Combat phase 1
Both sides have built up an armory, and prepared for this moment over the last 6 months. Tensions have steadily risen, until, finally, on this day in mid March, war finally erupts across the arcology. The Smiths and the Masons now march into conflict, armor donned, and weapons held high.
UndergroundThe deep mine is a bit of a mess due to the Smith's Fenrir and ridiculously large double barreled shotgun. The fenrir serves especially well in that region since it has some pretty beefy environmental control systems which let it safely move through areas which would cook other suits, and then their massive amounts of armor and incredibly deadly shotguns are incredibly effective in the enclosed confines of the underground
But, the masons have grenades.
Using them in the tunnels is dicy, but when they are used the tunnels they are quite effective at taking out Fenris suits. And the Fenris, being a walking tank, is really expensive. However, thanks to superior C3 equipment on the Smith's part they're able to field them to maximum effect, keeping them out of lethal fights and using them to break through strongpoints.
Smiths advance in the underground, gaining 3/4 control over the Deep mines.UnderwaterThe same pairing of superior command and ultraheavy ultrastrong units is what turns the underwater region into a tie. The Mason's powerful Warrior armor no match for the Fenris in a straight up fight, they may have been able to kill them in mob tactics, but they utterly lack any sort of melee weapon that they could use that's strong enough to punch through.
Though the Masons will have advantage there next turn, since they did manage to inch forwards, and their warrior armor rendered the fights with normal LSF1 exos a bit of a joke.
Stalemate in the biodome. Urban combatUrban zone the masons have almost entirely. Because it's wide open enough for their superior range with their SMGs and rifles to come into play, along with allowing their grenades to have a chance of taking out enemy Fenris tank suits.
Their advance is also helped by their superior medical tech, which is able to rapidly heal the minor wounds inflicted by Smith shotguns at range. This same medical tech is also fielded in a humanitarian role, helping win popular support from the people of the slums.
All of this allows the masons to advance to 3/4 in the slums.As neither side has fielded a dedicated or generally superior vacuum combat unit. Perhaps something with flight capabilities might be potent in vacuum combat
MVPS snippetA small squad of mason soldiers is setting up a tent with a red cross on it in a crossroads courtyard in the slums, major roads and alleyways snaking off from it like veins from an infected heart. The squalid stench of too many people in too little space fills the air as they unsling packs full of medical supplies, most notably contherinal biogel. "Worst injured first!" one soldier shouts shouts "Line up, orderly, there's only enough for the worst injured right now, but we'll be back with more later"
There are far too many people, even focusing solely on those who would die otherwise, and reducing the dosage for slower regen over a period of time, there still isn't enough biogel to treat everyone who needs it. The soldiers know this, the mob knows this. The hard lessons learned from the better part of week of doing this. So they prioritize, focusing on the young, the healthy, the influential, the well known, neglecting the elderly, the nobodies, those whose wounds merely crippled, all left to rot.
In a tower above the slums, a sniper waits, rifle at the ready, watching for any sign of smith activity.
This gathering of people hasn't gone unnoticed, however, as the smiths plot to break up this squad.
Suddenly, a scream goes up from one side of the courtyard, as a Fenris charges down the road. Legs pumping, and impressive mass knocking people away left and right. As the slum dwellers panic, the masons rush to grab their guns. Even as their sniper starts sending shot after shot into the Fenris, to no avail.
BANGBANG The Fenris discharges its double barreled shotgun point blank into the face of one of the mason soldiers, going right through their armor through sheer amount of projectiles, causing red gore to fly into the air as nearby slum dwellers who were too slow or too injured to get away in time are blown to bits. The remainder of the squad begin trying to organize at this point, getting into a firing line with their rifle grenades, before launching a volley at the demon wolf that had turned this place into a nightmare of blood and death. Explosion after explosion rocks the Fenris, most of the grenades glancing off of it's armor, but one, one gets in a lucky hit, landing right by the legs of the massive beast of a machine, crippling it. Now down on one knee, the Fenris doesn't seem so tall. A brave, or foolish, mason soldier pulls open his pack, grabbing two rifle grenades and running towards the Fenris to forcefully place them next to the places where they could do the most damage. As he gets within throwing range the Fenris roars to life, lunging at him, seeking to crush the life out of the foolish soldier. And get in position to fire off the shotgun again. Splat, goes the soldier,
BangBang, the shotgun fires again, dispatching yet another soldier. But the sacrifice wasn't in vain, as soon the sniper lights off the grenades that the other soldier had dropped by the Fenris, finally bringing down the beast. Silence falls upon the courtyard then, broken only by the moans of the dying, the cries of the mourning for those they lost, and the soft ambiance of dead suits cooling off, of bits of metal popping and hissing as blood makes contact with superheated alloy, of electrical circuits discharging what little power they had left, and of the occasional sharp CRACK of an unregulated organic battery dumping as much charge as it can to safe the device.
WeaponsMk1 RifleA .303 caliber bolt action rifle with an attached bayonet. Sturdy, reliable, and the bayonet won’t rust when exposed to water. As the propellant has its own oxidizer, allowing the weapon to fire in vacuum with little issue.
Costs: 1 ore, 1 organics Cheap- APA rifle grenade
A simple rifle grenade with an impact fuse. Useful at hitting targets behind cover. Costs: 2 organics, 1 ore Expensive
Dirty gunA crude SMG with a tendency to jam. The low caliber ammunition can’t penetrate anything except the faceplate area of the basic LSF1 suits, but with the number of bullets it sprays, that frequently doesn’t matter. Can shoot in space. Cost: 1 ore Cheap Obsolete
MK2 SMG A vastly improved SMG model, with a better stock, and completely rebuilt mechanisms. The Mk2 has 5.7x28mm steel rounds that allow it to pierce through armor more effectively, along with higher accuracy, higher effective range, and far higher reliability.
Cost: 2 ore CheapSuitsLSF1-ExoA survival suit with a powered exoskeleton attached. It’s lightly armored, with a few simple plates being it’s main defense, but it can handle everything from underwater combat to the vacuum of space. The enhanced strength is also great as it allows for brutally effective melee combat. The attached exoskeleton grants a 1.25x boost in strength compared to the average human, and allows people to safely carry larger loads without killing themselves. The suit it’s based off of is manufactured en masse by the automatic systems aboard the arcology as a standard survival suit, said suit could be used as the basis for future power armor, as it provides a solid life supporting base we could strap further enhancements to.
Cost: 1 ore, 1 organics CheapLSF 1 life support survival suit:This mildly hardened suit, capable of surviving both vacuum and extreme depths, is mass manufactured by the automated systems up to a quota of 1 suit per person. These suits have mounting points for an optional exo rig, which both sides have taken advantage of. Unfortunately for those using it in combat, it has a large bubble helmet with lights on it that is Exceptionally vulnerable to being shot.
Consider this thing CheapWarrior M1A heavier, stronger exoskeleton. With Heavy armor, a new helmet design, and around double normal strength.
Cost: 3 ore, 1 organics CheapMisc GearSurvival kit:A small set of stuff that comes with every suit, includes a large knife, multitool, emergency battery, emergency suit patch kit, flaregun, and a flashlight. Mostly useful for the knife and other miscellaneous gear. The knife is of decent quality, though not meant for combat which means its a little awkward to use in melee.
Also cheap- Now comes with a can and bottle opener.
Contherinal Biogel:A Medical gel administered through a small handgun like apparatus. Heals gunshot wounds and seals up suits, but isn’t particularly useful in the field due to it not really being faster to grab and use than a suit patch. It does mildly improve survivability, but not by much.
1 Contherinal ExpensiveMiscContherinal:Contherinal is a miracle substance when it comes to growing or altering living tissue. Though its origins are mysterious and alien, the substance is what allowed Europa to be colonized at all. Contherinal acts as raw material for genetic enhancements, as it's a mass of cells which lack many of the defense mechanisms that prevent foreign DNA from being implanted into the cells, which allows researchers to plug in new strands of DNA with ease. This, combined with a viral component that spreads the change, allows Contherinal to be used to sculp life into myriad new forms. Unfortunately it hasn’t been produced or harvested in large quantities. Which creates some limitations when it comes to large scale use. We suspect contherinal to possess greater potential than it lets on.
Weapons
Shotgun mk1
A large flaregun modified to be able to fire buckshot. Breach loading and able to fire ridiculously large shells, or flares. The buckshot will shred almost anything in a close range engagement, and is excellent at clearing corridors of hostiles. The flares meanwhile don’t really do any damage unless they hit someone in the faceplate at close range, but make excellent light sources or distractions. Unfortunately the barrel has a tendency to crack with prolonged use. The barrel cracking issue has been fixed. Cost: 2 ore, 1 organics Cheap
-Dual shotgun:
An upgraded shotgun, with 2 barrels. It's way bigger, and way stronger. 4 ore, 2 organics. Very expensive
Revolver
A simple but effective 6 shot revolver. Capable of getting lethal blows against light armor, and incredibly durable and reliable. Also really cheap and quite comfortable to use. Cost: 1 ore Cheap
SFS-Exodus
A piece of crap too heavy to carry and which explodes when we try to fire it. It's currently not fielded in any capacity.
Suits
LSS1-Exo
A survival suit with a powered exoskeleton attached. It’s lightly armored, with a few simple plates being it’s main defense, but it can handle everything from underwater combat to the vacuum of space. The enhanced strength is also great as it allows for brutally effective melee combat. The attached exoskeleton grants a 1.25x boost in strength compared to the average human, and allows people to safely carry larger loads without killing themselves. The suit it’s based off of is manufactured en masse by the automatic systems aboard the arcology as a standard survival suit, said suit could be used as the basis for future power armor, as it provides a solid life supporting base we could strap further enhancements to. Cost: 1 ore, 1 organics Cheap
LSF 1 life support survival suit:
This mildly hardened suit, capable of surviving both vacuum and extreme depths, is mass manufactured by the automated systems up to a quota of 1 suit per person. These suits have mounting points for an optional exo rig, which both sides have taken advantage of. Unfortunately for those using it in combat, it has a large bubble helmet with lights on it that is Exceptionally vulnerable to being shot. Consider this thing Cheap
HFO-2 "Fenris"
A walking tank with tons of armor, climate control, and the ability to use heavy weaponry like standard infantry weapons. It is incredibly strong, durable, and represents a move towards a heavy weapons doctrine. Cost: 5 ore, 1 advanced components, 2 organics Very Expensive
Misc Gear
SSC&C "Magnificent Gaze
A network of Radio relays and communications infrastructure that allows our troops superior coordination in the field. It can transmit real time audio messages, and small video or decently sized text files to various locations. Cost: 2 Ore, 1 Advanced components Cheap (Marginal knowledge of this was gained by the masons through study of captured relays.)
Survival kit:
A small set of stuff that comes with every suit, includes a large knife, multitool, emergency battery, emergency suit patch kit, flaregun, and a flashlight. Mostly useful for the knife and other miscellaneous gear. The knife is of decent quality, though not meant for combat which means its a little awkward to use in melee. Also cheap
LSAC:
[REDACTED]
Resources
Alloy-M-32: An alloy that allows for monopole magnets that require electrical energy to maintain a magnetic field. Incredibly rare.