And to relax, having completed all my exams!
First up, your super secret rolls for the last project! *dramatic drumroll*
Effectiveness: 1!
Cost: 10! 50R
Glitches: 1! None!
Looks like a trick after-all.... though it could certainly be salvaged. My RNG seems to like extreme numbers. One VISOR was created alongside two BATMAN suits! (-25, -40, -40)
And now, time for the Party. I doubt I can make it worth the wait, but here goes nothing
.
****
Battle report (3/9)
Its snowing outside the assault vehicle, which alongside the darkness is making it difficult to see anything through the cameras. Those on the soldiers show a change in uniform fitting the climate, with baklava style face-masks under their interceptor's helmet to keep them nice and toasty. Perhaps a larger change can be seen in the two new suits of armor, fresh from the factory. As usual, the Brighteyes operator has his eyes glued to his device searching for any signs of the enemy. The Visor does the same, though the quality seems greatly diminished to the point its operator slaps the backpack in a failed attempt to get it working. Still, the video quality is much improved on the soldier, the transmitter is functioning properly.
Without warning, the sensors blare up like a Christmas tree. Our vehicle slams to a stop in front of a massive mansion, surrounded by miles of snowy tundra somewhere in Russia. A black metal fence surrounds the premises, but the gate is open with its chains hanging loose. No tire tracks cross the snowy road, perhaps the guests have yet to arrive?
Or maybe we had been the guests all along?
A quick scan from the Brighteyes shows the outside of the premises. The mansion itself is massive, three stories tall and incredibly wide. Pure white marble pillars line the front, nearly the color of the still-falling snow. Next to the pillars is a series of windows showing the inside past open crimson-red curtains. It is dark, apparently lit only by candles placed strategically throughout the building. No guns are pointing out the windows, at least none the soldier's note. Behind the massive building is what appears to be a graveyard, also covered in perfectly undisturbed snow. Between the house and the graveyard is a rose garden, filled with flowers in full bloom untouched by the surrounding snow.
Two Ghouls are guarding the main door of the facility, AKMs across their back. Despite the cold, they are wearing pristine black suits. Unlike previous encounters, our scientists back in the base are finally able to observe the vampires in real-time thanks to the VISOR's aura sensors combined with the transmitters. Their view is soon interrupted by a burst of gunfire, the Unobtainium's accuracy dusting both vampires before they even have a chance to react to the men leaping out of the vehicle.
Now under the assumption this is a trap, the soldiers move around to the right of the building to avoid the obvious front door. A dining room can be seen through the window half-way down the mansion, confirmed to be empty by the various scanners. With a few swings of Excalibur, an alternative entrance is created. Our soldiers storm the mansion, rushing into position, when the candles of the room are suddenly snuffed out. After an instant of total darkness, the cameras begin to show a completely new room. There is a pristine crimson carpet leading from the wooden doors to a large double stairwell, with marble columns on either side. The floor itself was well-cut marble, cleaned to a shine. Lighting this room was an impressive chandelier, with strange green flames giving off a strong aura reading. In a circle in front of the door was our soldiers, confused at the sudden change in scenery.
Confusion is quickly replaced by action. Standing on each stairway was a second-tier vampire in a butler's uniform, performing a brief bow as our soldiers dive for cover behind the columns. In their hands was our first example of true innovation among the enemy, a newly designed weapon system. A boxy gun, nearly rectangular in shape crafted from a strange black material. On the top was a box magazine, alongside a holographic sight. Glowing red lines cross the weapon randomly, giving off a faint aura reading. ((GM note: ROll 9/10/6))
Our soldiers open fire at the vampiric butlers. Both leap to the side, leaving the bullets to splinter the stairs. Their weapons open in a burst of sustained fire, chopping large chunks out of the columns as they rush forward. Apparently, the weapon is a kind of high-caliber submachine gun. Despite the suppressing fire, one of our Unobtanium operators gets a shot off, launching a hyperburst to the unfortunate creature's left shoulder. Blood flies from the wound and lands on the carpet matching its color, but the monster continues its blinding rush undeterred. Within moments, they are directly next to our soldiers.
Foam flies from the H.O.S.E's barrel, over the head of the injured vampire who ducked just in time. The soldier adjust his aim, moving the stream downward towards its target. In response, the vampire adjust his dodging, leaping to the right. The foam follows the creature, always one step behind him, as he continues to bob and weave past the attack. Finally taking the advantage, the vampire leaps over the incoming attack and raises his gun towards the H.O.S.E user.
Four shots rang out. Blood stains the column. A body hits the floor. And promptly crumbles to dust-an Unobtainum operator had been lining up a shotgun shot while the H.O.S.E distracted the creature.
On the opposite column, a simultaneous fight was ongoing. Our Excalibur user was taking heavy fire, but had managed to reorient himself so that the column was between him and the enemy. This vampire was much luckier with the dodging, moving erratically quick enough to be a blur as his gun continues to fire a stream of bullets. Before we can land a hit, a puff of smoke surrounds the monster. From the smoke emerges a swarm of bats, charging toward the swordsman. Our shining blade flashes out, as the creatures try to avoid the sharp object. Several fail, crumbling away to ash. The swordsman lashes out defensively, desperate to protect his exposed flesh. His body is immediately covered in bats, landing on him like flies on a rotten apple. A sound rings out like rain on a tin roof as they try to pierce his shiny armor-it seems like they are unable to bypass it effectively in this form. The remainder of the swarm is after the weak point that is his head-failing to bypass the flailing blade.
Fed up with this technique's failure, the bats retreat several steps and the vampire reforms in a second puff of smoke. As the vampire prepares its weapon for a second assault, Excalibur once again begins to glow. Once again, a powerful flash of light emits from the sword. In an attempt to defend himself, the vampire raises his arm in front of his eyes. Whether this technique worked or not has yet to be seen-the soldiers take this brief opportunity to plump the beast full of holes.
As the ashes of the final vampire falls to the ground, music starts to play above the sound of flapping wings. The top of the stairwell is filled with a white smoke-out of which emerge a group of vampires. Six in all, three men in sharp (if old fashioned) suits on one side, three women in even more old-fashioned ball gowns on the other. Their hands were not filled with weapons, but instruments. They seem to be the source of the music, a fast-paced dance beat. Before the soldiers can act, the sound of flapping stops. From the smoke emerges a woman in a massive ball gown, more elaborate and expensive than those behind her. The dress was the same crimson decorating the rest of the castle, no doubt meant to be the color of blood. Her flesh was the same color as the marble, a deathly pale white. Her hair was black as night, and in her hands where empty. On her neck was a pair of bright red gems, glowing angrily and releasing an absolutely massive aura reading.
She walks forward confidently, ignoring both stairwells and the incoming gunfire. She steps directly over the wooden guard, walking on nothing but air. Then, as quick as a blur, something crashes through the pillar. From her outstretched hand was a chain of the same black metal as the guns, glowing red lines crossing it randomly. Our Brighteyes operator was lucky enough to be inches away from the attack, which had pierced both his cover and the floor below it.
Naturally, this high value target attracts a high volume of fire. Sparks fly in front of the Countess-none of the bullets managing to get close to her. Slowing down the footage reveals a second chain in her second hand-whipping around faster than sound to intercept incoming fire. The first chain dissolves into a cloud of smoke, only to reappear for a second attack. Our Brighteyes wasn't as lucky this time; the chain struck true through his stomach. The weapon pulsed with red light briefly, and the unfortunate man immediately transformed into a cloud of dust.
Seeing that it was time to bring out the big guns, our grenadier released a salvo of mixed grenades, to similarly mixed results. Their volatile mixture meant they exploded when the chains hit their target, preventing them from being thrown around. The first-a frag grenade- was effectively neutralized when it was hit well out of its effective range. The second, an incendiary grenade, set the chain on fire giving the soldiers some idea of what is going on. Noticing a potential threat, the Countess chose our grenadier as her next victim. A chain explodes through the column, narrowly missing the soldier (which would have caused a messy explosion). Not wasting time now that his head was at risk, a HE and HEAT joined the bullets that continue to be reflected. The first was hit by a chain, sending it flying away for a brief instant. The second was then hit by the other chain, sending it crashing into the ceiling throwing up debris. If for only a brief moment, her defenses where down. Fortunately, an instant is all a bullet needs: And she still has plenty flying in her direction. Several projectiles slammed throughout her body, dealing no immediately obvious damage and causing no reaction aside from a frown.
That frown immediately turns into a deranged smile as the Countess begins to laugh. She changes strategy, immediately moving randomly the air faster than the human eye can process. Her two chains begin lashing out like whips, crashing randomly into objects making the entire room look like it was struck by a hurricane. The H.O.S.E operator was the first unfortunate victim to this attack, as a low sweep removed his feet in addition to neatly cutting the column in front of him. A shout could barely be heard above the destruction: "EXCALIBUUUUUUR!", followed by a bolt of light the size of a man sweeping across the battlefield. The stairs immediately fall down, a neat line having cut through them (and the wall behind them, the wall behind that, so on and so forth.) Unfortunately, the target's evasive maneuvers proved to be successful, and the Countess herself was unharmed. Fortunately, one of the chains had been caught in the blast, causing it to fade away in a group of gold particles.
Learning his lesson from earlier, a new salvo of HE and HEAT grenades fly toward the target. Even more of the scenery is destroyed, but to little effect. More and more objects fall victim to the chain, as everything in the area continues to be desalted. Many of the columns collapse to the ground, crushing an unfortunate Unobtanium operator through his armor. In retaliation for his comrade, grenades fly out more and more. This time, it was strategically placed incendiary grenades, with the intent of limiting the space she can dodge in. It seemed to work, she was consciously avoiding the new "ring of fire" covering the ground and walls. EXCALIBUUUUR made its presence known once more. This time, the target wasn't the Countess herself-despite her now limited dodging range, there was still a good chance of missing. Instead, a square section of the roof had been cut out by the beam-the section directly over her head. Unable to dodge the burning debris, she is crushed. The chain goes limp on the ground, before dissolving into ash.
Silence finally fills the room. No more music, no more gunfire. Snow gently pours through the new hole in the ceiling, the moon shining high above. All the fire and smoke certainly ruin what tranquility this scene would otherwise have, melting the snow soon after it enters. If that hadn't ruined the scene, the rumbling rubble certainly would. It is quickly knocked aside, as the Countess rises from what should have been her final resting place. Her dress is in tatters and she is not happy. This time, her speed is used offensively. Faster than a man can blink, she rushes forward. The grenadier's head is in her hand, with barely enough time to struggle before he crumbles into a cloud of dust. The remaining Unobtainium operator looses a shotgun burst, only to get a swift-punch to the gut for his trouble. A dent forms in the armor and he is thrown to the ground, but it looks like the armor saved him from a fatal hit.
Her next target is the swordsmen. By some miracle, the glowing blade was able to block her first hit with the flat of the blade. She maintains contact with it for an instant, bringing her other hand around to grab both sides, carefully avoiding the edges. Even so, smoke rises from the contact points and blood drips from her hands. The swordsman struggles in vain to control his weapon, as the Countess seems to be detracted momentarily by the pain of the blade. Before she can deliver a fatal kick, gunshots once more ring out. The VISOR operator put a neat hole through her head, which leaks blood onto the floor. Another shot, then another, then another, then another ring out. More damage shows on the Countess, more blood leaking to the floor. Not just her head, but other wounds appear to show on her body, leaking red liquid on the floor. In a matter of seconds, she has completely transformed into a puddle of blood. The only thing remaining of her was the two gems, shining proudly even without their former Master.
The remaining vampires where nowhere to be seen, apparently they had run off to destroy objects that could potentially be useful intelligence to us and to set fire to the rest of the mansion before escaping themselves. As such, few objects were recovered. We have the two "Bloody Gems", one of which seems to have an outstanding aura reading. This Gem seems to be the artifact, a bloody red gem on a golden chain. The other only has a weak aura reading, which is often drowned out by its brother. It doesn't appear to have the sheer power of the artifact, but might have some other important purpose. The guns the butlers had used were also recovered, though due to the aura reading it is not recommended that our soldiers use them in the field. Finally, the only thing remaining destroyed in the mansion was the rose garden. We have recovered the Eternal Roses, though we currently get no unusual reading from them. Of the soldiers, only three survived the ordeal. The H.O.S.E operator bleed to death from his wounds during the fight. Of the survivors, only two were uninjured. As such, the brass can only give us 20R for this mission.
Didn't do a great job editing this a gain, but you guys should be used to this by now >_>.
Phase 4 Round 9
Dissection/Development
35R
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
Judicious Employment of Deadly Immolation and Immobilization
Taking all our knowledge of magic and condensing it back into a single small-sized tome of deadly knowledge called 'JEDI' was a genius step. The 'wizards' who utilize these books are trained only in the fire and ice sections. Ice first, followed by fire, in order of 'What damage can be reversed easiest and cheapest'. No soldiers have yet been taught how to use necromancy---doing so might endanger the use of Excalibur. Also, Public Relations almost went into open revolt at the mention of the possibility.
Extremely Effective/225R/Glitches
Visual Interface for Sensory Overlay and Regulation:
An armoured helmet and backpack that features a "heads-up display" and attitude sensors to dynamically print a Brighteyes' sensor output onto the wearer's vision. The brighteyes will e dirstibruted over the helmet, shoulders, and backpack, to maintain its prior functions with minimal obstruction and no need to be carried in hand. The backpack should contain a the power and processing components, while also functioning as a standard backpack, albeit with less free space. Including a transmitter to broadcast mission data to mission control, and a recording device to assist in debriefings with respect to alien threats, would be beneficial. Additionally, implementing systems to reduce glare and protect against freak optical, audio, and chemical input would be a wise precaution.
Very Low/50R/No Complications
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
One 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
2 "Vampire Submachine guns" 5R
1 Bloody Gem (artifact) 120R
1 Bloody Gem (Mystery) (For some reason, nobody will agree to purchase this...)
1 Eternal Rose 50R
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.
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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.