While there is nothing living around for miles, this is a battle zone. There might be stragglers or looters who would take offense at you taking first cut of the profits.
[] Make contact.
The best way to find out more about your current situation is to send a away team to the nearest settlement.
This might take awhile, given how you have no idea where it is. Nope. Your newest recruits have helped to update your maps. You are certain a team deployed will take about a week to do their business
[] Interrogate the prisoner
Well, well, well. So you have a prisoner in your brig waiting to spill his guts out. He has no idea who you are and what do you want him for. Although the abuse he has been hurling has been quite entertaining, you want something out of your investment.
Mech Command (1 Actions)
[]Run drills
Your Pilots are still not up to scratch by the standards of a Terminator with a decade worth of service as a pilot. He recommends that you drill the shit out of them before sending them out
[]Form Perimeter
A combat patrol is essential to spot incoming enemies. This is pretty much SOP.
[]Search and destroy
Plant life on Axalith are disasters waiting to happen. Allowing them to grow unchecked is tantamount to suicide. Send out a unit to burn several Roving groves to ashes. (??? Goes into combat.)
[]Reconnaissance in force
Recon has picked up what appears to be cloaked units moving up north. While this could be just camera glitching, you can never be so certain, especially since there is a tether just slightly beyond the horizon. (Takes 3 turns in additional to deployment time. Requires sensor equipment.)
[] Search and Destroy: Confederate Compound
While you are unsure where are they exactly, you can be sure that they will be a fucking nuisance, not to mention a staging ground for Haven OSR operatives to infiltrate into the wastes. This cannot stand. (Requires two lances minimum.)
[] Treasure hunting: Legend of the lost castle.
???
Personal Actions
Assign your commanders to a project and etc. They are busy figuring out just where to stick the sisters and are in a meeting for this turn, baring your RnD head.
Tabane (2 actions)
[] Do your job. (Assign her to a project this turn.)
[] Interact with other commanders
[x] Meet the Newcomers!
The Naim sisters
[] Decide where do you want them.
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Anyway, here are the thoughts of the command staff on your new additions.
Tabane: I don't really care either way. It's not my problem.
Jane: (She's the one with the final say.) It's not fair! Why are they taller than me? I mean, they are starving orphan children!
Josephine: The big one is... acceptable. She's old enough for me to take under my wing. But I'll be damned if I'll allow a kid like the smaller one to pick up a weapon and fight.
Boris: I do not mind either way. If you are in need of pilots, I can run them through training. I will break them and turn them into real soldiers.