Amon is arisen, and the universe holds its collective breath. Some fall beneath his banner, hoping to be spared from oblivion. Even more fall to a resigned fatalism. Personally, Ward never agreed with death.
This is a quest set in the Starcraft universe, approximately at the start of Amon's End War. You will take the role of an OC allied commander and join the fight against him.
Quest features:
1) This is a narrative-based quest. Numbers, dice-rolls, stat sheets and the like play a very limited role. You will be presented with problems, and choices. Solving them will require picking up on clues presented within the narrative.
2) While this is heavily inspired by co-op mode in starcraft, it will not always follow it strictly as that's a game, which does not always translate well into a story.
3) Playing in character is far more important than trying to min-max. There will be a stress system (such as in CK3) which punishes very OOC choices. It is, however, possible to change your character's traits (by consistently choosing OOC choices), just keep in mind you're likely to get a negative trait to balance out the one you changed.
4) This is an AU. While the broad strokes of Starcraft 2 remain more or less correct, there will be points where we deviate to make for a better story.
5) The start of this quest was ported over from FictionLive. However, from this point on whatever votes you do make are considered a separate route from what's on the other site. Only votes in SV count for this quest iteration.
FAQ:
1) How are battle going to be fought in this?
At decisive points, you get to make tactical / strategic choices (write-ins usually allowed, the choices I offer tend to be broad "themes" of how to approach a fight). The combination of choices you pick decides the outcome of skirmishes, and you're judged on certain hidden factors (is the mission on a timer? Is it a defensive mission? Did you focus on eco early on?) Think of it like a sequential and concurrent puzzle game in novel form, basically.
Sometimes there may be optimal choices. Sometimes, there are no good choices. But every choice matters, and can even affect outcomes several votes down the line.
Rank: Commander Ward of the Blood Hawks Specialty: Starport Specialist (SS) - Victory begins in the skies! Combines the mobility of lighter aircraft with powerful and expensive capital ships.
Stress: 35/300 (For more information on Stress, Traits, and Doctrine, see the relevant Threadmark under Informational).
Gains a negative trait (or furthers a negative trait) at intervals of 100 Stress. At 300 Stress, Bad Things Happen.
Traits:
Strike First, Strike Fast, No Mercy - Ward has a noted predilection towards aggressive tactics on the battlefield. Gains more stress the longer he delays and builds up.
Doctrine:
SS+ Starports no longer have tech requirements and do not cost gas. Armories require Starports instead of Factories.
SS+ Expanded arsenal of aircraft available to include Dominion prototypes.
SS- Ground arsenal is severely limited.
Arsenal:
(T) = Requires Techlab
(A) = Requires Armory
(F) = Requires Fusion Core
* = Not Available
T1 = Tier 1 Unit. Resource Cost 1. Build Time 1.
T2 = Tier 2 Unit. Resource Cost 2. Build Time 1.
T3 = Tier 3 Unit. Resource Cost 3. Build Time 2.
T4 = Tier 4 Unit. Resource Cost 4. Build Time 3.
Ground
T1 Marines
T1 Marauders
T1 Hellions / Hellbats
T1 Widow Mines
T2 Vikings
Air
T2 Wraiths - Light aircraft armed with anti-air Gemini missile and anti-ground burst lasers. Cloaking field makes this an ideal unit for reconnaissance.
T2 Vikings - Modular vechile capable of shifting from an anti-ground walker to an anti-air light aircraft. Can be produced from factories.
T2 Medivacs - Standard Dominion transport and biological healing vessel.
T2 Banshees - Light aircraft armed with rockets designed to clear out anything from marines to siege tanks.
T3 Liberators (A) - Air-superiority fighter capable of transforming into a stationary area-denial emplacement. Powerful lasers capable lasting structural damage.
T3 Ravens (T) - Defensive support vessel capable of air-to-air repair, detecting cloaked units, and deploying defensive drones.
T3 Corvettes (T)(A) - Offensive support vessel armed with anti-armor missiles, minesweeping lasers, and forward turrets. Armed with rapid-fire lasers useful for shooting down small and fast drones.
T4 Battlecruiser (T)(F) - Standard capital ship of the Terran Dominion. Can be individually upgraded to deploy marines and marauders on the field, armed with additional laser systems, or deploy a shield generator.
T4 *Strikecraft Carrier (T)(F) - Next generation capital ship emulating the fierce Golden Armada carriers, though modified for greater anti-ground capabilities. Can be upgraded to produce hellions and widow mines on the field.
T4 *Gorgon (T)(F) - Next generation prototype battlecruiser designed to be the new flagship of the Dominion Fleet. Can be upgraded to produce light aircraft on the field. (Can only build 3)
Tech Tree
Command Ship
Refinery
Supply Depot
Barracks
Factory
Bunkers
Missile Turrets
Starport
*Orbital Platform (Command Ship Upgrade)
Tech Lab
Armory
Fusion Core
Calldowns <WIP>
*Orbital Bombardment - Unleashes the full might of a Dominion Fleet.
*Planetary Scan - Order the fleet in orbit to continuously monitor an area (provides detection).
*Fleet In Being - A Dominion Fleet need not engage in combat to deny the enemy air and space.
*Per ardua ad astra - Through struggle to the stars.
The shrill ringing of warning bells juxtaposed with the ever-calm voice of Ward's Adjutant.
"This is Colonel Cyrus Peyton broadcasting to any and all friendlies. Korhal is under attack! I repeat, Korhal is under attack! Requesting immediate reinforcements and evac for the civilians!"
"Commander," Adjutant said, "multiple sectors are sending out distress signals."
"So I've heard," Ward said, furrowing his brows as he watched a string of distress calls the Circe's systems were receiving. It seem the whole of the Korpulu Sector was under attack. "Korhal? Who'd be crazy enough to attack that rock?"
It was Emperor Mengsk's homeworld, and since his ascension, he'd poured billions of tons of minerals fortifying the formerly desolate world. Its defense budget had only increased after the zerg attack during the Brood War, and more recently, the Queen of Blade's attack which ended with Emperor Mengsk's abdication and imprisonment.
Now his son Valerian ruled, and according to the rumors, he hadn't forgotten how many millions had died for his father's complacency.
Who's attacking though? he thought. The planet wasn't anywhere near the usual front lines with the zerg, and tensions with the protoss were at an all time low, mostly because their formidable Golden Armada was too busy with the Reclamation of Aiur.
More to the point, how had they managed to get planet side in such large numbers without anyone noticing. It would have taken a protoss mothership to do so, and surely they'd have noticed a giant golden triangle hovering in their atmosphere.
"The aggressors appear to be terrans," Adjutant said.
He could feel his veins freeze over. "Terrans?"
"The hostiles appear to be Moebius Corps, and rebellious elements within the Dominion military," Adjutant said.
Ward's brow rose up a notch. "A bunch of bodyguards and rebels are behind this?"
Moebius didn't exactly have a stellar military record or the numbers to wage this kind of war. They were a bunch of fodder in case something went wrong with whatever godforsaken science experiments caught the higher-ups fancies, and more than one time they had to be bailed out by proper soldiers. Hell, Raynor even saved their collective asses once.
As for rebels within the Dominion, the Emperor's ghosts should have seen to that. The number of officers who would be summarily replaced and disappeared was a testament to their effectiveness.
"Affirmative. Reports are, however, preliminary," Adjutant replied. "We're also receiving word that the atmospheric stabilizers of the Sky Shield orbital defense platform above Korhal have been sabotaged. It has begun plummeting towards the surface."
Ward cursed under his breath. That thing was large enough to wipe out the capital city of Augustgrad, even after a good chunk of it burned out upon entry.
"Put up a map of the installation on my screen," Ward said.
"Affirmative."
"We've identified friendly forces holding out on one of the platforms, which would make an ideal landing zone for our own personnel. Alternatively, you may choose another location to begin with and link up with allied forces later on," Adjutant said.
"Do we have any idea who's there?" Ward asked.
"It appears to be a special operative. Accessing these records are above your clearance."
Ward sighed. Even in a crisis, bureaucracy remained a giant pain in the ass. "Assemble the troops. We're moving in immediately." And after that platform was stabilized, they'd have to see to the pandemonium down below.
"Displaying available troops," Adjutant said.
Vote: Landing Zone
[X] Land in the recommended zone ("Start" on map)
[X] Assault hostile base marked "B1" on map
[X] Assault hostile base marked "B2" on map
[X] Write In
Vote: Commander Type
[X] Barracks specialist - The backbone of any army. We will win, because we have the best men, not cheap criminal conscripts on death row.
[X] Elite composition - Above average in all aspects, but with a large price tag to match. Quality ain't cheap folks.
[X] Vehicle specialist - Slow, but reliable. From the siege tanks to the massive Thors, your machines of war do the heavy-lifting
[X] A generalist composition - No particular strengths or weaknesses, you're as vanilla as white bread.
[X] Starport specialist - Victory begins in the skies! Mobile and powerful, but expensive.
[X] The Mengsk Model - A lot of fodder with a solid core of professional troops to back it up
[X] Write In
[X] Plan: Divide and Conquer
-[X] Land: 6
-[X] A generalist composition - No particular strengths or weaknesses, you're as vanilla as white bread.
I want as varied a toolbox as possible. I also want to be able to choke off B1, and landing point 6 gives us the opportunity to do so. It also gives us a quick corridor to B2 so we can back up the friendlies.
Even if we don't start out with elite units... well, neither did Jim. I'd rather have the assets and the capabilities to field Elite Units when we get the (potential) chance to hire them when it comes up.
Its not inadequate, but generalist composition does not really allow you to punch problems in the face as well. Sure, it does not have weaknesses, but having no strenghts is eh. Its just generally(snerk) flavourless. Also, its boring(to me), someone put on the Flight of the Valkyries.
Hmm, on one hand no weaknesses and cheapness. On the other hand firepower, actually having at least some strengths where the generalist has none, and potential Orbital Bombardment.
Enough said.
[X] Plan Fly you fools
-[X] Write In:1
-[X] Starport specialist - Victory begins in the skies! Mobile and powerful, but expensive.
OK, we have a flying specialty, that means fast, hard to hit cavalry in the form of banshees and vikings. High tech, high maintenance.
First, with a solid dropship core protected by these two (B & V) we can hit pretty much any where in the map that we like. The threshold for that is if the enemy specs for anti-air, let's not use the same tactics twice.
Second, if we have the air then we can harass the ever living F### out of our enemies. High cost means we don't want pitched battles that lead to half our forces in need of repair or salvage. Banshee cloak is going to be our best friend here people. Let them come at us half dead and paranoid about the sky, then shiv'em with the good old marine/marauder ball.
Edit: QM, how are battle going to be fought in this?
At decisive points, you get to make tactical / strategic choices (write ins usually allowed, the choices I offer tend to be broad "themes" of how to approach a fight). The combination of choices you pick decides the outcome of skirmishes, and you're judged on certain hidden factors (is the mission on a timer? Is it a defensive mission? Did you focus on eco early on?) Think of it like a sequential and concurrent puzzle game in novel form, basically.
Sometimes there may be optimal choices. Sometimes, there are no good choices. But every choice matters, and can even affect outcomes several votes down the line.