Alrighty! My sleep schedule has been filled with bullets, so sorry for posting this a little late :[.
Also I ended up writing way too much, so I didn't get a chance to proofread the later parts. I reserve the right to retcon anything that doesn't make sense
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1 Unabtanium is produced (-70E).
Phase 3/2 Battle Report
Once again you find yourselves in the battle report room. The deployment vehicle shows the front of the operational area, a large library. An iron fence surrounds the building, with a large garden and lawn in front of the structure. There are several fountains, trees, and other objects acting as cover between the insertion point and the entrance to the building. The squad moves into action, checking the oversight for hidden threats all the way.
One of the troops shouts "INCOMING!", causing the men to scramble before an explosion rocks the area. From the top floor of the building, a stream of relatively slow moving fireballs pours out. One of the Oversights has gone dark, having been handled too roughly in the evasive maneuvers. The troops return fire from behind cover, ducking their heads when something comes their way. After several moments of trading fire, the top goes silent. After a scan with the remaining Oversight, the men enter the building.
The men cautiously move past the reception desk, entering a room filled with books. They fan out, searching between the bookshelves with their eyes and scanner. One of the man winces in pain, his camera shows a green hand grabbing out from the bottom shelf. He shoots at the arm, severing it with continued fire before stepping back and firing at where it came from. Three other zombies pop out from the book shelves, some attacking from the top while others go low. Each was shot down with a series of close range head shots.
The man removed his shoe and rolled up his pants to examine his wound. He has a small red scratch in the back of his foot, right about where his boot would end, an area not protected by the body armor. More importantly it was turning a sickly green, which was spreading at a surprising rate from the wound. One of the other men quickly ties a tourniquet, which seems to stop the spread of the green coloring. He will lose the leg, but will probably live.
After sitting the injured man down somewhere safe, the others move up to the next floor using the stairs. The next two floors were clear, leaving the final floor for engagement. They kicked through the door, scrambling as a fireball flies through it in response. Two grenades go through the door, after which the men advanced carefully. There was a creature on the ground, 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. The team dubs this creature the "Imp".
The area was covered in bookshelves much like the first floor. In one corner, a humanoid figure in a red face-concealing hood stood next to a second imp. They had moved some of the bookshelves into makeshift cover, breaking them as necessary to make something substantial. The point-man threw a grenade towards the corner, at which the hooded man pointed out his hands. A long stream of fire spreads out from the area like a flamethrower, causing the grenade to go off prematurely. A red circle appears in front of the imp, which seems to summon a fireball which flies towards the door.
The men dodge the blast, while trying to remain out of the flamethrower range. The point man responds with suppressing fire, allowing the rest of the squad to get into position. The bullets fly through the flames, popping even hotter than normal lead against the enemies cover. The new gun shows off its capabilities, as the designated marksman carefully lines up a shot. The hooded figure (now dubbed "Mage") crumples over as the flames stop. The Imp continues firing, but is taken down in a hail of gunfire.
The rest of the building is scanned, and as normal the enemy material and corpses are collected. The injured soldier was brought into intensive care and the leg was amputated, the others go through medical screening as usual. You are awarded 90R for an adequate mission.
Phase 4 Round 2
Dissection/Development Phase
100R
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
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.
Current Equipment:
2 Oversights
1 Unobtanium
4 Zombie Corpse (Damaged)
5 Zombie Corpse (Heavily Damaged)
Two Skeletons (Damaged)
Two Skeleton Shields/Swords/Helmets
One Mage Corpse
One Red Spellbook
Two Imp Corpses
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. Soldiers are already planning to dismember a subject, and will attempt to do so if the mission is fully under control. Even small scratches from this creature can lead to a spreading infection.
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.
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.
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.