One Unobtainium M2 is produced, while the outdated model is updated to fit the current standards (-105R), and you decide to take along the sword. A scabbard modeled after those used for military knives is prepared and given to a soldier. There is currently only one soldier in the group who doesn't have any fancy equipment (poor guy!).
Phase 3/5
Battle Report
(Almost certainly went overboard with this writeup)
Our newly repaired assault vehicle rolls up to a large multi-story museum. The Brighteyes immediately scan the area, finding readings mostly consistent with the captured zombies. They are emitting more infra-red and radio waves than past subjects, suggesting that they are a long-theorized variant. Finally utilizing their numbers, twenty are hiding near the walls and windows on the second floor, alongside two skeletons acting as scouts.
Not wanting to walk into an ambush, the soldiers form a firing-line like formation centered around the H.O.S.E and open fire through the drywall with the sensors acting as spotters. Immediately afterwards, the second floor explodes as the zombie swarm bursts forward. The camera shows that these are indeed a variant, easily distinguished from the weaker form. Their are just as sickly green, anemic, and injured as their little brothers...in the upper half of their body. If anything they are worse, their arms are shriveled-comparing them to a human's would be like comparing grapes to raisins-and their heads are closer to the famous shrunken heads than anything else. But it was their lower body that was the most obviously different-their legs were covered in large green tumors vaguely resembling masses of muscles. This apparently gives them a massive speed boost, in addition to a powerful jump and the ability to absorb shock to survive those powerful jumps. Many were rushing on all fours, their near useless arms struggling to hold up the upper half of the body while the legs propel them forward. Others were led by their legs, their upper body folded backwards like a twig in the wind. While this may seem more than a little silly, in practice this variation makes it more difficult to line up the headshots necessary to fully eliminate the target.
Two remain still after the initial burst of gunfire, before the enemies charged forward. Here the accuracy of the Unobtanium shines through, three zombies are taken down by their bursts-though their momentum causes them to fly forward as if still alive. All too soon the zombies are within jumping range-though two immediately become statues courtesy of the H.O.S.E. A bullet crashes into one of their legs, causing the tumor to pop releasing a potent looking green gas. But that doesn't stop it-it hops forward knocking a soldier to the ground in a splash of dirt. One of the Unobtanium operators moves to save him-jamming the spike through the creature's grotesque head followed by a blast from the shotgun. He is too late. The soldier cries out in pain-his legs covered in green fungus and acid that is ate through the cloths that would otherwise protect him.
Meanwhile, the soldier gifted with the sword takes the opportunity to test it. It cuts through one zombie as easy as it cuts through air, removing its powerful legs from its fragile upper body before cleaving the head. The swarm is approaching half its size, but its now in a range favoring the enemy. Fortunately enough, the H.O.S.E is also favored here. Three zombies are pinned from the legs up as the potent weapon does its work. The zombies retaliate, another leaping forward toward an Unobtainum user's side. He is knocked to the ground hard-though thankfully the angle meant he was not in contact with their legs. Despite the shock, he managed to pull the trigger of his shotgun making a mess of the enemies torso and freeing him from its grasp. A second trigger pull finished it off. Our swordsman was rushing to save him-breathing a sigh of relief when it turned out to be unnecessary. The sword in his hands began to sparkle and glow-as if sparks were flying off of it. A sudden burst of light covers all the cameras-when it is stops the remaining zombies are flopping on the ground like fish out of water. Not wasting a moment, the H.O.S.E operator captures the rest of the group "alive".
During the fight, the injured soldier's condition had worsened. He was currently breathing heavily, his face red and winced in pain. While this may seem like an improvement over his screaming, his legs are covered in tumors resembling the now vanquished zombies. One of the Unobtainium users put the barrel of his gun to the fallen soldiers head, but the swordsman said something and he stepped back instead of firing. Acting quickly, the artifact was used as a scalpel, amputating both legs as easily as cutting butter. Miraculously, the wound refused to bleed, and didn't seem especially painful even without medical attention. Our fallen soldier's breathing returned to normal, a quick Brighteyes scan revealing him to still be human. Cautiously the remaining soldiers placed him back in the assault vehicle and continued with their mission.
The skeleton scouts had retreated after the zombie rush-in their physical bodies rather than as disembodied auras. Thus our soldiers moved forward cautiously, checking the scanners for an ambush. Most of the Museum is clean-the remaining hostiles finally being picked up deep in its heart. A dinosaur exhibit, featuring a variety of fossils from a variety of eras. Two mages, three vampires, the two skeletons, and two new signatures. Their light emission data was almost like looking at a roaring fire, with a particularly strong aura emanating from them. They were also fairly massive, about the size of a large car.
Our soldiers hope to get a drop on the enemy for once, but the skeletons knew we were coming and immediately reported our presence to their masters. Even through the wall, they scrambled to get into position. Several new signatures-weak auras and radio waves similar to those found in zombies-appear on the scanners. They immediately rush forward-crashing through several walls as they do so-followed by the rest of the enemy.
Our soldiers swiftly prepare themselves as full dinosaur fossils break through the walls-one preemptively throwing a grenade were the scanners showed they would appear. The explosion is effective-returning a full-sized T-rex fossil to a pile of bones. Smaller lizard-like skeletons are quickly gunned down by our soldiers as they rush through the hole, breaking like wine glasses as the bullets tear into them. Finally, the new contacts come into view: massive red-scaled lizards with large fangs and powerful looking claws. Their stomachs were white and smooth, and their heads have several small spikes jutting out of them. Their backs have two large wings-folded downward in this relatively enclosed space. The team dubs these creatures "Drakes", the lowest tier of dragons. Behind them and behind cover is the rest of the enemy team-two black robed mages making hand motions alongside three Ghouls in black camouflage (as the surviving soldiers would later report. These creatures still refuse to show up on camera).
Our soldiers continue to pour gunfire on the incoming enemies. Bullets ricochet off the leading Drake's scales as it inches forward head-down. The Ghouls use it as cover-returning fire with their own AKMs. Several grenades explode from around the creature-sending shock waves through its scales but not visibly impairing it. One of the ghouls falls from the shrapnel-vanishing into smoke without any hints of an escaping aura. The H.O.S.E user sprays foam around the creature once it gets in range, covering its face and mouth with the incapacitating spray. It raises its head-fire glowing from its maw-with its forearms moving forward as if to scrape the hardening foam off. But the flamethrower like spray of the H.O.S.E continues, covering its front in an ever-thickening layer. Soon its arms are encased, its lower body melded to the floor. It opens its mouth in a mighty roar, breaking free of the foam, thrashing around to free the rest of its body from its encasing. Its powerful tail slams into the vampires in the process, knocking them out into the open were they are ventilated by small arms fire. The thrashing continues-as the creature fails to clear its eyes-while the H.O.S.E continues its work. Foam continues to take hold only to be broken moments later, as the area surrounding the dragon is completely destroyed. Fire sprays out at random, causing the fire alarm to blare as the sprinklers fight the blaze. After many tense moments-as the H.O.S.E's tank nears empty-the dragon collapses in exhaustion allowing the spray to finally incapacitate him.
((Three amazing rolls in a row from the H.O.S.E operator have a dragon.))
A new hole is smashed in the wall-the second Drake breaking through in a different location. The scanners pick up movement from behind it-an allosaurus and triceratops fossil flanking behind it. The triceratops lowers its head-its center horn shooting off like a missile. It crashes into the left arm of an Unobtainum operator, who grasps at it with a grunt. Two more grenades fly out towards the new hole-one exploding off the Drake's back sending ripples throughout, the other exploding behind it crumpling the skeletons. Fire builds up in the Drake's mouth as the soldiers focus fire toward its eyes-scoring a hit after several long moments of sustained fire. The dragon rears its head up, clearly injured by the blow, revealing its smooth underbelly. Fire now focuses there, leading to several effective bullet holes. A new grenade finds itself under the dragon's belly, were it explodes to great effect.
The two Mages duck behind cover, firing pot-shots from their glocks as the soldiers return fire. The Brighteyes operators shout out a warning as the walls behind the team explode outward-headless and dismembered zombies/zombie parts rushing forward as if they hadn't just been put down. The soldier's fire at the creatures-the slightest attack sending them crashing down. One headless zombie leaps toward a Brighteyes operator legs first-he tries to block it with the weapon in his hands but his fingers make contact. He bashes it with the back of his gun a moment afterward, but begins screaming in pain as his fingers burn with the creature's acid. The remaining uninjured Unobtainum operator-realizing the cause of this attack-put forth a series of accurate bursts towards the hidden mages. They both crumple to the ground-alongside the mutilated zombies. The skeletons follow suit soon after-having apparently been acting as spotters the entire fight.
The soldiers immediately tie tourniquets around the injured soldier's fingers (and bandage the other's arm), before moving out. Recovery teams arrive as fast as possible, securing the captured Drake in a specially prepared facility before it has a chance to attempt to escape again. Near the dragon-around where the vampires fell-was a note written on high-quality paper. In elegant and antique handwriting, it read:
"Phase One is near completion. Prepare to enter Phase Two.
-The Countess"
Final result: Two major injuries, one minor injury, one major capture, threat neutralized, and a small morsel of intel has been gained. The brass gives you 85R, relatively disjointed with the amount of casualties.
Phase 4 Round 5
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
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
Artifact Sword
A mysterious blade associated with light. It is incredibly potent as a melee weapon, capable of cutting through unarmored targets with no difficulty. However, its true power is likely related to emitting light. It has been observed to cause seizure even in opponents that should be unable to have them, incapacitating them without difficulty. In addition, when used on allies (or perhaps humans) the wounds it creates do not bleed giving it limited medical application.
Current Equipment:
2 Brighteyes
2 Unobtanium
1 H.O.S.E
4 Zombie Corpse (Damaged)
5 Zombie Corpse (Heavily Damaged)
5 Zombies ("Live")
13 Fast Zombies ("Live")
7 Fast Zombies (Heavily Damaged)
Three Skeletons (Damaged)
Three Skeleton Shields/Swords/Helmets
Four Mage Corpses
One Blue Spellbook
Two Black Spellbook
Two Imp Corpses
One Live Mongrel
One Mongrel Corpse
One Artifact Sword
One Live Drake
One Drake Corpse
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.
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.
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.
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.