Nirur's battle.Your army leaves their positions, and advances cautiously from all direction. There will be no escape for these wretched parasites. However, as they close in, they can't find a single trace of them. Orbital scans from the UFO ship show that they have spread themselves out amongst the 5 blocks from the cloning complex. They are arranged in a semi circle: the largest building, the control center, in the middle of the 4 others.
You order 2 flamethrowers to enter the building, with five standard battalions to back them up. The other are told to remain outside and intercept any escapees. Sadly, it seems the parasites where learning, or just turned out to be very lucky. They had stationed themselves on top of the silos, and then dropped down upon your troops to suprise them. To make it even worse, your troops where vaguely outnumbered, 8 against seven. You soldiers are suprised, and quite a few people are wounded in the first seconds of battle. Shocked by this suprise and overwhelming force, a hasty retreat is ordered, and your soldiers evacuate the building without even killing a single alien.
You order another charge, this time with fresh troops. The parasites certainly didn't expect you to attack again so soon, and so this time you manage to suprise them.
Despite their valiant efforts, they don't quite manage to hurt many of the parasites, as they keep jumping away and running from the food silos. After a short check of the Silos, your officers declare them to be clear of all parasite biosigns. They have posted sentries at all 3 entrances, leaving the one leading to you open.
Your order your troops to rest for about an hour. The parasites see this as a weakness, and do a small frontal assault on the grain silo. Their charge is not fast enough and your troops manage to pick of quite a lot of them. Unfortunately their weapon fire is quite uneffective and only an already weakened parasite group goes down. The parasites reach the silo, and fighting begins. They manage to do some damage, before taking off and fleeing again. You continue to wait, and as further attacks stay out morale improves again.
You then order your troops to do a full frontal assault on the control room. 4 wounded standard troops stay behind to defend the silos, while the flamers patrol the outside. The control room seems deserted, untill the aliens start to attack from all directions. There are only 5 of them, but what is worse is that you have found what the strange biosign is. It seems to be the parasite itself. While weak, your troops will want to avoid all contact. The infected attack furiously, but after some closecombat fighting only one of your troops is hurt. Then the parasites attack, but your troops manage to barely preserve each other from their infectous capabilities.
Your troops fire back, utterly slaughtering the overwhelmed parasites. They infectors are killed first, and then the others are taken one. One group of infected manages to escape, though gravely hurt.
Meanwhile, your troops still report an all clear on all sides.
You split up your troops, as such that the wounded are divided equally among them. You break up the patrols outside the facility, and prepare to assault the 2 cloning centers. The assault on Cloning center Alpha works well. Unhampered by the need to avoid collecteral damage your troops manage to mob up all of the ambushes and push the enemy back. Their push ends near the cloner, where a group of 6 Infected has made their last stand. Despite your tactical advantage, your troops fail to break their lines, and slowly they start pushing you back. While your troops take some casualties, they manage to stand their ground, pinning down the parasites inside the Cloner.
Meanwhile, the other group is attacking cloner B. One of the groups has a bit of problem with an ambush, but the other group overruns the ambushers, forcing them to retreat. Just like at the other side, the parasites are quickly overrun and send back, and here too they manage to set up a barricade in the cloner. There are 6 infected waiting, so your troops charge, hoping to break the barricade. Your troops cut through their lines, sending them to run back to the maturing facility in panic, and with heavy losses.
Meanwhile, your ship tells you that a small group of parasites and infected has made their way out of the facility, and is heading towards the countryside.
You order your your team in Cloning center A to continue the attack, then tell one team from group B to go and chase the fleeing parasites. Your soldiers attack the cloner again, pushing through with sheer force rather then any special tactics. The enemy gives severe resistance, but they can't stand against your overwhelming force. They've already taken serious losses , and so decide to retreat. They manage to push by your forces, inflicting no damage at all and manage to head to the maturing and Education center.
Meanwhile the other group is still chasing the fleeing parasites. Evacuation is sadly proving problematic, and people are panicking in the street. The police has lost all control of the situation. Luckly however, the parasites still have to travel some time before they can reach the nearest location. Your troops are able to get a better sight on the parasites though. There are five groups of infected, many wounded and 2 groups of parasites.
Your group your troops and order them to charge the maturing center. You troops runs into an ambush, but manages to break through it. Several aliens fall to their weaponry, but eventually they are pushed back. Your troops take some casualties, and are forced to retreat. No units are killed though.
Meanwhile an enormous sonic boom shakes the entire building as the UFO comes down at 6 mach to bombard the aliens. In a single bombing run it takes down several of the parasites units. Sadly your units fail to catch in on them quite yet.
Your troops finally manage to catch on to the fleeing parasites. However, they are a bit to late to realise they ran into a trap. Nevertheless, they manage to stop their initial assault and after a short firefight they managed to eliminate most of them, and even subdue a small amount of infected. Meanwhile you order your troops to be switched out. The wounded are to go and patrol the perimeter, while the other are to attempt another charge. A frenzied firefight ensues, with infected dropping like flees. The few remaining infected try to escape through the back door, but are met by an overwhelming resistance and are all killed.
Victory-Control hub: Largest building, connected to all others. High, lot of it will be close quarter fighting.
-Clone food tanks. Silos, connected to cloning machines A,B and the control center. Parasites could hide between or inside them. Some agility is required.
-Cloning center A. Large open storeroom where the clones are stored. Overhead Rails and such leading to the maturing center and the silos.. Close quarter fighting possible near the cloner(Important component of the complex). Lots of vents and such for ambushing.
-Cloning Center B. Large open storeroom where the clones are stored. Overhead Rails and such leading to the maturing center and the silos.. Close quarter fighting possible near the cloner(Important component of the complex). Lots of vents and such for ambushing
-Maturing and education center. Connects to Cloning machines A B and the control center. Basic indoor fighting.
[/i]
Begin situation:
Your soldiers
5 Flamethrower soldier Battalions [3 attack 2 defense[10/10]] Traits:Bug Vanquisher
10 soldier battalions [2 attack 2 defense [10/10]
Enemy
20 Infected [2 attack, 0 defense 10/10]
4 Parasites [2 attack , 0 defense 5/5]
Your soldiersMorale: Good
Outside1 Flamethrower soldier Battalions [3 attack 2 defense[9/10]] Traits:
Bug Vanquisher1 soldier battalions [2 attack 2 defense [6/10]
1 soldier battalions [2 attack 2 defense [6/10]
1 soldier battalions [2 attack 2 defense [4/10]
1 soldier battalions [2 attack 2 defense [3/10]
Charging1 Flamethrower soldier Battalions [3 attack 2 defense[3/10]] Traits:
Bug Vanquisher1 soldier battalions [2 attack 2 defense [8/10]
1 soldier battalions [2 attack 2 defense [9/10]
1 Flamethrower soldier Battalions [3 attack 2 defense[8/10]] Traits:
Bug Vanquisher1 soldier battalions [2 attack 2 defense [10/10]
1 Flamethrower soldier Battalions [3 attack 2 defense[10/10]] Traits:
Bug Vanquisher1 soldier battalions [2 attack 2 defense [6/10]
Chasing1 Flamethrower soldier Battalions [3 attack 2 defense[10/10]] Traits:
Bug Vanquisher1 soldier battalions [2 attack 2 defense [9/10]
1 soldier battalions [2 attack 2 defense [7/10]
Enemy1 Infected [2 attack, 0 defense 1/10] [captured]
Effects:- Control over medium damaged cloning center gained. 2 IC to repair
- 1 Infected captured
- Troops(I spread the damage to make keeping track of things easier)
5 Flamethrower soldier Battalions [3 attack 2 defense[8/10]] Traits:
Bug Vanquisher 10 soldier battalions [2 attack 2 defense [7/10]
Close combat carnage- The general populace didn't like to see so much wounded. Polls indicated that restarting the cloning center would be an unpopular decision.
-Trait gained:
Recurring enemy: Parasites
On another note: How would you like it if I used a sort of heroes and governement system. These would pereodically arise, and give bonusses based on their treats. They can be anything from fleet commanders to governers. Players would start with one leader/governement figure. If you decide you want it, I'd need to following information.
Leader Name and title:
Governement system: (What sort of system is used to rule your people. A democrazy would mean your leader is changed every so often, while a dictature would amplify the leaders bonusses and negative effects)
AVerage time between ruler change: SHort, medium long.
Bio and character: I need to draw 2 bonusses and 1 negative effect from it, so be a bit descriptive;