A fresh suit of shining armor was prepared for our Knightly soldier, and our men are sent off one more into the breech. (40R)
Phase 3/8 Battle Report
The normal view from the assault vehicle's camera is replaced by a sheet of blue-the first field use of our unarmed Fast Attack Craft. Our target: An immobile cruise ship sending out a bizarre SOS. We pull up as stealthily as possibly-while the Brighteyes try to get a view of the ship past all the layers of metal. Picking a spot well above the waterline, Excalibur carves a breaching hole into the side of the ship which the men file into.
The immediate view is of a dining room, which is currently being used for its intended purpose....by a swarm of zombies. In addition to the vanilla variety and their swift cousins, the inevitable new species appeared. It was large, at least 10 feet tall, with a stone-like exterior. It is rock like enough that some scientists suggested it was a spirit-driven golem, though the Brighteyes readings and bloody chunk of meet in its mouth suggests it is indeed a zombie. It walked on its knuckles like an ape, in a slow in prodding fashion that shakes the floor with every step.
All at once, the wretched creatures look up from their well-dressed well-chewed meals toward the fresh meat, charging as one entity. The din of gunfire met the moans of the zombies, with our Unobtaniums once again proving their worth with a series of precise headshots from both the rifles and its shotgun attachments taking down three zombies along side two fast zombies in the blink of an eye. Excalibur flashed through the air, decapitating a quick zombie and stabbing through the head before it hit the ground. Another Zombie falls to miscellaneous gunfire, dotting its torso in blood before finally reaching its target. As they close in, the H.O.S.E reminds the walking corpses who the king of close combat is. A burst freezes a quick zombie's legs to the floor a moment before it was able to leap, causing its upper body to hit the ground with a thud. The zombie following behind it trips across this new obstacle, leading them both to being foamed to the floor.
The new zombie, dubbed "Tank", proves a much more fearsome foe. It raises its arm up, blocking any clean headshots, as it stumbles forward slowly. Gunfire crosses its body, chipping away bits and pieces like they were hitting a cement wall to little effect. Hand grenades flew out, not even breaking the enemy's stride as they explode around it. Our soldiers scramble for distance as our grenadier shouts "FIRE IN THE HOLE", releasing a salvo of HEAT grenades toward the target. The first falls to the creature's right, sending shrapnel flying as the explosion takes its leg away and creates a massive crater in the floor. Its arm moves from its face to the ground as it struggles for balance when the second grenade hits-dead on. Without the protection of the arm, the creature's head is removed. Alongside a good half of its body. There is certainly something biological under the defenses, if the red mush and partial spine jutting out of the remaining rock is any indication.
On to the next room, the soldiers search for any survivors or enemies using their technology and senses. Nobody was hiding in the private dining room, bedrooms, bars, casino, lounge, or theater. Nobody alive (or even just moving) at least. Following the signal given off by the SOS, the soldiers finally reach the captain's room. An old man with a well-kept beard and a captains hat was sitting in a chair pierced through the back by something that left a fist-sized hole. A soldier flipped off the S.O.S signal, seeing as it was of no more use. As soon as it turns off, the Brighteyes user shouts out a warning.
The window of the captain's room explodes inwards as two creatures burst through. Behind them, stuck to the window with a series of grotesque suction cups, was three more. They gave off readings similar to Zombies, or more precisely quick zombies. Their bodies had withered to nothing more than skin and bones, aside from one important detail. One part of their body had grown into a series of long tentacles, at least ten feet in length. Of the two immediate zombies, one had its head transformed, the other juts out from were its stomach once was. Of the back, one moves across on its back as easily as an octopus would, another hangs on with its entire arm. The final Tentacle Zombie had its growth spurt out of its neck and shoulder. What once was human in them is now a sickly green, with small spores falling off with each movement.
One Unobtanium operator was too slow to heed the warning. Like a spear, the tentacle slammed into his left arm, piercing it as he screamed. Excalibur comes to the rescue, cutting the appendage before it could finish the job. It wiggles in place like a dead fish, though fortunately there is no sign of transformation as there had been before. The other tentacles crash into cover, the ship, and generally everywhere that isn't a soldier.
Our soldiers return fire. The uninjured Unobtanium operator fires an accurate burst to the TZ's head-removing it in a messy burst of green spores. Unfortunately, the zombie seemed no to react to that at all. Our Brighteyes operators assault had been more effective-firing their weapons into the glass sending it crashing away along with those pressed to it. A flurry of foam quickly covered the injured zombie's tentacles, hardening several together causing them to squirm as if to escape. More foam, less problems-a continued burst turns the creature into a grotesque statue. Its companion had moved to the side-jutting into the walls and moving with its tentacles-escaping the blast. With only one target, our soldiers focus fire. A green cloud of spores appears around it as bullets slam into nearly every part of its body, causing it to go limp after several seconds.
Convinced it was dead from the Brighteye readings, the soldiers quickly move to the edge of the window were their enemies had broken in. The zombies were climbing back up-at an impressive pace, making it half way in the time it took to deal with the other two. But this was a perfect vantage point-our soldiers poured fire on the targets with no fear of reprisal. The first burst knocked them back to the deck, and sustained fire kept them there. Permanently.
The injured soldier was hesitantly offered first aid, as his companions watched carefully to see if he would make any kind of change. That has yet to happen, and for the time being he has been confined to a special medical ward just-in-case. The away team came and collected all the data possible, handing over the civilian remains to their families and overseeing their cremations (just in case). It is unknown why the corpses on the ship didn't change, as well as why our injured soldier didn't change. End result: 1 ? ? ? injury, One captured Zombie, Fast Zombie, and Tentacle Zombie. We received 80R for a mission well done.
Phase 4 Round 8
Dissection/Development
120R
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
BATMAN's Worst Knightmare.
Less buggy BATMAN. Will probably just be called BATMAN.
Amazing Effectiveness/40R/Heavy
Current Equipment:
2 Brighteyes
2 Unobtanium
1 H.O.S.E
1 Safety Margin
8 Zombie Corpse (Damaged) 1/2R
5 Zombie Corpse (Heavily Damaged) 1/4R
6 Zombies ("Live") 1R
14 Fast Zombies ("Live") 1R
10 Fast Zombies (Heavily Damaged) 1/4R
4 Tentacle Zombies (Damaged) 1/4R
1 Tentacle Zombie ("Live") 1R
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.
Tank Zombies
We knew at the start there would be a lot of zombie variants. This is the expected "Tank" zombie. It seems to be covered in a large, rocky exterior capable of shrugging off small arms fire and small amounts of explosives. As the others, it seems to go down with a head shot-though it has shown more intelligence than its smaller brothers in that it takes active measures to defend this vital organ. In addition to its defenses, it apparently has an impressive amount of strength, though it is slow to compensate.
Tentacle Zombie
Another higher-tier zombie. Perhaps the least human of all, anything we recognize as being part of the human body seems to be completely vestigial. One part of their body has exploded into a long series of tentacles strong enough to pierce steel, granting them medium-range attack power. They are faster than all but the Fast Zombies, using their tentacles to get around. They are capable of attacking to objects and scaling them as easily as the cross normal ground, potentially opening the option of death-from-above ambushes. Apparently, they are resistant to head shots, and it takes a large amount of sustained fire to any part of their body to prevent them from moving. Finally, they do not seem to be as infectious as their lower-tier counterparts, at least as far as we can tell.
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.