It looks wrong to see your oldest friend with a sword.
That's the first thought that strikes you, for all the dreams of the engrams whisper that the sight is correct, right, more then proper.
It looks wrong to see your oldest friend with a sword. It looks wrong to see her in armor, shining mail and cleanly forged helm alike. It looks wrong to see the eyes so often turned to the sky with dreams and hopes and plans for the future now turned towards the ground in the name of the swift stroke of death.
It looks wrong.
But life itself has been wrong lately, and how can you not notice how she too flinches for a moment when she sees you in your uniform, so unlike the crafter's smock you once wore? If she is wrong then so are you.
But still, you mourn that it has come to this.
And so you keep your face steady and calm when she kneels and informs her lord that her blade awaits your commands. You both must play your roles, the roles given to you by the engrams if you wish to find that gleaming age reborn once more, and the minds of humanity turned again to hope instead of war.
Though, granted, first you'll have to make sure you survive the current troubles.
Rise, you ask of her… no, you command her as her lord. And rise your
friendchampion does and once more looks you in the eye (and you feel the systems now buried under your skin reaching to her and exchanging authorization codes as she falls under your command until the end
end of what?.).
You take her in, truly and fully for the first time, no longer distracted (or so you tell yourself) by memories of bygone times. You see her sword, bright steel showing the quality of her smith and inlaid with the runes to channel her mystic might (you see her sword, deadly metal forged from an alloy selected for superior physical characteristics built down to the atomic scale by the matter printer, access codes for the mesh inlaid under the surface as to use the sword as a control key). You see her dress, cut shorter in the front then the rear and even there reaching barely past her knees, adorned with the ribbons that show her rank and station, woven from the finest alchemical silk and with tokens of her valor shown (you see her dress, computational nanofabric scattered with local control clusters and left with a multipurpose broadband control array disguised as cosmetic streamers awaiting upgrades and specialized module installation). You see her face, tiara adorning her brow and sacred orbs woven into her twin tailed hair, meditative focuses and arcane devices as one (you see her face, mind-machine secure interface resting on her forehead to assist in fine control and emergency computational boost cores attached to her head through nanofiber links disguised as hair).
More esoteric senses take her in as well, allowing you to feel the weight of her power awaiting her will to tap it, the spiritual potency that can allow her blows to shatter walls and scythe through monsters, the awareness of a blademaster of all within their blade's reach (your integrated sensors reach and see the less obvious sights, taste the high capacity power core and attached micro-reactor embedded within her, echo off the reinforcements on her bones and woven through her flesh that allows her to take on vehicles and fortress at even odds, and are detected in turn by the compressed sensor array built into her skull).
And you know that just as you see her, she sees you.
You wonder what she sees almost as much as you don't want to know.
Now that you're out of the recovery ward, you've been given access to the current state of affairs, and it's worse then you originally thought. The data available is still essentially the same, granted, but experience, even experience faked and dreamborn, crafted from enchantment, er, the engrams, matters.
And that experience tells you that things are fucked.
This is the situation you find yourself in. Your faction of survivors is located on the west end of what was once the Arcadian Island Resort, clustered around the Tidal Power Cluster built into the base of the Arcadian Bridge that connects the island to the mainland with a 'mere' thirty mile span. The Tidal Power Cluster is supplemented by a limited amount of wind and solar plants produced since the collapse, but still remains the primary local power source that ensures the food-printers work and, unfortunately, that your faction's first commander maintains her forces in functional condition.
For you are not the only faction of survivors on this island. From the east end lay the island's other primary power source, a geothermal reactor plant that in the early time of the collapse found survivors had clustered around it for the same reason they clustered around the tidal generators on the west side. Unfortunately for you, them, and everyone else, while they also decided to create an Engram Commander, the process for them went… wrong.
The results of said 'going wrong' are what has kept the first commander and her droid forces from being able to do anything but maintain a grinding stalemate against the east, for the eastern commander has apparently succumbed to a full personality collapse under the weight of the engram's false memories. Now, in the name of their emperor, company upon company of nerve stapled flash-cloned conscripts swarm out from the east to purge what they consider heresy (basically everything) and force all they encounter into imperial compliance.
Opposing them are the forces of the First Commander, bearing the engrams of a nation known as the Confederation of Independent Systems. Her mass built droid armies stand in the way of the self proclaimed Krieg Commander, locked in a grinding war of trenches.
It is a war she is, as you can now see with the benefit of possessing actual (if false) experience, slowly losing. It is a loss of inches per month, generally speaking, but it is still a loss. A full sixty percent of the total power capacity of the island has been routed to her, with the remaining forty percent needed to sustain food production, medical support, and basic 'not freezing to death' quality of life functions for the assembled civilian population such as the essential three meals a day, the communal recreation fund, the educational holo-room, and so on. You know, the necessities of life (wait a minute, why does that feel off?). The enemy does not care about maintaining basic civilian quality of life, and so they are slowly grinding the First Commander down.
This is the real reason the expense of awakening a second commander has been improved, repurposing emergency energy reserves and risking crop failure from redirected power to fuel the creation of your own force. You must cross the bridge to the mainland, penetrate the crashed flying city that lies on its far end that has so far blockaded any efforts to explore or expand in that direction, and find either the additional resources or allies that can break the stalemate in the Arcadian Survivor's Commune's favor.
No pressure.
— — —
In the Gleaming Age, the time of the expansive factorized mass production line has long been over. Instead, production normally utilized advanced 3D printer arrays, capable of utilizing direct energy to matter transmutation to create the desired product, whatever that product is.
As such, as the Engram Commanders rise, the primary resource you and those like you must be concerned with is Energy. It is Energy that powers your forces, it is Energy that is used to create your force's gear and the arcane implants that let them use magic, and it is Energy which fuels the bio-vats from which clones are produced and flash trained to serve in your army.
Said army will be a vital part of your efforts to build a viable nation in these trying times, what with the struggle to acquire existing energy sources, technology, and fabrication capacity in order to get more of all of the above.
In terms of gameplay, the current basic unit is the company. Bought in companies with a number of slots for support platoons (two) plus a Specialization (rather than adding anything these affect how things function, replacing basic soldiers with additional specialists or altering gear loadouts to better function at specific tasks in return for lowered generalist functionality).
Unfortunately due to the demands of the ongoing trench war through the middle of the island, as B1 Battledroids clash with Imperial Guard Conscripts, you currently have no actual energy income as all power non-vital to civilian survival has been rerouted to support the CIS Commander.
Fortunately, you have been given access to all the emergency reserve power that has been built up during said grinding stalemate, a total amounting to eighteen (18) Energy with which you can purchase your starting forces. You'll need to use these forces to cross the expansive Arcadian Bridge to the mainland and find a power source to gain an actual income. Unfortunately, a formerly flying city has crash landed at the far end of the bridge and as a result of the damage the city's security forces have so far interdicted any attempts to explore or bypass said crashed city.
However, for those security forces to still be operational, they must have either an energy source of their own or some sort of energy reserve. If they can be subdued and said source or reserve claimed, the city would make a fine breach-head onto the continent from which further efforts could be mounted.
— — —
You have eighteen (18) Energy to produce forces with.
Voting will be By Plan and By Plan Alone
Vote Template
[ ] Plan Name
-[ ] Unit Type (X Energy)
--[ ] Specialization or Support Attachment
-[ ] Unit Type (X Energy)
--[ ] Specialization or Support Attachment
-[ ] Unit Type (X Energy)
--[ ] Specialization or Support Attachment
INITIAL FORCE PRODUCTION LIST
Arcane Line Infantry/Noble Household Troops (3 Energy): The common soldier needed for holding territory and supporting every other unit. They consist of three combat platoons, a leadership squad, and a fourth platoon's worth of support personnel to keep the unit functioning. Troops are magically enhanced for superior physical capacity and armed with a variety of low level enchanted gear, mostly but not only limited to weapons.
-Company Champions (1 Energy): Adds a sprinkling of elite mahou shoujo throughout the unit as squad commanders and banner bearers for increased leadership and combat power.
-Household Mages (2 Energy): Adds a squad of support magi to the company, increasing the unit's strategic and logistical flexibility.
Heavy Arcane Guard/Royal Guard (6 Energy): High value equipment concentrated onto the best generally available troops. The expense of wide scale deployment of enchanted gear is only made worthwhile by the striking power of such a formation. They normally consist of three combat platoons, a leadership squad, and a support platoon to keep their high quality gear combat worthy.
-Company Champions (2 Energy): Adds a sprinkling of elite mahou shoujo throughout the unit as squad commanders and banner bearers for increased leadership and combat power.
Arcane Riders/Noble Cavalry Unit (3 Energy): A unit of noble household troops equipped with fine-bred steeds. Such mounts allow for easy travel over rough terrain without needing valuable fuel or mage attention, but greatly limit the amount of heavy equipment a company can carry.
-Arcane Engines (1 Energy): Trading in the enhanced horses for artificer created mounts comes with benefits to speed, carrying capacity, and toughness, but also limits the company due to the need for continual artificer support to keep these wondrous mounts functional.
Light Warbeast Host/Lesser Monster Packs (6 Energy): Lesser warbeasts designed more for speed and endurance then peak combat power, bringing vehicle level combat assets into the fight. Consists of four packs with attached handlers and a command/support squad to provide leadership.
-Heavy Warbeast Leader (2 Energy): Adds a heavy warbeast and an advanced handler to control it to the lead pack, providing enhanced combat power and toughness.
Heavy Warbeast Host/Greater Monster Packs (8 Energy): Heavy warbeasts fit to take and give astounding amounts of damage. While powerful they are not especially power efficient and can be hard to control leading to lower then desired combat endurance. But in the fight few can match them.
Sky Rider Squadron/Witch Militia Flight (1 Energy): Irregular infantry mounted on enchanted devices that allow for low level flight and given training for scouting and aerial survey efforts. They are low profile and hard to detect, but the young witches have very limited self defense capacity.
Air Mage Wing/Combat Witch Wing (4 Energy): Combat trained casters mounted on enchanted flying implements trained more for engaging other fliers or harassing ground forces then high intensity battles. They consist of three squadrons of twelve witches, plus ground based support crews.
-Company Champions (1 Energy): Adds a sprinkling of elite mahou shoujo throughout the unit as squad commanders and banner bearers for increased leadership and combat power.
Lesser Skybeast Host/Airborne Monster Packs (6 Energy): Light warbeasts can be adapted for flight and airborne operations to create a Skybeast Host. Like their ground bound brethren they are grown more with an eye towards speed and operational stamina then maximized combat power, and while adapted for airborne combat they are not true specialists in that field. However they are still almost as capable on the ground as a normal warbeast host is.
Support: Various kinds of supporting troops that can be attached to a field formation. Max two per Company.
-Combat Magi Detachment (2 Energy): A general support platoon that consists of specialized Combat Magi capable of deploying direct or indirect advanced combat effects. They provide the company with generalized enhanced support. (Infantry)
-War Engine Detachment (2 Energy): A platoon's worth of light arcane war engines like lighting ballista or implosion cannons that can be used for anti-warbeast or vehicle support.
-Artificer Weapon Platoon (2 Energy): Adds a platoon of crew served enchanted weapons and the artificers needed to use and maintain them. A middle ground option between infantry scale gear and proper enchanted war engines in both power and mobility.
-Healer Magi Detachment (2 Energy): A medically trained mage and their assistants, utilizing basic tools and medicine to treat field wounds rather than merely stabilize the patient or slow their death until they can be moved to the rear. Providing support on a scale fit to benefit a company is somewhat energy expensive however..
-Logistics (1 Energy): Trained beasts and conscripted labor troops to strengthen the logistical support train of the unit.
-Reinforced (1 Energy): Two additional platoons of soldiers are attached to the formation as basic combatants. Can serve as security troops for warbeast handlers or flight capable units if attached to such.
Specialization : A company can be specialized in several ways. This specialization gives advantages, but always has a trade off. Unless said otherwise a company can have only one specialization.
- CQB: A greater emphasis on close quarters combat and capability. Replaces lighting projectors with enchanted blades, an increased supply of close combat talismans, additional melee training, a wider distribution of shields, and so forth .
- Long Range: A greater emphasis on long ranged skirmishing and accuracy, giving the unit enhanced indirect fire capacities and generally increasing their ability to function in ranged combat. This comes at expense to close-action capability due to diversion of troops and functionality.
- Sapper: Additional engineering kits and explosive experts are added at the squad level, as well as a diversion of mage training into geomancy, earthmoving, trap detection, and so forth, or the mutation of warbeasts for constructive purposes. Useful for creating and bringing down obstacles.
- Assault: Lighter equipment and emphasis on shock tactics to achieve rapid aggressive attacks rushing at the enemy. The unit becomes offensive-oriented with fewer options defensively.
- Communications: Additional messaging gear and specialists are added to the unit, improving coordination between components and with other units. Also adds tactical scying capabilities.
- Conscripts: Deliberately using low-grade vatforms and equipment quality to field more troops. Doubles unit size at a cost to quality.
- Elites: Cutting unit size to allow for more growth and development time for the vatform troops. Improved neural implants, skill downloads, and equipment gives a sizable bonus to quality at the cost of decreasing the unit size by a third and increasing dependence on the supply line.