Relatively minor change: Planets now have 3 zones each instead of 2. I felt 2 zones was too limiting and "on/off" for actual warfare.
Combat Phase of 2207Units are dispatched to Planets A3, C3, and B2 as soon as they're ready. While the Units are in transit, we managed to pick up signs of Amaok activity in planets A2 and C2 as well as an Amaok ITC heading towards B2. We can't discern anything about their actual activities on the ground or anything about their equipment, but Central Command is certain that these planets will be the sites of Amaok incursions.
This presents a problem to our plans, however. Our Units at A3 and C3 will be cut off from reinforcements and new equipment thanks to the Amaok presence at A2 and C2. We can feel safe in the fact that this will be an issue for our enemies too, but without a secure route back to Moerth, all we can do with the units at A3 and C3 is extract them. They'll also be fighting at a penalty as well.
Despite this, our Units deployed to A3 and C3 without incident are in the process of securing a foothold on the planets.
Moerth has gained a foothold on Planets A3 and C3. [M: 1/3]The only combat this month is on the lush planet of B2. Of course, without a radio, Central Command is forced to give standing orders and observe the battle with sparse courier reports.
Our Unit was successfully deployed onto the planet from orbit without trouble; the Interplanetary Transport Craft's smaller shuttles made the trip without reporting any hostile contact. As we didn't send any forces to intercept their landings occurring at roughly the same time, we can safely assume they landed without incident as well.
The fighting appears to be evenly-matched at first, but as it goes on we realize that Amaok has brought no new equipment to the field this year. Our new Printed Pistol Mk1.1 proves to be the deciding factor, as it's the only innovation present on the planet. We're able to take advantage of their jamming and malfunctioning weapons to advance and make tactical movements with our more reliable pistols. It isn't single-handedly winning us the fight, but it's our number one advantage at the moment.
The Kevlar armor worn by both sides' forces protects the soldiers from the pistols exceptionally well. It's through luck and firepower that our troops can either pierce their armor or hit one of the many uncovered spots. Any serious weapon would be able to penetrate the armor without issue, but the low stopping power of the printed pistol makes it an even match. Amaok seems to be suffering from their inferior pistols too in this regard. Every new courier report has some mention of one of an Amaok soldier trying to shoot one of us at point blank, only for their weapon to malfunction. We still receive numerous complaints about the overall unreliableness of the Mk 1.1, but our forces are appreciative they aren't stuck with the mark 1.
Overall, not much ground is exchanged. We held a slight advantage over Amaok but it wasn't enough to seize significant amounts of land.
Neither side gains ground at Planet B2. [M: 1/3, A: 1/3]Meanwhile, their forces seem to finish deploying on planets C2 and A2. As long as they're set up there, we won't be able to send troops or supplies to our Units at C3 and A3. They'll fight at a reduced effectiveness as well. We can extract these Units at any time. Central Command is hesitant at extracting the Units just yet because we're undoubtedly also cutting off their Units on C2 and A2 from reinforcement. It will ultimately be up to the Designers.
Amaok has gained a foothold on Planets A2 and C2. [A: 1/3]Production Credits!In other news, a new colony ship has been detected by our long-range detection equipment. It's on course to arrive at one of the colonies within a year. We managed to reach them via long-range radio and initiated contact. They tell us they were sent not too long after we left. The situation on Earth was continuing to deteriorate and no new systems had been found, so they were sent here.
Apparently they wish to join one of the existing colonies, but the leadership on the vessel isn't decided yet. It's no doubt Amaok will try to convince them to join, so we shouldn't back down as well. They're basing their choice on the culture and civilian life in the chosen colony. Central Command is betting that while it's one of the smaller colony ships, it has enough manpower and equipment on board to provide 2 Production Credits, giving us another Production Line for 1 turn each. Central Command has tasked you with convincing the vessel's occupants to join us by explaining our culture, and probably how it's superior to Amaok.
Convince the colony ship to join your colony through any materials describing Moerth's culture to acquire 2 Production Credits. (Propaganda goes in Core thread)
Interplanetary Transport Craft: A primitive “shuttle” capable of carrying a unit and basic equipment to another planet. It’s quite large, and built completely in space. Docked to it are SSTO rocket shuttles designed with just enough fuel to carry things to/from planetside and return. However, the lack of large empty spaces in the shuttle and craft as well as limited fuel in the rocket shuttles means it can’t carry “heavy” things. The ITC relies on efficient chemical engines for thrust and powers essential systems via solar panels. While it can still carry units, the ITC cannot carry any item with a minimum weight above 1 CU.
Cargo: 4 CU
Expense: 3x
Resources: Metal, Exotics
Printed Pistol: A basic pistol that’s created via advanced 3d-printing techniques, making it very cheap. Unfortunately, its benefits stop there. It’s uncomfortable to use, inaccurate, works at short ranges, and fires very weak rounds. Fortunately, these rounds are still enough to puncture the basic suits and unarmored clothing used by soldiers on the field. Very light. Unreliable.
Weight: 1 CU = 10x
Expense: Unlimited
Printed Pistol Mk 1.1: A slightly improved version of the Printed Pistol, offering marginally better ergonomics and noticeably improved reliability. Still suffers from every other drawback of the Printed Pistol, and still is fairly unreliable.
Weight: 1 CU = 10x
Expense: Unlimited
X112 Space Suit: A bulky space suit originally designed for the vacuum of space. It’s relatively flexible compared to spacesuits used by earlier space agencies such as NASA, but greatly restricts agility. Its complete lack of armor doesn’t help either. Luckily it’s cheap to produce.
Weight: 1 CU = 3x
Expense: Unlimited
Kevlar Armor & Uniform: Very basic thin-layered and light-weight partial Kevlar armor. Not even a helmet is included. This armor was originally used for security personnel sent with the colonies. It cannot be used in conjunction with regular armor. The facilities for producing Kevlar are still very limited in the colonies, making this armor a luxury.
Weight: 1 CU = 5x
Expense: 1x
Resources: Metal
Radio: Communications are done via basic radio systems. However, the size required means units would have to lug expensive radio systems to planets with them in order to communicate with Central Command back at their homeworld.
Weight: 2 CU = 1x
Expense: 2x
Resources: Metal
Akhsoyrtam Printers: Upgraded industrial 3d printers on Moerth allow for more detailed and fine manipulation of 3d-printed items. Originally planned to be able to build the components for more 3d printers, but preciseness of manufacturing was deemed too imprecise to accomplish this task.
PlanetsA1 - 1 Metal Unclaimed
A2 - 1 Exotic A: 1/3
A3 - 1 Metal M: 1/3
B1 - Nothing Unclaimed
B2 - Nothing A: 1/3, M: 1/3
C1 - 1 Metal Unclaimed
C2 - 1 Exotic A: 1/3
C3 - 1 Metal M: 1/3
Production Line 1: Interplanetary Transport Craft (3/3)
Production Line 2: Printed Pistol Mk 1.1 (Unlimited)
Production Line 3: X112 Space Suit (Unlimited)
Production Line 4: Kevlar Armor & Uniform (0/1)
Production Line 5: Radio (2/2)
Production Line 6:
Production Line 7:
Production Line 8:
Production Line 9:
Production Line 10:
Unit 1:
Equipped: Kevlar Armor, Printed Pistol Mk 1.1
Location: B2
Unit 2:
Equipped X112 Spacesuit, Printed Pistol Mk 1.1
Location: A3
Unit 3:
Equipped: X112 Spacesuit, Printed Pistol Mk 1.1
Location: C3
Unit 4:
Equipped: Printed Pistol Mk 1.1
Location: Moerth
Unit 5:
Equipped: Printed Pistol Mk 1.1
Location: Moerth
Interplanetary Transport Craft 1: Unassigned
Interplanetary Transport Craft 2: Unassigned
Interplanetary Transport Craft 3: Unassigned