And Stirk managed it! Isn't he reliable? Fair warning, I broke my self-imposed rule of "Never right when its this late". Tired Stirk is low quality Stirk, and I didn't have any time to edit this :0.
Ten living zombies are shipped off in heavily guarded unmarked cargo trucks. Four went to a large corporation for medical research (an occurrence that will certainly lead to nothing but advancement and profit for all involved), three had been purchased by NATO for undisclosed reasons (whispers suggest they have a backup plan, EPIMETHEUS, should our project fail), and three had been sent to UN controlled research labs for further study. You get your 10R after all the shipments are safely completed.
A powerful grenade launcher takes the field, finally allowing every member to have a specialized weapon! The team's enthusiasm quickly dampens as they are told about the directive to its use. It dies down further as its downsides are explained, with the rest of the soldiers taking a quick step back from their volatile comrade.
Phase 3/7 Battle Report:
PROMETHEUS is on the offensive. Local observers had reported strange sightings in the forest outside of Vietnam, alongside disappearances in livestock and people. Nothing was reported to the organization until several villages vanished all at once, with no signs of a struggle. But something so big doesn't disappear so easily-a local tracker followed a trail leading straight into an enemy camp. He managed to escape with his life and reported the sighting, quickly making its way to us. This isn't an opportunity we can waste!
The cameras show the soldiers silently moving in formation through the thick jungle. For once, it is broad daylight. One of the small advantages of being on the offensive. An operative has his eyes glued to the Brighteyes, spotting the occasional local animal. Before long, it picks up something a bit less local: the enemy camp. It is an obscenely crude camp, from just the looks. There is a stone fire pit in the center, surrounded by refuse and waste of what was hopefully livestock. There are a few "buildings", mostly holes dug into the ground and covered with crude bits of broken trees tied together with lengths of rope. A group of Wolfmen and Mongrels is sleeping off to the side in a massive pit, all in their wolf forms. Two separate Armors lean against trees, as if they truly where simple objects. Finally, a Drake is chugging water out of a large mud puddle in the corner of camp. The device also suggests that two of the buildings are occupied-with the aura of a Ghoul (luckily, likely dormant due to the type of day it is), the other wither an aura of a mage. Something is off about the mage's aura, even looking through the cameras at the Brighteyes brings a feeling of dread.
The team gets into position. They choose their targets. One counts down on his fingers. Five. For. Three. Two. One.
Gunfire fills the enemy camp. The only targets in range was the Werewolf pit. Howls ring out as the precise weapons of our team do their work. The group is about ten large, with six being Mongrels four being Wolf-men. Gruesome wounds appear throughout the group-only to be erased seconds later-only to be replaced by fresh wounds-and so on and so forth. One of the Wolfmen picks up a mongrel in one hand and uses it as a shield, covering its face. The bullets still crash through, landing successfully despite his fleshy shield, but they seem to slow him down less. Without hesitation, the others follow suit, using this tactic to retreat into the nearby forest. Step by step, they advance to the side. Our men focus fire on the wolfman even as they leave the pit, allowing the remaining Mongrels to flee now free of the oppressive fire.
It isn't long before the mongrels-turn-shields stop regenerating, but they serve their purpose even as barely recognizable lumps of flesh. The Wolfman made it to their destination, despite taking a good many hits. Like discarded tools, the corpses are thrown to the side. Howls ring out through the jungle as the wolfmen charge forward alongside the two remaining mongrels, dashing through the trees on all fours. The Unobtanium operators score several more hits through the gaps, though the terrain meant follow up attacks where difficult. It isn't long before the battered wolves where upon our men.
Pity them. The wolves, that is. First comes the mongrels, leaping over the undergrowth toward a soldier. They land in two halves-next to the pieces of the tree behind them, courtesy of the shining sword. A wolf man tries a different tactic, hiding behind the cover of an absurdly thick tree with snake-like branches. He rips a second tree from the ground by its roots-at least as large as the log that had slammed into the assault vehicle many missions ago. As if throwing a spear, he tosses it at the grouped up soldiers. It crashes into the dirt with the power of an explosion, nearly hitting a Brighteyes operator. Believing him to be a sufficient threat, the grenade launcher pulled out his ultimate weapon and let loose an HE projectile towards his target. There is an incredibly explosion, the exceptionally large three crumbling as if it had been a mere sapling. All that remains of the werewolf was his ankles-which immediately start regenerating. A couple of targeted Unobtanium bullets, and that stops about half way.
Ever notice that there isn't a lot of synonyms for trees?
Meanwhile, the remaining three enemies are duking it out in CQC, the way their build intended. One if facing down the H.O.S.E user. The incapacitating stream lands continues blows, sticking the beast's arms to trees and its feet to the ground while forming thick layers across the rest of its body. It rips the trees out of the way, easily picking up chunks of earth with its feet, but continues on undaunted if slowed. It desperately tries by any means to get close enough to maul its target, each failing under its constant assault as the soldier moves cautiously backwards. It rips a fallen lock from the ground, trying to shield itself. This distraction is just enough for an Unobtainum marksman to fire a burst towards the back of each of its kneecaps, sending it tumbling to the ground. The H.O.S.E operator proceeds to freeze the creature in place, with extra caution to avoid covering its mouth.
As soon as the soldiers turn their backs to it, it returns to human form to escape its binds! The Unobtanium soldier manged to notice just as he was escaping, quickly bringing his weapon to bare. Two shots ring out nearly simultaneously, and a human-looking corpse hits the ground. Even without Vampires intervening, it might be difficult to take one of those things in alive...
The final two are fighting as a tag team against the Swordsman and a Brighteyes operator. A sword punishes them if they get close, while the bullets punish them if they don't. Not to say that the advantage distinctly lies with the humans-the wolves circle around the duo like sharks looking for the one opportunity they would need to slay both in the time it would take to snap your fingers. But the humans have an unexpected ability. The sword glows once again, releasing a smaller blast than last time toward one of the wolves. A bloody cut appears on its arm, as the limb goes limp. Unlike the other attacks, this one refuses to heal. That is all the advantage our boy's need. The swordsman leaps forward as if he was the wolf-attacking the creature on its weakened side. It attempts to jump back, but is slowed down by its fresh wound. Like all other objects, it cuts through the wolf in a slash as if nothing was there. This attack did heal as normal-inviting a flurry of blows as the wolf is essentially stun-locked. An angry howl erupts from the second wolf, as it leaps to save its companion-shrugging off the bullets of the second soldier the best it can. It makes it into fighting range....before crumbling to the ground, the repeated blows finally overcoming its regenerative abilities.
Naturally, the remaining camp was in an uproar. An Armor was on top of the Drake as if riding it bareback, a PKM in his hands. The dragon gave of a mighty roar, raising its wings as it shoots fire toward our troops. Suppressive fire (both literal and figurative) poured from the duo pinning our men to the ground. Our secret weapon for situations like this-the grenade launcher-was unable to get a shot in as the streams of flame began to engulf his cover (threatening an explosion of himself if immediate action isn't taken.) Time goes by, and the armor moves to reload at the same time the dragon stops to take a deep breath. Our soldiers move from their now dangerous cover in this second of respite....
Just as the enemy had predicted. Two shots ring out, two soldiers fall down. A Brighteyes operator took a hit to the leg, an Unobtanium operator took a hit to the stomach. From the ground, the observer looks for his assailant. It was, of course, the second armor, who had taken up a marksman position with a dragunov rifle. Our brave swordsman acted quickly-dragging the Bright eyes to safety behind the tree the grenade launcher had knocked down. He was about to recover the second man with the drumming of a machine gun filled the forest once again-this time not aimed to suppress. Ground around the fallen soldier danced as it was clear he was finished (if he had indeed survived the initial shot).
The sword began to glow angrily. Sparks of light-now bright enough to blind anyone looking directly at it-fly off as if the sword was being welded. Like swinging a bat, the swordsman released the stored light-sending a ball of sparks spiraling off like a rocket. A bright, soundless explosion lights the battlefield right in front of the armor's face. The light in it's eyes go out, as it tries desperately to spray bullets to where it believes the enemy to be. Unfortunately for it, its steed had also been blinded-and is now moving nearly randomly shooting out bits of fire.
Free of the oppressive flame, the grenade launcher does its duty. HEAT grenades rain like artillery on the unfortunate pair, explosion after explosion crashing around and near their position. As the grenade empties there is nothing left of the tank-like pair but a large mess. The sniper armor is similarly blinded, allowing our soldiers to finish him with a barrage of hand grenades before he recovers.
Just as the battle finishes, a series of starfish-like creatures emerge from the ground. The uninjured Brighteyes owner looks at his device in astonishment, new enemies appearing from nothing without warning. The starfish squirm upwards, their mouths gasping hungrily. Soon their arms connect with one another-tentacles splitting out of their mouth. The soldiers quickly begin shooting the new targets-staining the ground with purple blood. As if to answer the gunfire, each of the remaining starfish explodes upwards into a new creature-something like a cross between a tentacle and a flower, with the starfish motif remaining. Slowly, madness starts to overtake the soldiers. The grenade operator panics, haphazardly slamming new ammunition into place and launching an all out assault on the forest of an enemy (to some success, at least). The remaining bright eyes operator goes catatonic-falling into the fetal position while gazing at his device. The Unobtanium operator manages to hold onto his sanity, cutting back the hungry mouths aimed towards his comrades with his sturdy spikes.
It seems our soldiers fell into a trap of the mental kind.
Another soldier seemed untouched by the madness. The swordman held the artifact in his hand, as if he just had an epiphany. "The First Law....Excalibur must only be used to slay evil." He holds the blade in front of him, closes his eyes, and focuses. Light shines from the blade-warmer than before. The soldiers regain their senses, shaking of the mental assault of the plants. They begin fighting back, gunning down the nearest targets. The swordsman raises the blade to the sky. "The Second Law...Our Comrades must be brave." Like a jar releasing fireflies, sparks fly from our men to the blade. It begins throwing off white sparks as before. "The Third Law...Our foes must be mighty!"
A beam of blue light-larger than we have seen in the past-flows from the weapon like a river. It crushes through the "starfish flowers", destroying countless without effort. The building containing the hiding "Mage" was completely erased before the light went out. The creatures he summoned begin to wither and wilt without their master, quickly fading into ash that is blown away in the wind.
A helicopter removes the injured soldier, alongside our fallen companion and a "special" guest who had to be captured before nightfall. The sleeping Ghoul was nailed into a coffin in a concrete room with countless religious symbols lining the walls. Naturally, before this he was properly disarmed and searched. Oddly, he was wearing a fine suit (though stained with blood, it was in good condition considering he was found in the middle of a jungle). Aside from an m1911, all he had on his person was an invitation.
For an upcoming "dinner party".
From "The Countess".
They where even kind enough to provide a date and location. It might be possible to launch an attack....
If we are ready.
End result: One injury, one death. Excalibur successfully field researched. Intel allowing for a boss fight recovered. Stirk is tired. 80R income.
Inventory, Artifact, and Enemy list will be updated tomorrow. I really need to sleep now >_>.
Phase 4 Round 7
Dissection/Development
80R
Current Designs:
M4 Carbine: M9 Handguns: Interceptor Body Armor: M67 Fragmentation grenades
Low/Free/None.
Standard starting equipment. Some researchers theorize that the equipment you receive is old, damaged, or even sabotaged by enemy infiltrators. If true, than even producing clones in house would lead to more efficient weaponry.
SD1 "Oversight"
A basic handheld device with a small monitor attached to it. The device uses a combination of radar, infrared, and other techniques to locate other entities in the rough direction where it's pointed at. Anything detected shows up on the small monitor. The device is small and can be easily stored by anyone.
This device can be used by anyone and can be flicked on, improving our teams' spatial awareness at all times and keeping them from being caught unaware. It's recommended that multiple people get it to provide redundancy, but otherwise one person can operate the device while the rest have their weapons equipped, and the device can easily be stowed if needed.
Very Low/20R/Fragile, Weather Weak
Unobtanium
A heavy bullpup assault(battle?) rifle optimized for accuracy while employing an 8x50mm round. Utilities hyperburst, 2 toggleable 20-round magazines, battlespike, under-barrel 24mm 4-round shotgun, holographic sights, fixed stock, and a cupholder.Initial ammunition types include soft hollowpoint and soft with a hardened penetrating core.Utilities a "shifted blowback pulse" system to produce an extremely rapid two-round burst. Also features full-auto.Magazines are inserted into a conveyor that can be cycled using a bolt on the external side. This allows the magazines to be switched rapidly, permitting rapid switching between two ammunition types or replacing an expended magazine while the weapon is still loaded with a full magazine. This system is made sturdy to prevent mistakes.
The magazines are inserted underneath with a slight offset towards the internal-side. The two magazines together, combined with the internal preference, does make changing magazines a bit awkward, but the other magazine can act as a guide, aiding in blind-reloads.It features a oair of short, sturdy spikes projecting from either side of the barrel. These can be used offensively but are also useful for anchoring the rifle to a soft object to steady it when firing, or to hold it against a single piece of the target's anatomy to unload a whole magazine into the same hole...At the front is a downward-projecting grip which contains a manual-loaded ammunition feed for a bottom-fed semi-automatic 24-millimetre shotgun. The default round of which is 8mm steel balls. This is primarily for destroying soft tissue or deterring a nearby threat.Comes with a standard holographic sight and fixed stock.Features a collapsible horizontal ring midway along the interior edge. This can be expanded to hold spare magazines, shot-bandoliers, or a covered beverage.Very Low/70R/Unreliable
The H.O.S.E.
The HOSE is a handheld device composed of a long sturdy barrel, a trigger mechanism, and a tube leading to a two-tank system attached to the underside. One tank holds about two liters of a fluid, in this case SLUDG, and the other, smaller tank is filled with pressurized gas. (Preferably something non-flammable, like nitrogen or carbon dioxide.) When the trigger is pulled, the pressurized gas flows into the chamber containing the SLUDG. This pushes the SLUDG out of the holding tank and through the tube. A tapered nozzle at the end of the barrel focuses the stream, shooting the fluid up to 100-150 feet depending on the pressure of the gaseous propellant.
The liquid tank can be refilled with other fluids as well, the most obvious choice being an accelerant like napalm or gasoline. Other options could include water or chemical fire retardant for a mobile fire suppressant tool, surface lubricant for tactical retreats, coolant/liquid nitrogen as an alternative offensive approach, or even filling both tanks with pressurized gas and using it with a muzzle mount to launch handheld grenades longer distances. Very Effective/70R/Volatile, Temperature Sensitive, Heavy
SD2 "Brighteye" Scanner
This mechanism is a souped up version of the SD1 "Oversight" aimed at improving the lackluster performance of the prototype model. The SD2 features a beefed up power supply, new, more efficient scanning array, special equipment to specifically detect the new "Aura" phenomenon, side mounted flashlight, easy to read combat display, wifi antenna, and a cupholder. With the new features, this machine is meant to give more information to our soldiers better than we could have before.
Medium/20R/Fragile, Weather Weak
Unobtanium V2: See Unobtanium
High/70R/Unreliable
Excalibur
~The Sword of Promised Victory~
The most famous of legendary swords, could it be anything else? To start with, Excalibur is a "chivalrous blade". While it has great power, that power is sealed by several "Laws". For each Law that is being followed, the blade gains an immense boost of strength allowing it to use one of its more powerful abilities. Fortunately, PROMETHEUS's mission means that several are followed by default-such as "Excalibur must be used to fight evil" or "Excalibur's comrades must be brave". This allows it to act as a magnificent blade, slicing through all currently observed material like a laser cutter. Additional effects increase the swordsmanship of the wielder, allowing them to utilize the blade efficiently even without specialized training. It also offers some protection against mind altering effects against its wielder. Other Laws are situational, such as "You must be protecting/avenging a fallen comrade" or "Your enemies must be powerful". This allows access to second tier abilities. The first observed was its blinding effect, it can release a flash of light capable of stunning enemies in a wide radius. This attack can blind even creatures who see without sight, and refuses to blind allies. It can also be "thrown" for a long-range illumination bomb. Its medicinal effects-specifically the ability to perform surgeries, stop bleeding, and recover allies from mental assault-are also technically second tier, though the situations necessitating their use often unlock the abilities by default. The third tier, achieved by following several situational laws at once, allows for the "sword beam" attack. The powerful strike seems to be incredibly accurate, capable of piercing any material from a long range. Wounds caused by this beam fail to regenerate. There seems to be a sort of cool down for attacks of tier two and above, preventing the wielder from shooting off the abilities like a machine gun even under perfect circumstances.
Some Laws are currently impossible to follow, such as "Excalibur's wielder must be the true King as chosen by the Blade of Selection", meaning its full potential may never be unlocked. In addition, there are a second set of Laws governing what Excalibur can not do, such as "Excalibur must never be brought against the Fair Folk", or "Excalibur may never harm an innocent". Should these laws be broken, the blade will shut down for at least a time. If multiple laws are broken in short succession, it may see fit to punish its wielder violently.
Safety Margin
Built along the lines of modern military equipment, this 6-round revolver-style 40mm grenade launcher fires semi-automatically, can be manually set to a specific chamber, and utilizes a variety of ammunition, including, in order of importance, fragmentation, HE, HEAT, incendiary---white phosphorus or napalm, something that doesn't stop burning and/or is sticky---silver-based fragmentation, a nonlethal riot-control-style solid rubber shot, and a flare round. The detonate on impact or timer. All the grenades can be thrown by hand if necessary, detonating on timer.
Amazing Effectiveness/100R/Heavy, Collateral Damage, Volatile
Ballistics-stopping, Acceleration-resisting, Tactical Manned Armor (New)
Based on Gothic self-supporting plate armor, the BATMAN suit is composed of steel plating, average thickness of 2 millimeters. Everything is covered by shaped metal plates. Shins have light plates, with good ol' spikey boots for kicking things. Thighs have heavier plating, with a scary-tough crotch piece (For comfort, you understand). The torso is protected by a piece backed with a slightly thinner version of our present interceptor vests, as padding in case of blunt trauma as well as a means to catch those pesky bullets. The head is protected by our standard Interceptor Suit helmets, but with steel projections from the cuirass which cover the back and sides of the neck. The arms get protection for the upper arms, with metal bracers that protect the inner forearms, and tough steel-and-Kevlar gauntlets to protect the hands.
Amazing Effectiveness/40R/Heavy, Mobility Impairing, Weak Points
Current Equipment:
2 Brighteyes
2 Unobtanium
1 H.O.S.E
1 Safety Margin
4 Zombie Corpse (Damaged) 1/2R
5 Zombie Corpse (Heavily Damaged) 1/4R
5 Zombies ("Live") 1R
13 Fast Zombies ("Live") 1R
7 Fast Zombies (Heavily Damaged) 1/4R
5 Skeletons (Damaged) 1/4R
5 Skeleton Shields/Swords/Helmets 1R
2 Armor (Damaged) 1/2 R
1 Armor Hammer 1R
Four Mage Corpses 1/4R
Two Black Spellbook 5R
Two Imp Corpses 1R
One Live Mongrel 5R
7 Mongrel Corpse 1R
One Wolfman Corpse 2R
Five WolfmanCorpse (Damaged) 1R
One Excalibur
One Live Drake 10R
One Drake Corpse 3R
Current Enemies:
Zombies
Anemic green humanoids, typically with visible injuries that would normally disable a human. The field has shown them to be highly resistant to damage to anywhere that isn't the head. Slow, shambling, and weak they are no danger to our soldiers in open combat. As such they seem to prefer ambush tactics, and are apparently numerous enough that overwhelming numbers might become an issue in the future. The nature of their weakness means that most zombie corpses will not have intact brains when recovered, however it also means that "live" subjects will relatively simple to obtain. Even small scratches from this creature can lead to a spreading infection. Live subjects have currently been obtained. They don't appear to need oxygen, allowing them to hide in odd places for long periods of time.
Fast Zombies
The dreaded zombie variant. Its upper body appears even weaker than the typical zombie, but its lower body is much more powerful to compensate. The green tumors on its legs are capable of infecting with even a touch, releasing an acid that can eat through cloths and armor to infect its target. Its legs are also capable of a leaping attack, giving it a much larger range of threat than its weaker cousins. The captured variants are currently left in their foam prisons, locked in plexiglass observation boxes.
Skeletons
Human skeletons, often scratched and damaged. Field testing has shown them to be highly resistant to damage at all points on their body. It seems that they can only take so much damage before collapsing into a pile of bones (which primary testing has shown to be completely mundane). More interestingly, it seems that an invisible force is manipulating it like a puppet. Something is shown retreating from a skeleton on their "death". It can apparently leave the skeleton before death at will, and appears to have been used as a sort of scout for ambushes. They are all accompanied by a sword, shield, and helmet. The invisible force is apparently capable of leaving them at will, making their capture difficult.
Armor
Apparently propelled by the same force as the Skeletons, they seem to be an incredibly dangerous "Upgrade". Much more resistant to all forms of damage than their predecessor, in addition to possessing an impressive degree of super strength and enough function to use firearms, they make a fatal combatant on the field. If a Skeletons act as scouts and spotters, these things act like tanks. Their appearance is that of a tall suit of pitch black Armor covered in runes, with glowing red eye-slits.
Imp
Blood red with leathery bat wings. Its main body was small and humanoid, roughly three feet tall with ram like horns and a mouth full of sharp teeth. Capable of shooting out a large, slow moving fireball that doesn't seem to burn anything other than its initial target. Initial tests suggest that it is much different biologically than known Earth animals, despite its relatively similar appearance. It is apparently used as a range unit, supporting the enemy forces from the back.
Mage
Primary tests suggest that these creatures are entirely human. They wear large robes, covering up any sign of their identity. A red bound book filled with incomprehensible runes was found on the subject, which logic dictates is a spell book. The current subject was witnessed shooting flames from his hands, though it is possible they had other abilities. As a human enemy, they possess an intelligence many of our enemies to date have lacked. A second Mage was encountered with Blue robes and a blue spellbook, focusing on Ice spells. This indicates they are indeed capable of using multiple spells each, and there are likely different "Specialties" of mages. A third focused on animating the dead, with a black book focusing on Necromancy.
Mongrel
"Mongrels" is the label given to the first werewolves encountered by the project. Though they have a sickly appearance, they are significantly stronger than a normal human, though not to the point of superhuman strength. They have sharp claws likely capable of rending flesh when it contacts, though we are fortunate not to have observed this yet in the field. Their most interesting and intimidating feature of this creature is its ability to heal-shrugging off normal wounds in a matter of seconds (though the pain seems to stun them during that time). Either a killing blow or a certain threshold of damage is enough to overcome this healing ability and kill the monster. They seem to be able to transform for an indefinite amount of time unrelated to the phase of the moon, but return to human form upon being killed. Observations from the field suggest they eat human corpses, though the living specimen is capable of eating the meat of other animals.
Wolfman
A higher-tier of werewolf, with an absolutely absurd regeneration ability. Even damage such as bisection and decapitation are removed instantly as if they never happened, and such wounds slow them down much less than their lesser cousins. They also appear to be stronger, with super human strength that puts anyone in their range in grave danger. Fortunately, their regenerative abilities are limited, after they absorb a significant amount of fire they shut down allowing us to land a killing blow.
Ghoul
What is likely the weakest form of vampire. They seem to command the other paranormal creatures when present, having at the very least human level intellect. Their diet apparently consists of dead human flesh, throwing the figurative and literal bones to their underlings. Despite this, they are capable of drinking human blood. This does not seem to infect the target with its disease, though it is possible it grants enhanced powers to the creature. It has impressive strength and speed, in addition to other abilities that allow it to escape from many situations. All the crosses and other religious symbols had been vandalized and destroyed, suggesting that it has this famous weakness. They are capable of using modern weaponry, and are often come equipped with it as a result.
Vampire-Tier Two
Not enough is known about these creatures to even give them a proper name yet. It looks much more human than its predecessor and has shown the ability to avoid gunfire and to transform into a swarm of bats. It is still apparently in a leadership position, executing its subordinate when it looked like it was to be captured.
Drake
Dragons, the size of a large car. Appear to be the traditional western version, with wings capable of flight and red scales capable of repelling small arms fire and even small explosives. From what we can tell from the captured specimen, it appears to be young for its species. They are capable of spraying fire roughly as powerful as a flamethrower a vast distance, and have amazing strength. The captured Drake is currently chained in a concrete room, with a constant stream of sedatives flowing into it to insure it doesn't torch everything.
Wizard
Wizards are the designation of second-tier magic users. Their aura readings suggest they are much more powerful than currently observed mages, and likely less focused. They seem to avoid direct fights more than their weaker brethren, using their magic to support their allies from the back. Currently observed specialties are likely "Eldrich".
Starfish-things
Apparently summoned by a Wizard in a sort of defensive spell, these are the lowest tier of "Lovecraftian entities" or "Eldrich beings". Their existence doesn't bode well for future missions. First having the appearance of an almost normal starfish, they are capable of networking together after a threat has been detected. They then grow explosively, turning into what appears to be a flower crossed with a starfish. They attempt to eat any humans in the area, though their tentacle-like-mouths can be beaten away by an able bodied soldier. Their true power seems to be in mental attacks-allowing them to force madness on our soldiers.
Current Technology:
S.L.U.D.G
(Semi-Liquid Uniform De-mobilization Glue)
The idea is that it's a cross between spray-able foam insulation and rubber cement. It's a two-step process, featuring one solvent with a special polymer inside stored in one container and another catalyst stored in another. These two are combined in a mixing chamber where the catalyst begins to neutralize the solvent, reducing its solubility. This also produces heat, which in part reduces the strength that the polymer chains have leftover. This mixture is them sprayed out of the nozzle, where the polymer chains cool and as they are no longer held in stasis inside the solvent they reform quickly into long, strong chains that form a thick ooze on whatever the mixture was sprayed on in a matter of seconds. The neutralizing solvent sprayed along with it releases gas bubbles as it undergoes the process, puffing up the goop until it expands and cools into a strong, stretchy foam that can hold a person and possibly something stronger in place where it stands.
The end product is a goop that can be transported in a liquid form and can undergo a chemical reaction on demand that can turn it into a foam that expands and then hardens or at least thickens very quickly as to immobilize whatever it's being fired at. This design hopefully can create a foam that will be strong enough to immobilize something with the strength of an average human, but later versions could up the ante to hold down something bigger like a werecreature or moving vehicle. Having a backup chemical that can dissolve the SLUDG is handy, but not necessarily required so long as the soldiers understand not to point the gun at eachother.
Prosthetic (Leg) 1. Advancements have been made to human prosthetics, with a focus for integrating the human nervous system with electronics. Currently, we are capable of replacing human legs with workable replacements. Further work is necessary to expand the technology to other body parts, with even more research necessary to expand into true cybernetics.
Spectral Sensors. Sensor technology has been further developed, allowing it to work better and longer than before in addition to identifying treats more clearly. Has discovered "Aura", a supernatural radiation that could potentially have tracking and identification uses.
Spellcasting 1. Research into the red spellbook has allowed us to copy the runes therein. The effects of each has been carefully observed, and they can be rearranged with time and effort to form new spells with never before seen effects. This gives us access to our own magic, opening up a new world of possibilities. Research into the blue spellbook has increased the number of runes available to us, allowing for more complex and accurate combinations.
Loot Manager 2023: A group of reliable contacts that allows you to sell items recovered from the field for Resources, in addition to providing minor cursory information on items without loosing them.