Week 2, Post CollapseThe beginning of the week begins with the Technological and Administrative head looking into the prerequisites to get the rail station functional again while the Peacekeeping head organizes training sessions for the New Adelaide militia.
The reports you receive from the Rail Station match what you expected. While the Rail Station itself is doing everything it's supposed to be, it's mostly crippled by the downfall of the Elders. While it didn't utilize the psionic network (instead using a wired connection along the tracks), you don't have any authorized control over the local rail network. There may be a working train somewhere on the network, but if there is, no one in New Adelaide has the authorization to see its status or control the rail network at all.
So in short, the Rail Station technically works, you just don't have the authorization to do anything with it. Rails in the local area seem to be intact, as well.
Over the course of the week, your Peacekeeping head reports back to you with the status of the training. As it turns out, a single instructor (who isn't skilled in instructing
at all) isn't able to do much with 300 militia. But you have an idea to somewhat circumvent this problem. The top 30 most skilled militia are chosen for more personal training by the Officer and your Peacekeeping head. There isn't enough time to properly train them in the art of combat, but they were taught how to more properly handle their weaponry and very basic command training. These
30 Militia Captains are then assigned 10 rookies each and told to patrol the city with their squadrons to prevent some of the more major crime.
You also have the Technological head look into allowing personnel on the ground exhibit control over the MECs. Ideally allowing for MECs to work more effectively with the rest of your forces for the situation on hand instead of being let loose like you would with attack dogs. The Technological head informs you that he'll look into this matter, but it'll probably take over a week.
While training is underway, a Dropship and Interceptor are sent out again to follow the rails looking for supplies, trains, facilities, and similar points of interest. The pilots eventually report back, mentioning finding a small
ADVENT Facility and Rail Station on the rail network vaguely close to the city. An
ADVENT Train is stopped there, but no activity - ADVENT, Resistance, or otherwise - was seen.
Combat!At the end of the week, the Peacekeeping head runs into your office telling you what you already feared - an attack by the Resistance. A patrolling Militia squadron sighted suspicious activity, and after an order to seize for a search, the Resistance fighters opened fire. It appears that there are no casualties currently, but the Militia squadron is pinned down; outnumbered and outgunned. There are no nearby Militia patrols that can reach the site within a reasonable time, and both the ADVENT Officer's squadron and your MECs are stationed at the city's Peacekeeping base.
The actual nature of the enemy is unknown - the Militia squad hasn't been able to even peek their heads out due to constant suppressing fire. The Peacekeeping head is waiting for your orders, but has also stated that she can attempt to handle the situation by themselves if you feel it necessary.
Engaged Forces
1 Militia Squadron
- 1 Militia Captain
- 9 Militia
Enemy Forces
High # of Resistance fighters, exact # unknown.
Nearby Forces
None
Statistics
Population: 200,000
Infrastructure
- Nonoperational Rail Station [Controls locked]
Research & Projects
- [2] MEC Local Support Interface: A HUD Interface allowing users to give exact orders to nearby MECs
Peacekeeping Forces
New Adelaide Peacekeeping Base
- 50 ADVENT MECs [AI Mode - Obeys general orders from administration]
- 1 ADVENT Trooper Squadron
- - 1 ADVENT Officer [Free will - Obeys administration by choice | Magnetic Weaponry | Basic Armor]
- - 7 ADVENT Troopers [Controlled psionically by Officer]
- 4 Dropships [Can carry 5 units each]
- 1 Interceptor
Patrolling New Adelaide
- 30 Militia Squadrons [Civilians - Obey administration out of mild loyalty | Magnetic Weaponry | No Armor]
- - 1 Militia Captain [Extremely Basic Training]
- - 9 Militia [No Training]