So, I hear you want to know about the Martian War? No no, don't tell me, a journalist... That constant note-taking gives you away my friend; maybe you should buy a recorder, hah. My name? Yes you can have my name, my name is Gavin Dak. Back then... Yeah, the year was still 7XXX. I started the war as a private, I was a member of the 51st Earth Expeditionary Force. It formed in the same year we were dispatched to Mars to put a stop to the rebellion.
I had just touched planetside only a few months ago and hadn't met a single Martian partisan, though I'd heard many stories of their exploits. I was not fresh however, I'm also a veteran of the Outer Wars, which were some years hence at the time. I was quite happy in my military career, I had not even reached the rank of corporal. But in the course of that dire campaign, I was raised immediately to that of lieutenant and led my fellows in a desperate battle against a fierce and hardened enemy. I'm going to tell you the story of how that came about.
Ah, go ahead, ask a few questions before I get started. It's a long story and I don't want to be interrupted if I can help it.So you were in the infantry? [Choose One]- Yeah, I was just a regular grunt.
- No, I drove armored vehicles.
This is a short game to hold me over while Void Black starts up. It's also a test! Of...things! Also, I'm terrible, because I do letters nearly the same way every time when I pixel.
Credit for the intro goes to this
Napoleonic memoir for the intro, which also inspired the events of the game.
---
This game is about being a leader. The following factors are vital and should be considered when giving your men orders:
Mental Condition: The combatants' morale is affected by factors such as being near officers, being supported by other units, being under fire, taking casualties, and being left without orders. Troops are Stable when they are in no danger; Cowering when pinned down by heavy enemy fire; or Panicked when surrounded by dead comrades, wounded or near enemy shock weapons such as flamethrowers or armor. Units will not follow suicidal orders. Attempting to zerg the enemy will result in units seeking cover, refusing to obey orders or even deserting.
Experience: Reserve units or newly replaced troops are slower, less accurate and more likely to panic. They are unlikely to prevail against veteran troops.
Ammunition: The amount of ammunition each unit possesses. Troops in a heavy firefight will quickly run out of ammunition. Once out of ammunition they will resort to CQC by equipping knives and personal weapons, they may surrender to enemies that approach them. Units can scavenge weapons or ammunition from fallen friendly and enemy soldiers.
Physical State: Troops can be Healthy, Injured by enemy fire (in which case they will move and fire more slowly), Incapacitated if enemy fire caused the soldier to be unable to fight, and finally Dead. Wounded troops take time to recover outside of battle. Dead soldiers are usually left where they fell but should be recovered during post-battle operations.
Stamina: Troops can be Rested; Winded after exerting themselves, in which case they will move slowly until they are rested again; and Fatigued, after prolonged exertion, which will slow them down for the rest of the battle.
Mental Condition [MC] - These conditions are inflicted based on cumulative battlefield conditions; usually you have to be in a very bad situation before the more severe conditions manifest.
Panicked Overwhelmed by stress, the soldier is likely to make very poor decisions. He may recover given time and/or better leadership.
Broken The soldier’s morale has broken and he is focused only on self-preservation. He may recover given time and/or better leadership.
Routed This soldier is fleeing the battlefield; he cannot be recovered until the battle is over.
Suppressed Enemy fire is affecting the soldier’s accuracy and rate of fire.
Pinned Enemy fire is forcing the soldier to keep his head down. He spends more time hiding than firing.
Cowering Enemy fire has forced the soldier to hide. He will fire only in desperation.
Stunned An explosion has temporarily knocked the soldier out.
Heroic The soldier is confident, is less affected by enemy fire, and has an increased level of performance.
Fanatic The soldier all but ignores enemy fire and will fight on regardless of the situation.
Berserk Rage has overcome the soldier, and he acts without fear. Berserk soldiers often charge the enemy. Such displays of fearlessness can inspire those around him.
Experience [EXP] - Troops gain more XP by surviving battles and killing the enemy.
Rookie Slow, are easily winded and expend ammunition quickly.
Green Better movement, average stamina, more efficient with ammo and increased accuracy with gunfire.
Line Average move speed, are more accurate and efficient with ammo.
Experienced Slightly faster and have improved stamina, unlikely to blanch even when in a terrible situation.
Veteran Move very quickly, are very accurate and don't fatigue easily. Other troops are less likely to disobey or route with these experienced troops in their unit.
Physical State [PS]
Healthy In good health and morale.
Wounded Wounded, but is still alive.
Unconscious Out of action due to wounds or being stunned.
Dead Killed in action.
Stamina [STA]
Rested Ready to fight. This unit is at maximum possible efficiency.
Winded Tiring but able to recover with a short break.
Fatigued Very tired and needs to rest. Can't recover for the rest of the battle. Soldiers will complain just before this state occurs in order to give the commander a chance to let them rest.
[Cover] [Equipment/Vehicle Weapons]
Name | Role | MC:Stable EXP:Recruit PS:Healthy STA:Rested | Weapon [Ammo]
GEVs
Ground Effect Vehicles are hovercraft that trade maneuverability for mobility. They're often equipped with lasers instead of cannons for their main guns because the platform doesn't have the stability required to handle the recoil.
I'll continue to add to this as the game goes on.
DEWs
DEWs (Directed Energy Weapons), also known as lasers, are graded on their energy output. Infantry lasers typically fire beams with a total energy of 1-10 kilojoules, those in the latter part of the range which are enough to turn exposed flesh to steam and cause clothing and hair to burst into flame. Laser emplacements and vehicle-mounted guns can range anywhere from 50 to 500KJ. A non-fixed laser has limited use against most armor, but is much more precise than traditional cannon and is useful in a variety of roles (anti-air, anti-personnel, anti-material).
I'll continue to add to this as the game goes on.