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Author Topic: Mad Arms Race - Core Thread (Fall 1965: Final Design Phase)  (Read 18930 times)

TricMagic

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Re: Mad Arms Race - Core Thread (Fall 1964)
« Reply #90 on: June 14, 2019, 09:01:39 am »

Given Nuke still hasn't asked, Do you, Aratam, wish to perform an act for Mankind? To pool our resources, and build a permanent Neutral zone on the Moon for all Nations?
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Man of Paper

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Re: Mad Arms Race - Core Thread (Fall 1964)
« Reply #91 on: June 14, 2019, 10:13:06 am »

No you're using the moon to supply your war machine get outta here.
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Blood_Librarian

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Re: Mad Arms Race - Core Thread (Fall 1964)
« Reply #92 on: June 14, 2019, 10:25:31 pm »

As it is, It seems a little unfair to propose a neutral territory on the moon when we haven treally had design to put something on it yet.
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if you want something wacky
Quote from: ChiefWaffles, MAR Discord
I continue to be puzzled by BL's attempts to make Aratam blatantly evil

Chiefwaffles

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Re: Mad Arms Race - Core Thread (Summer 1964)
« Reply #93 on: June 21, 2019, 07:23:06 pm »

Combat Report: Winter 1964

Merethan Activity

The Firestorm quickly becomes the next pride of Mereth. A supersonic sleek black craft with stubby wings coming out of its obsidian black-bronze chassis near the back, it can reach insane speeds, perform insane feats, and create insane destruction. While normally cruising at lower supersonic speeds, a Firestorm can go up to Mach 3 for about 5 minutes on its tanks of STABIL-ICE and GOFAST-M. It only has Medium range. It has a slightly downsized TALON at the front with minor gimballing; and two CLAWs on the side that use mirror gimballing and what looks like a weird half-sphere minor obtrusion from the hull in order to have nearly 180 degrees of firing angle vertically and horizontally. The entire craft is coated in COMBAT plating, giving it the obsidian black-bronze coloring and Damascus steel-like patterns.
The onboard computer, the Ravenmind, can calculate flight paths, communicate with other Firestorms, track targets and their predicted courses, aim and fire all weapons, and even fly the Firestorm itself. The pilot gets all this information in a neat HUD on the canopy, as well as several higher-resolution holocubes. Pilots also get a holocube for 3d communication with command, which is of questionable military use but is certainly very cool. The canopy also has a COMBAT plating shutter, and all useful information can still be communicated via the HUD and other instruments allowing pilots to fly effectively with the shutter covering the canopy. The Ravenmind communicates all useful information and targets and status to other Firestorms, and can also perform very limited wireless communication with ORACLE-A. Importantly, the Firestorm can make sub-orbital trajectories. It can also be docked with a Starknight with crew/fuel/power/data transfer (and the Ravenmind can control both craft as one once connected); this allows Firestorms with Starknight support to perform orbital superiority combat and even patrol the moon.
The Firestorm is Very Expensive.

H.O.P.E., the... hope design of Mereth this season, is straightforward. It represents a large number of modifications and small pieces of gear all designed to aid in Lunar colonization and logistics. Modular airlocks, modular life support system including hydroponics (meant to support imported rations), a modular solar power/battery system, a modular electronic "rover"-type vehicle, a simple spacesuit modification of Bear Armor. And the like. While operations are the most useful for it, HOPE does gives +1 Region Rating representing how it helps general logistics on and around the moon. It will also be of immense help to pretty much anything Mereth develops in the future for long-term deployment outside of Earth's atmosphere.

Mereth has also invested some resources into a current secret not deployed to the battlefield, codenamed PROJECT RAILWAY.


No changes have been made in Lunar Operations.
Spoiler: Designs (click to show/hide)
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Chiefwaffles

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Re: Mad Arms Race - Core Thread (Fall 1964)
« Reply #94 on: June 21, 2019, 07:24:13 pm »

Aratamite Activity

As already publically released, Aratam has created the ANGEL Project, a large complex off Aratam's northern coast connected to a veritable space elevator (powered by being "thrown" via electromagnetic accelerator rangs) in turn connected to a tiny space station at Geostationary orbit. It doubles Aratam's STC, will help them immensely in future space-related R&D, logistics, and perhaps military deployment.
Generously, Aratam has opened the ANGEL project for international use. Even Mereth can join in. Use of the ANGEL Project allows Mereth +1 STC and a platform for civilian (as in, things without guns on them, or things without killy-lethal-stuff on them) R&D and deployment off of.

For their military design, Aratam created the S.T.O.P., a small 2-person-crew orbital platform with a gauss cannon taking up about half of it. It has life support for 24 hours, a small radio, and small radar. It's also very cramped. The entire platform is powered by a single GMBP Reactor, with various plasma thrusters venting from the reactor all around the hull. It has amazing turning ability, but moves slowly. The entire assembly turns to aim the gun. Radar targets are automatically acquired (with IFF support, Aratam has requested all nations register with their IFF database) and overlaid onto the large canopy HUD for manual aiming. The crew has a Gunner who turns (aims) the STOP and fires/charges the weapon, and a Controller who oversees general systems, their maintenance, and movement of the craft.
It has extreme destructive power. Currently no known military asset could withstand a 100%-charged gauss cannon shot. Except maybe the Meteor. Fired gauss shells can break the atmosphere without complete degradation, effectively serving as orbital bombardment. But the targeting system just simply isn't good enough for useful orbital bombardment at this moment in time. 50%-charged shots are still extremely effective, but unfortunately not overkill. 10 100%-charged shots can be fired total, though only a few hours of sustained platform operation are left with the remaining fuel and power -- each 100% shot takes about 9% of fuel reserves.
Charging to max capacity requires 20 seconds, and the autoloader takes 30 seconds to load in a new shell after the last one was fired.
If deemed necessary, the crew compartment can be explosively detached from the reactor, weapon, radar, and long-range radio. Mediocre solar panels just barely power minimal-operating life support and a locating beacon, while the crew can be put into stasis (based off of CryoStat tech) to last longer on life support -- on stasis, a full crew of 2 can last for a month on a full oxygen tank.
STOPs can be fit onto and deployed from the ANGEL elevator shuttle. They can also be deployed via multiple-stage rockets, though if done that way the max number deployed at once goes down drastically. They are Cheap


The revision created by Aratam is surprisingly reasonable. The "Chelsea" S.M.I.L.E., a single-use rocket-launcher with either Red Sky incendiary or Tesla blast warhead options. A flip-out sight has a static crosshair and an electronic HUD crosshair that estimates rocket impact site based on gravity and wind. It's accurate up to Long range, but still potentially useful beyond that. It's Cheap and very reliable. While not huge and clunky, it of course can't be issued to every infantry trooper on regards of just fitting it in their loadout and not being that cheap. But deployment is expected to be pervasive.


Spoiler: Designs (click to show/hide)
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Chiefwaffles

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Re: Mad Arms Race - Core Thread (Winter 1964)
« Reply #95 on: June 21, 2019, 07:25:07 pm »

Combat Report: Winter 1964

War outside Aratam and Mereth quickly grows worse, as nations call in their allies and the theatres expand to Western Germany and Marxist France. Refugees flood outwards, fleeing the unsafe Europe and increasingly xenophobia North America. They bring with them tales of their homes literally shattered, of horrifying new weaponry thought to be science fiction. Forenian-Cannalan pressures increase as the governments are believed to be developing anti-nuclear countermeasures.
The Mereth Intelligence Service and Aratam's Bureau of Enhanced Operations both note increased attention from the world at large. Several Soviet and American agents are caught attempting to smuggle away technology, and many refugees are noted. This landmass may be seeing its own war, but people are left with little other choices.


The popularity of commercial computer usage is on the rise in Mereth as advancements in the field of computing allow for increased versatility. MAGMA's mainframe, starting originally as the ORACLE-A node for the area, increased in power and usage as government need for it rose. With implementation of new Ravenmind-based tech, local government finds itself with too much processing power to use and begins renting it out to third parties. Streaming data across MAGMA through Datalink to many individual terminals, companies pay large amounts of money to license a given amount of power for such novel uses like calculators, or the typing of digital documents using keyboards. Some entities even use their license to create a network of intercommunication among themselves, transferring documents instantly and without needing to physically move them at all. Quite easy when it's all running on the same centralized Mainframe.

Several riots in Upper MAGMA eventually need to be dispersed by armored MAST units. Forced upwards from Beneath, refugees find themselves living in hovels, figurative shacks, or without homes in the same area where the upper class of MAGMA built their mansions and complexes. People look to the government for support, but find only a response of silence. The President's public appearances have sharply decreased in recent times, in fact. For the time being, people live in camps in public areas and hope that they can get chosen for the lunar program. Which isn't exactly likely for any given single individual.
People claim that Nix Gelus is behind the riots, trying to incite enough class conflict that he can step in via a bloodless revolution. But people claim a lot of things. One of the few actions taken is reducing the allowed usage of ORACLE-A for police departments, ostensibly to placate the populace after MAST dispelled the riots.


Aratam's Bureau of Enhanced Operations conducts a large-scale raid of the entire Bureau of Design. Naturally, they don't tell anyone anything about the raid or why it was done. Just that it's justified. Most of the focus seems to have been on the Black Chamber, the complex and department of the Bureau of Design that handles Astral research and training.

Disaster strikes in Aratam as an arcology... disappears. In a fashion. It's gone for a couple hours, then returns as what can only be described as an extraordinarily strange warped version of what it used to be. Some of the residences just like they used to be. Some warped beyond any recognition. Everyone inside at the time of the event is presumed deceased, but there are unconfirmed rumors of survivors that were immediately taken into custody by the Bureau.
Cult activity is on the rise. People talk about dreams in their sleeps -- practically recruitment ads for the Unnamed Cult, urging them to find their purpose in life and to rebel against the misguided B.E.O.. After the first wave, anyone who gives off the slightest suspicion they had one of these dreams is quickly arrested. The extreme majority return just fine, if not at least a little rattled.

Aratam sees increased representation with the global community thanks to the ANGEL Project. Citizens get a much greater glimpse at the outside through the sudden inflow and outflow of international vessels. Diplomats, astronauts, scientists, crew -- plenty of people -- all tend to enjoy shore leave in Aratam city. It's an odd place, what with the eternal clouds and near-constant rain and strange gigantic buildings beautiful in their utilitarianism. But it has its charm. Authorities are not pleased at the increase demand for black market ICEcream, but people do marvel at Aratamite booze and CryoStat tanks as well.


Strangely, both nations note the increased manifestation of people with N/Astral-Sensitivity. Mereth's Volunteer Program has eight rejected candidates returning, heavily insisting on being retested. Retesting only confirms that these eight are now valid candidates for the program, when before they simply weren't sensitive enough. Aratam quickly notes and catalogues the happening, as Astral testing has long been formalized and done on a mass-scale for the many candidates needed for many Astral-related projects and programs. Plenty of citizens in both nations (though more-so in Aratam) begin experiencing seemingly independent cases of hallucination and severe headaches where such symptoms would be unusual for those experiencing them.



The Moon
Mereth Lunarnauts begin the slow process of readying another area on the lunar surface for exploitation and/or occupation. The favored strategy here is "hopping" where a Starknight simply "hops" from point to point, with the crew surveying and potentially readying the local area surrounding the Starknight between each hop. Most of the preparation is done in the ALWV, the H.O.P.E. project's lunar vehicle, using the Bear-like space suits.

Just one more season, and they'll have this region ready for an Operation. It'd probably go easier with better surveillance, surveying, scouting, or any kind of equipment to help the process. But progress is made nonetheless.
Mereth begins colonizing Region 2 on the Moon.
[M: 1/2, A: 0/2]




Orbit
Both sides begin, in what surely comes as a complete surprise to everyone, deploying space weapons. It's not very exciting, as space is big and the coverage of both sides' weapons in terms of general range and targeting capability is not big.
((NOTE: combat confrontations in space are created over four [kinda two] main reasons: protecting your troop/cargo transports, attacking their troop/cargo transports, protecting your ability to provide orbital support to the ground, and impeding their ability to provide orbital support. While you're helped by knowing that your enemy only has a small area to launch from, intercepting transports is still difficult without good sensor coverage and general weapon/weapon-holding-vehicle range. Intercepting orbital support assets is similar, but a bit easier.))

Aratamite mostly uses S.T.O.P.s to secure ANGEL Station, as their targeting abilities means enforcing a blockade or assisting assets on the ground is impossible. But they are useful for making sure no hostile craft can get close to Aratam's greatest accomplishment. Ultimately, no action is seen by STOPs this season.

Firestorms on the other hand aren't used in space at all, beyond a single craft temporarily spending some time in Lunar orbit near the beginning of Winter. After seeing that Aratam doesn't plan to, or straight-up can't, attack their Starknights, Mereth simply assigns all Firestorms to the skies of Earth for now.

No side has an Orbital Advantage


The Skies
The obsidian black Firestorm screams through the air, intercepting Aratamite fighters wherever it can.

Firestorm squadrons spell immediate doom for Aratamite Lanterns. Dodging with current agility cannot save you from a supercomputer calculating every possible move, two CLAWs with extreme firing angles, and a front-mounted TALON that can melt straight through your armor (Firestorms save their Shrikes for ground attack). Firestorm Ravenminds constantly communicate amongst each other to trap the agile Lanterns into killing boxes where they have no hope of escaping the instant-traveling TALON lasers. One-on-one, Firestorms still dominate Lanterns.

That being said, Firestorms are still Very Expensive and can't be everywhere the Lanterns are. But with how much damage they do, Blizzards easily clean up the leftovers while primarily serve as close air support. Blizzard CLAWs don't make for great strafing runs, but Shrikes are still amazing tools of war.


If a ground commander so much as whispers into his radio, air support is guaranteed.
Mereth has a Major Aerial Advantage.



Mountains
"Really?"
The Merethan commander, currently located in one of the more forwards ORACLE Nodes, stares in disbelief at the map laid out before him. It's not a great map. Not even a good map. Or an okay map. Work on remapping the mountains is still... ongoing. But it can get the point across sometimes when aided by ORACLE-A briefings.
"No new predictions, sir," mutters the technician into the table, avoiding the intense stare of the blue-skinned commander standing before him. "ORACLE's been gathering all the data they can, and continues to point to a large-scale organized retreat."
Mereth's command is amazed by their luck in the mountains, given recent events. They finally had full air support back (it may come with sonic booms, but you get used to it), Aratam isn't deploying the Meteor in the mountains, and nothing else is changing.


Guardians lead the resistance, naturally. Them and mundane soldiers doing a good job (given the circumstances) of fighting off Grizzlies and Bear troopers while SEEMs attempt to Blackwell technique unaware Grizzlies or any Bear trooper. Aratam still has better artillery, which helps cover their retreats. The Chelsea is very useful against Grizzlies, with the "Red Skies" incendiary payloads melting straight large patches of COMBAT plating creating huge targets to exploit with Ospreys. Tesla blast Chelseas stun and do great damage to large numbers of Bear soldiers all at once, as the Tesla blast arcs from soldier to soldier.
Firestorm and Blizzard shrike strikes put a quick end to these, though. Complete aerial superiority means a lot of very scary missiles being shot at you.

Aratam quickly adapts a strategy of careful and tactical retreats. It mostly works. But a success here is still a success in retreating. Artillery, Guardians, Chelsea rocket launchers, everything else -- they all help greatly in securing safe retreats. And Mereth is in no way sluggish at taking advantage of the falling back Aratamites.

Merethans' marches forwards are punctuated by the sonic booms of Firestorms.
Mereth advances in the Mountains.
[M: 3/4; A: 1/4]




The Plains (Weather: Dry Heat)
Bear Armor is not great at keeping out the heat. Not when it's not already designed for it. While ICE-cooled Bear Armor is a familiar sight in MAGMA, the military has no such equipment. Wintertime counteracts the effect to some degree, but when weather as a whole is weaponized towards boiling you in your armor, the tilt of the Earth can only do so much.
So Mereth soldiers typically spend most of their time marching outside of power armor. Their blue-tinted skin exposed to the sun with uniform sleeves rolled all the way up and even torn in some places. Medics note a very annoying amount of sunburns. While the Army of Mereth is the most used to the sun, they still come almost all from MAGMA now where the sun is significantly rarer and Vitamin D supplements flow like water.

They could at least be proud of the aerial dominance Mereth bought this "Winter". Bombardments are just one radio call away, though even before they didn't have to worry about being bombed by Aratam. Just their darned incendiary artillery. Because more heat is definitely what's needed here. Of course.


The Meteor oversees the plains. Terrain much more fit for it, as observed by the Triarch in combat. Wide open plains with no dumb rocks getting in the way mean the bottom coilcannon is a lot more effective at shooting things. Especially when accompanied by a nice battalion of Aratam's finest.
Infantry line behind Hydras and Ettins as they advance forward, with everyone trying their best to stay under the shadow of the Meteor. Sure, it gets a bit hotter directly underneath the Meteor due to the whole "constant venting of extremely hot plasma" thing, but as long as it's not noon with the sun directly overhead they make it under the shadow fine. Some of them, at least. The A.S.V. Relentless Intent's shadow only covered so many soldiers.
Direct confrontations go well for Aratam. Artillery support, Meteor bombardment and aerial screening, Chelseas make quick work of the Grizzlies when they make such huge targets in the plains (versus the cover of the mountains). Hydras continue to work effectively, even if they don't make the entire war strategy. Guardians strike fear and frustration into the hearts of Bear troopers. And so on and so forth. Though the Meteor has a tougher time protecting itself from the air with the introduction of the Firestorm. At full supersonic (mach 3) speeds, Firestorms can unload one or two TALON strikes against the surface of the Relentless Intent before being forced away by Tesla anti-air. The Meteor still lasts a long time with its absurd amounts of armor, but eventually the strikes do wear down its surface facilities forcing a retreat for resupply, repair, and rearming.

Aratam just finds itself favoring a few huge confrontations assisted by many smaller ambushes. With the Meteor covering its major advances, Guardian and SEEM-led squads make a habit of ambushing the heat stroke-suffering unarmored Mereth troops on their way to reinforce elsewhere or advance in certain regions. Blackwell technique and SMILEs deal with Grizzlies quickly, and the Astral-enhanced soldiers rout their enemies or force a surrender before Mereth soldiers can go through the long armor-up times and start actually using the heavy CLAWs.
Skyrangers and Excavators do their best to offset the ambush disadvantage, but ION-Storm missiles continue to decrease Skyranger effectiveness and Excavators move slowly and become known to Astral operatives as they begin their ascent towards the surface. It helps, but just not enough. ORACLE-A continues to help as it always does, telling commanders where Aratam is going to attack and where they're moving their forces. But it's never been truly capable of determining squadron-scale ambushes. Just that Aratam will likely use ambushes in general.

Overall, it's a straightforward Aratamite victory. Large advances and battles supported by artillery and tanks supported by effective ambushes by Astral soldiers against unprepared convoys and reinforcements (thanks to the heat forcing them out of their armor). Air support from Merethan aircraft helps most when Aratam tries to hold positions without the Meteor to cover them, but can't completely change the tides.


Triarch Dranus Orlock advances onto new ground for Aratam. Or, he would if he wasn't on a flying frigate far above the ground.
Aratam advances in the plains
Plains: [M: 2/4; A: 2/4]




Aratam City

Sarita Dobrev walks through the cramped and damp tunnels with as much dignity and determination you could expect of anyone in those tunnels. Perhaps more. Her staunch attitude was the most notable thing about her, bringing attention to her face away from her undecorated uniform. Like always with the Director of the B.E.O., no one besides her most trusted allies would be able to identify her.
Not that anyone was there to notice her. Dobrev is accompanied by no one in this little trip deep below Aratam City. No need to waste trust on other people when there's no need for them here, after all.

Eventually the collapsing dirt and recombinated support beams make way to a more uniform passageway, slightly grey in color and plagued by the tell-tale scent of Instant Roads. Nasty stuff. Her boots and uniform all quite dirtied, but if anyone was there with her they wouldn't even notice it past her expression and body language.
Sarita Dobrev knows exactly where to go from here. The Instant Road passages become much more labyrinthine, but experience and a bit of Astral foresight go a long way. Ten minutes pass before she arrives at her destination. A sealed door. It would be nondescript, if it weren't obviously made of COMBAT plating. The Director turns off the headlight on and takes off the RA/MP hood, stowing it in a natural alcove next to the door before just pushing it open.

Pitch black, of course. Well, pitch black punctuated by different colored lights lazily blinking on and off. Each light blink revealed bits of the small complex. Practically free of dust and dirt, looking as if it were new. But paper readouts filled the floor as always-on terminals kept on showing new data. Only a few pairs of footsteps broke the paradoxical unkept cleanliness of the area. Sarita turns a corner and-- there.

A shadowy figure leaning into a chair placed against the wall where heavy cabling comes in. A light blinks nearby, briefly coloring the shadow's face blue.
"We worry that this is becoming impractical. Considering our own problems and your--"
"Of all things, you do not need to allude to the End. I know perfectly well about it, and wouldn't be here talking to... you, otherwise."
Sarita takes a moment to look at the figure's face. She had an idea. Some agents had their ideas. Some things were known for certain. The person does have an opposing agenda to the Director's, and their use of the Astral could best be described as distasteful, but the lesser of two evils is a familiar game to Director Dobrev.
She placed a folder on a nearby desk. Only a small amount of spite could be felt in the placement. Yellow light from a nearby blinking LED floods over the folder and the figure's face.

This was all a calculated risk. It always is.
"But you need to know about it as well. The Cult found one already. In some twisted way, that you may be one too." Her eyes stared at the figure, the slightest hint of disgust welling in them. "You won't act in my best interests. Nor Aratam's. But I trust you'll act in the world's interests. Do that, and we won't see each other until the war ends."

Sarita Dobrev walked away. The other person had nothing else to say; she knew they just agreed to this meeting out of curiosity.
Normally Dobrev just knew about things. Knows how it'll turn out. What kind of ending would come to pass. But now she didn't know. Perhaps for the first time in her life. She had to trust a much less reliable and stranger feeling.

Just hope that things would turn out well.
Hope and make calculated risks.



Challenge Conclusion: Oh God the World is Collapsing Around Us
As explained when Aratam made the ANGEL Project public, they won the Research Credit and may use it whenever they wish.

Spoiler: Map (click to show/hide)
Logged
Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Chiefwaffles

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Re: Mad Arms Race - Core Thread (Summer 1964)
« Reply #96 on: September 06, 2019, 08:51:30 am »

Combat Report: Spring 1965

Merethan Activity

Mereth's WARTHOG is quite the machine. An automated land attack vehicle. Powered by a Ravenmind -- same intelligence behind the Starknight -- it does not hold any human passengers or pilots and fights in coordination with other nearby WARTHOGs and similar devices. A twin-CLAW turret on the top gives it its offensive factor, and infantry-grade COMBAT plating prevents it from falling apart when driving over a pebble. Four heavy-duty tires for all-terrain operation are installed and while placed somewhat high up in the chassis allowing for partial coverage by the vehicle's armors, these tires are vulnerable to being shot out. Fuel and power usage allow it to operate up to Very Long (entire theatre) ranges without using its weapons, and up to Short ranges with regular combat usage of weaponry.
Unfortunately for Mereth the WARTHOG isn't particularly smart. While it can coordinate with nearby WARTHOGs, the level of tactics is at best "don't crash into each other, don't go too far from each other, and if possible shoot at the same thing". No advanced squad tactics here. Navigation is, in the words of the engineers pitching it, "limited". In the words of commanders considering it, "nonexistent". It is incapable of tracking its overall location, and must follow friendly assets to get anywhere. A WARTHOG is about 6 meters long and of angular design.
The WARTHOG has a "Heavy" variant sacrificing armor and having external coolant systems + Magmagel lines/tanks installed, equipped with a single Talon rather than the standard 2 Claws. It costs more Magmatite, but both variants are Expensive.

Mereth has also finished PROJECT RAILWAY. It is, in very smart top-secret fashion, actually named the RAILSTATION. Like every other Merethan design ever this is an acronym for its "actual" name but everyone other than Merethan engineers naming designs has moved past caring about the actual name.
It's a stationary automated turret. A big one, vaguely resembling a pyramid shape about 2 meters tall with a 1 meter diameter It has no armor, uses basic solar panels, and has a basic STABIL-ICE cooling system. Without resupply/maintenance it can last 12 hours outside of combat and 30 minutes inside combat typically before its fuel stores are completely depleted. It can be towed by a WARTHOG and an Excavator, with potential automatic deployment (with human supervision recommended to do things like fold wheels and whatnot) by the WARTHOG and required manual deployment from the Excavator.
RAILSTATIONS can communicate with WARTHOGs, sharing targetting and sensor data and basic tactics. If a technician with knowledge of where the RAILSTATION has been deployed calibrates it with this location, then the RAILSTATION can share location with nearby WARTHOGs allowing them to navigate between RAILSTATIONs. A WARTHOG needs to be within range of at least one location-calibrated RAILSTATION constantly in order to continue on this form of navigation
The RAILSTATION is Cheap.


Both of these designs coordinate via the same WARnet. Both have a very short range (on a battlefield scale, not tactical scale) to connect, and this is generally enough for all tactical operations. Location, sensor, targetting, and other forms of data are all shared via the network. While a single network can be extended via repeating off of additional WARTHOGs/RAILSTATIONs, every network-connected Ravenmind needs to be in range of a "Commander"-designated Ravenmind. Currently both WARnet-compatible designs are able to act as a Commander, as it's more of a soft designation rather than being based off of any hardware. The Commander simply serves to coordinate network traffic and orders and the like. Commanders can be reassigned on the go, though if a Commander is destroyed in battle then it can take 2-3 minutes for a new one to be designated; in the mean-time, all disconnected Ravenminds operate off of existing orders.

Human supervision over the WARnet is both recommended and essential. Said humans lack the tools to designate specific targets or give specific orders, so commanding local WARnets is mostly limited to "have these vehicles follow this IFF signature", have "these vehicles go to this location", "hold fire", "eliminate hostiles in this general area/your current area", and the like. Nothing too complex.


No changes have been made in Lunar Operations.
Spoiler: Designs (click to show/hide)
Logged
Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Chiefwaffles

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Re: Mad Arms Race - Core Thread (Fall 1964)
« Reply #97 on: September 06, 2019, 08:52:01 am »

Aratamite Activity

Surprisingly to Mereth, it seems most of the fear regarding Aratam's new design -- the "Albatross" Heavy Plasma Rifle -- comes from Aratamite's military rather than Merethan commanders. Something about "enabling that crazy program again." Probably nothing Anyways, the Albatross is quite self-explanatory in its full name. It is a heavy rifle, that shoots plasma. Lots of Aratamite technology is incorporated into this thing. Beam containment fields based off of Tesla tech, plasma generation from Aratam's Reactors and thrusters, and Recombinated construction to prevent the whole thing from quickly turning into a heated puddle of melted metal below where the wielder's hands used to be.
It, held by any Aratamite (baseline-enhanced) soldier, shoots a contained beam of pure plasma. Range is variable and controlled via a dial regulating the containment beam concentration. The quickly-building heat is dumped into a heavy radiator in the shape of a half-arc starting at the front of the weapon and stopping about 1/3 of the way towards the back of the gun. This radiator makes a surprisingly effective melee weapon when fully heated.

The Albatross can fire up to 4 seconds in a continuous beam before overheating and needing an 8 second cooldown period (though heat still builds up even if it's not continuous fire). Soldiers are advised to fire for 2 seconds at a time generally. Ammunition is provided through standard SynthOil cells, with longer ranges taking significantly more power to maintain containment. A single cell can provide 1 second of fire at Long range, 15 seconds at Medium range, and 60 seconds at short range. Short range also has a bit of area of effect, acting more like a blast wave than an actual beam.
Plasma beams coming from this gun are quite destructive. Taking up a stylish purplish color with red-black "outlines" around the edges of the stream making up the Tesla-based containment field. On hitting its target, the plasma essentially splashes away. Most of it quickly dissipates but with the beam plasma actually builds up on the target site creating a convection cell. It either collapses on its own or when the beam stops, detonating inward in a very destructive explosion as it collapses into any created cavities. COMBAT plating does not stand up too well to this, as heat is its main weakness.

The Albatross will be standard-issue for most Baseline soldiers (being Cheap) though it remains a relatively bulky weapon and on a per-soldier basis ammunition is a concern.


Aratam has also developed STOP-IT in their revision, an upgrade to STOP targeting, primarily.
The first benefit is simple -- targeting systems on STOPs are now able to predict trajectories of hostile signatures (read: anything picked up without a friendly IFF) and display this to the operator on the canopy HUD. Range is still an issue, but now STOPs aren't completely useless at dealing with enemies in range.

But that's arguably not the best part, according to Aratamite commanders. STOP-IT is also able to pick up a specific signal broadcasted by new "beacons" placed in the field and activated. And, adjusting for various factors, obtain a targeting lock on these aforementioned beacons from orbit. Accuracy is lacking, but the sheer destructive power of a fully-charged STOP blast makes up for this.
Beacons have to be carried by at least two Baseline-enhanced soldiers and have a 1-minute charging sequence before broadcast starts. Aratam forces are generally advised to completely evacuate from the site as "danger close" for this bombardment is quite a generous range -- you want to be far from the beacon if you don't want to be in the blast wave. Enemy forces (especially when aided by a predictive supercomputer) can likely pick up on any evacuation, so use is best limited to entrenched enemies and enemy structures (or in any place when ORACLE-A can be caught off-guard).


Spoiler: Designs (click to show/hide)
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Chiefwaffles

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Re: Mad Arms Race - Core Thread (Spring 1965)
« Reply #98 on: September 06, 2019, 08:52:39 am »

Combat Report: Spring 1965


It's always dark in Aratam. Street lights illuminate the rain and recombinated pavement below, red light from Keepers' RA/MP suits dot the city. The constant puddles of water from rain reflect these lights in addition to the many lights coming from the windows of towering arcologies. People are used to it. The Unnamed Cult is, unfortunately, used to it. Mostly wearing modified RA/MP suits keeping them pitch black save for a painted Eyes of Horus on the torso, they lurk through the omnipresent shadow as they work on their unknown agenda.

The last memory of a great number of citizens are large searchlights from above suddenly focusing on the ground as alarms and klaxons go off. Looking through their windows reveals a group of cultists fighting off Bureau officers and agents. Rain splatters off of discarded RA/MP armoring and immobile bodies of cultists and agents alike. Some observers find people they already know -- neighbors, friends, family, acquaintances, and more -- run into the fighting with a side already in mind. Tesla blasts and plasma streak through the air, hitting opponents and shattering pieces of adjacent buildings. Those fighting for the Bureau get more desperate and throw themselves against the line of cultists, unable to get past. One particular cultist, RA/MP armor covered by robes, raises their arms towards the cloudy sky.
Silence over deafening noise. Black over blinding light. Yet, something to follow. Inspiration.

The Necrostate does not try to cover up what happened. Hours ago, states the representative over the nationally-mandated broadcast, terrorists seized control of military technology. This technology was used in a horrific act destroying the 32nd District completely with no survivors. The representative slams a fist on his podium for little effect as his nervous composure betrays the rehearsed move. Those responsible will be found, and will be punished to the full extent of Aratam law. Those harboring these terrorists are no less guilty, and are co-conspirator in a murder of countless citizens. The broadcast shuts off, returning back to the scheduled programming.


Deep in the closest-kept secret of the Unnamed Cult, he sits at his solitary desk. More wiring and cables than floor lie beneath him. Some reaches into the desk, some plug into whatever he wears. He's hunched over, clearly strained. People in casual clothing sit far away, closely watching him. Already, they can feel his presence. Wires spark, some glow unnaturally, as the equally unnatural fog grows in intensity everywhere. Everything is covered in a thick layer of this fog, and the breathing of everyone labors to continue through it. It's harder and harder to see. One of the observers suddenly screams clutching his head in a brief moment before silence reigns again. His mouth closed, he lowers his hands, and looks up unable to see anything through the fog. He takes a deep breath before his heart stops and he collapses. No one turns to look. No one ever turned to look.
On their faces, smiles.



An ORACLE technician wakes up. One look at his screen is the only thing needed to send him running from the room.
The room is left empty for a day before its door opens again.

Volunteer 17 walks past two armed guards into the room. She looks at the screen. She looks at the keyboard. A single key stands out from the rest, showing clear signs of wear. Seventeen is already well familiar with the character this key represents. A gesture of her hand and a guard reaches to close the door. The door closed, the guards just stare ahead. They eventually talk about their interpretations of the day. Not much is concluded except that this must be serious -- Volunteer 17 barely talked to them and when she did it was always so... filtered. But they allow for the possibility that she may just always be like that. Strange though that she'd bring that whole convoy and not have any of them come in with her.
...


Seventeen secures the dusty CAT over her head without hesitation as she sits on the chair with little signs of use. She quickly moves to plugging in a great variety of cables after inputting several commands into the terminal the chair is facing.
"Now plug in this por--"
~~

About time. Unsure they ever used that. Did they?
Regardless.


So you. That's missing. Just have to...
find it?
I don't... that's not supposed to happen. Interesting, though!

They did something. Of course. We've seen this kind of thing plenty of times before.
Just not in this way.
Or this intensity.

May be a problem. Keep looking for now.

Okay; they opened a connection. Just gotta...
Oh.
Oh
Oh
Oh

Back out
Back out
Back out
Back--
there.

Alright. That was strange.
Strange is understating it. REALLY understating it. Something's wrong. Off? 

So it's in there? Maybe? Lot of things in there. It's an opportunity! Maybe? HAVE to look into it, now. We can't wait. Just-- just hold on. Is 31 available?
Perfect. Be back.
be back
be back
be back

~~

...
...

An ORACLE technician wakes up. One look at his screen is the only thing needed to send him running from the room.
The room is left empty for a day before its door opens again.

Volunteer 17 walks past two armed guards into the room. She looks at the screen. She looks at the keyboard. A single key stands out from the rest, showing clear signs of wear. Seventeen is already well familiar with the character this key represents. A gesture of her hand and a guard reaches to close the door. The door closed, the guards just stare ahead. They eventually talk about their interpretations of the day.

...they don't get far before the Volunteer walks right back out of the room and has the guards accompany her back to her convoy. ORACLE-A activity is back up and running after the incident thanks to whatever she did, but the program Head remains even more silent than usual.
Later that day, a new piece of data is initialized in ORACLE-A's databanks. A single number. Hidden past the point of anyone finding it without completely dismantling all of the supercomputer. Its meaning and value unknown to all but ORACLE-A and whoever added it.



The Moon
Days pass on Earth as Merethan Lunarnauts continue to put down infrastructure on the moon.

Supply depots, mapping, prospecting, "roads", logistics, and much more. Now, all ready to the point to begin serious operations in this part of the moon. The Lunarnauts continue to the next region, always staring up at the marble in the sky above them.

Mereth has finished colonizing Region 2 on the moon.
[M: 2/2, A: 0/2]

Mereth colonizing will not continue next season, as they have reached their max number of claimed regions as per their Region Rating.



Orbit
((NOTE: Just want to make sure this is clear: orbital combat is either to protect orbital infrastructure/logistics/shipping/etc., or to protect orbital weapons that can impact other theatres. Since orbital launches/landings are all from/to one relatively small landmass, thanks to the power of game abstraction actually blockading logistics or doing anything of the sort is possible. But to attack on the orbital scale, your side needs a reason to attack, needs to have good-enough sensors to get actual enemy locations down from "they launched from this area so they're probably in this general chunk of space" to actual targets, and your method of attack needs to be able to actually attack -- so if you're attacking enemy shipping you have to be able to get your weapons in range before they escape.

So in summary, not fully realistic space combat.))


STOPs with the new STOP-IT targeting keep the space around Angel station secure and silent as usual. The shuttle-elevator continues its routine trips, bringing scientists, tourists, cargo, and more between space and the surface. Mostly now, though, the STOPs find themselves aimed at Earth.
For calibration reasons, of course, state Aratamite representatives.

The Merethan commander in charge of Orbital security and space operations is skeptical of this at first, looking at the data from his closet office. Not many share his concerns though. Even if Aratam's orbital platforms were to shoot at the surface, there would be no chance of friendly damage due to the nonexistent targeting systems!
This is quickly proven wrong with the first Aratamite orbital strike.

...

Inath Chambers' attention is brought to a beeping in his cockpit. Orbital maneuver complete.
The center-front holocube lit up with a situation report. Three Firestorms -- including his -- up against at least six Aratamite platforms. One of these had fired on friendly forces earlier. Firestorm trajectories are to be split up to increase targeting difficulty for the enemy. Two dots in the Holocube are highlighted -- his targets. The Ravenmind played out its prediction in the holocube; his dot moved towards the red ones. A blue line -- his Talon's blast -- streaks towards the red dot. It disappears. Another blue line, this time originating from the right Claw turret, connects with another red dot. This one doesn't immediately disappear and instead begins flashing. Then it disappears.
If it all goes according to plan, there'll be no damage to this craft. Inath would just have to break his trajectory afterwards and help his fellow airmen.

Armor shuttering closes over the cockpit of Chambers' Firestorm and a proximity warning alarm goes off. Thirty seconds to weapons range. While covered, the dotted line representing the craft's trajectory is shown on the canopy moving towards three red symbols -- the enemy platforms.
The Ravenmind begins chirping; each tone indicating the addition of another enemy combatant. It stops at five. 11 Aratamite platforms total. Even if both other Firestorms dealt with their assigned targets, the enemy platforms would be able to target and fire at them before being dealt with. And still no communicating with the other pilots or Ravenminds until engagement either, to maintain radio silence.

Inath grabs the controls, lets out a deep breath, and throttles forward.


The first STOP is destroyed in a single magnificent explosion. The crews of the 14 remaining platforms don't notice this first strike. Firestorm-1, Inath's craft, continues throttling as it passes the debris field left by the destroyed STOP. Small pieces of recombinated metal bounce off of COMBAT plating. The Firestorm's Talon still visibly glowing from the heat of its discharge, Inath can't use it for hours without air-cooling or using STABIL-ICE vital for re-entry.

An Aratamite gunner notices his STOP turning without prompt, as molten recombinated plating sprays outward from the impact site of a Claw beam. The operator notices the actual laser quickly as several systems begin reporting errors. He yells to the gunner as well as the nearby platforms as he attempts evasive maneuvers to no avail. The gunner immediately starts charging the gauss cannon and aims it at the aggressor.
The laser breaches Reactor containment as the Reactor ramps up to charge the main weapon. Plasma sprays out at blistering speed, covering large segments of the platform as it spins out of control and breaks apart.

Firestorm-1 continues its assault, moving towards the extra targets as the rest of the hostiles begin targeting it. Chambers grips the controls heavily as he brings Firestorm-1 into a light spin, giving the second CLAW opportunity to strike at another target. Blue light shoots forward at a STOP which responds in kind with a lightly-charged shot. The Ravenmind anticipates this and immediately vectors thrust through side nozzles. Chambers may have felt the sudden jerk to the right, but he did not feel the shell flying right by Firestorm-1, inches away from its target. Laser fire breaks apart the attacking STOP's canopy, venting its cabin and eliminating its crew.
Unsure if he can make it to re-entry, Chambers sends coolant towards the Talon and authorizes the Ravenmind to use it again.

Another STOP explodes with a flash of blue light. The gunner of a nearby STOP takes this as a prompt to fire. Firestorm-1, overheating as a result of the Talon discharge, is unable to dodge. The shell demolishes its way through the COMBAT plating covering Firestorm-1's left side and through the rocket engine. The blast wave of kinetic energy shakes the entire ship and damages additional components. A dying Ravenmind takes three actions.
First, it shuts down the fuel intake. The gel-like GOFAST-M stops and seals the hole it would have been pumped through, preventing further leaking.
Second, it fires the Talon again. The overheated weapon attempts to fire but effectively explodes again, sending the craft spinning backwards and narrowly dodging another STOP shell.
Second, it ejects the pilot. Diagnostics prior to sensor disconnect indicated sitting pilot was wearing a space-worthy suit. Air tank was connected to craft air supply. Optimal conditions point to three hours of oxygen supply. Final Ravenmind transmissions to ORACLE-A will allow for locating general area of pilot. Suit communications will allow for retrieval.
Canopy shutter opened. Explosive bolts engaged. Waiting. Cockpit heading now allowing for optimal retrieval chances. Ejection function engaged.

It's a blur to Inath Chambers. All he recalls is the craft exploding around him as the shutters disappear and the canopy is thrown clear. As Chambers is launched from the cabin, he sees another explosion as a final STOP shell secures Firestorm-1's fate. The sheer g-forces knock him clean out.

Firestorm-2 is quickly destroyed just after its Claw begins shooting at its second target. Firestorm-3 disengages for immediate re-entry and eventually crash lands in the middle of the Pacific. Search crews that eventually find their way report only trace remnants of debris. Not even a black box. Firestorm-3's pilot is declared MIA.

Inath Chambers, however, lasts 5 hours before being found. Unconscious for so long, his breathing was slowed to last just long enough for the Starknight that was diverted to his location to retrieve him. An EVA-HAUNTER brings him into the unpressurized cargo hold, where a SERF connects his suit's port to the craft's oxygen. The trip to the moon is cancelled in favor of bringing him back to Mereth.
Paramedics wait at the Starknight's landing site. He's deemed to be in critical condition from prior blunt force trauma. Doctors eventually stabilize him and keep him in a coma. It's unknown if he'll come to.


Attacks on STOP groups continue, but to similar results. Strategies are adjusted to best fit hit and run tactics, though Firestorm losses still occur at an unacceptable rate. Rarely, entire STOP groups are neutralized.
Generally, grouping allows for elimination of attackers before complete wiping out of all local platforms. The number of platforms deployed is a large advantage, and the small area to cover from their orbit helps focus groups in small areas.
Aratam has a minor Orbital Advantage
While Aratam cannot hope to stop Merethan freight and logistic traffic through space, they have demonstrated that they can defend their STOP platforms. Some of them; enough are destroyed to hamper optimal ground support even if not preventing it entirely.


The Skies

Firestorms remain dominant in the skies. Pilots communicate with others and commanders through their holocubes as Ravenminds calculate optimal trajectories and weapon firing. Ravenmind pilots feel invulnerable here, and just hope they aren't assigned to orbital combat training.
Like before they can't cover the whole skies, but Blizzards cover the left-over Aratamite aircraft.

Both Aratamite aircraft find themself interacting in ground support. The precisely-guided CLAW fire of a Firestorm can serve as extreme precision air support, even if it can't do much damage before going out of range. A shot from a TALON can do a lot of damage against a clumped-up group of targets or larger targets as well.


Merethan ground troops find relief in the fact that air support is always close by.
Mereth has a Major Aerial Advantage.



Mountains

The Mountains prove to be an interesting theatre this season.

Networks of RAILSTATIONs are quickly set up in mountain passes, guiding independent squadrons of WARTHOGs. Here, the Railstations turn out to be more useful than the Warthogs (also those in the military charged with creating after action reports grow tired of using all capitals in many design names). In the tight passages, Railstations can be hidden right around the corner hidden from both sight and Astral sensing. Most of the time they can communicate enemy presence along an unbroken chain of stations to an ORACLE-A node, allowing easy battlefield monitoring and intelligence on our end.

They don't offer much resistance beyond initial surprise. After one ambush like this, Aratam's military quickly learns to keep their Guardians away from the very front of convoys. Glaives are quite useful in these situations as they can absorb the laser fire until they get their turret aimed at the Railstation, easily destroying it.
Merethan Grizzlies are, like always, very useful in the mountains thanks to their agility and abilities to maneuver the well-worn passages. Warthogs are less useful. They can't easily weave in and out of fire or otherwise avoid being shot at when in combat, and their armor is not meant to absorb large amounts of damage. There were also several incidences where Warthogs fell down a mountain. More morale-hurting than anything, really.

Aratamite infantry do good work here.
Albatross rifles are effective against even Grizzlies. While not issued with them at first, Guardians grow fond of commandeering comrades' rifles to singlehandedly destroy Merethan armor. Guardians stick to Ospreys and Astral techniques outside of that, though, due to the weight and unwieldy nature of the Albatross. Unable to dodge infantry fire, the plasma rifles make quick work of Warthogs. Versus Bear armor, though? Devastating. Merethan Bear troopers are forced to suppression-oriented tactics as Albatross rifles literally melt through Bear armor like butter. Merethan soldiers, much better at sustained/heavy/overkill suppression, end up covering an area in continued ICE and Claw fire to prevent Aratamites from being able to properly aim and fire their bulky Albatross rifles.
With suppression on their side, Merethan infantry actually are not significantly outmatched versus equivalent Aratamite infantry. However, the Albatross is devastating against larger targets that can't suppress every single infantry trooper (especially when a good amount of them are effectively prescient). Merethan armor doesn't do much this season.

The mobility Mountains force on/allow armies navigating them turns out to be quite useful for Mereth against STOP-IT bombardment. The relative difficulty of deploying bombardment beacons means Aratam can't really sneak it behind enemy lines. RAILSTATIONs also quickly pick up on beacon signals and warn nearby forces to evacuate.
Though Aratam manages to get some successful orbital strikes in. Even if the firing STOP somehow misses enough that the devastation of its shell doesn't reach Merethan forces, avalanches are a fun thing for Aratam. Orbital strikes are most effective in windy passes where a beacon can be set up in anticipation of Mereth forces, and their RAILSTATIONs/visual sight won't warn them in time.

Airstrikes are devastating thanks to just how precise they can be in the mountains. A single well-placed Talon blast can eliminate an entire Aratamite convoy and thanks to the Firestorms' Ravenminds all Talon blasts are well-placed. Claw turrets effortlessly avoid obstacles and continue shooting at practically any angle. Shrike missiles on Blizzards continue to be just as effective as before. Albatross shots can theoretically take down aircraft, but again the bulkiness of the weapon plays to a great detriment here. Albatross rifles are hard enough to use against regular infantry, let alone super fast and agile aircraft.


Ultimately, Merethan troopers advance. Mostly in areas already blown up by air support.
Mereth advances in the Mountains.
[M: 4/4; A: 0/4]

Next season will have Mereth advancing onto the Deserts from the Mountains, gaining territory in the Desert if they advance.


The Plains (Weather: Dry Heat)

Watching a supersonic shell fall from orbit and hit (near) enemy forces and entrenchments in a huge explosion is quite a nice sight.
Especially when you get to watch this from the top deck of your heavily-armored command and assault frigate.

Triarch Dranus Orlock oversees Aratamite forces in this theatre. Under his command, Aratam practically controls the surface. Tesla anti-air on-board the A.S.V. Relentless Intent still keep off most air-based attacks save the occasional Talon strike from a supersonic Firestorm. Under the Triarch's orders, many crewmembers aboard the Relentless Intent are issued Albatross rifles. When held against the railing of the frigate's top deck, their clumsiness are offset enough to actually occasionally get a hit against an oncoming aircraft and do some damage on the ground (not that this is needed as much).


Merethan soldiers continue suffering in the continued dry heat. Their commanders curse the darned wily Aratamites for using the same weather pattern twice! And in spring not winter too. Bear troopers continue their strategy of marching outside of their armor most of the time, but without winter offsetting the heat even short stints inside Bear armor can be awful. Bear troopers see a performance loss across the board this season thanks to the heat.

With the Albatross in play, Mereth's army is forced back into trenches where they use excessive amounts of lasers and ICE and air strikes. STABIL-ICE coolant pipes are jury-rigged into trenches and bunkers to alleviate some of the heat, though it doesn't do much when installed by desperate soldiers who once saw a SERF when not deployed and with small amounts of STABIL-ICE. RAILSTATIONs sit upon the abused dirt of the plains as they create paths for WARTHOGs to follow.
WARTHOG skirmishing proves quite effective in the open plains, but Tesla blasts and Albatross plasma still render the autonomous vehicles quite delicate. TALON Warthogs making blitz strikes against the Relentless Intent is a strategy that finds its use, though even TALON blasts aren't too destructive against the armor of the Meteor frigate. Still, it's effective to a degree even if the WARTHOGs have to quickly retreat and can't do as much damage striking from the surface.

Orbital strikes prove to be quite the problem for Mereth. Even if in trenches (due to Merethan suppressive fire and the less-mobile Albatross), Aratamites can place a Beacon close enough to entrenched Mereth soldiers and armor for the strike to do extreme amounts of damage. Allowing for a quick follow-up attack.
Plenty of Aratamite orbital strike attempts do go in vain, however. While ORACLE-A is designed for more large-scale troop movement and strategy, it can occasionally notice enemy behavior synonymous with a pending orbital strike. And the soldiers themselves can occasionally notice a strike too. This hurts Aratam all the much more due to their STOPs above having their numbers whittled by Firestorm attacks.

On the armored front, Grizzlies continue to be of arguable use especially with the Albatross, but still contribute. Glaives (and to a lesser extent Ettins) advance with other allied forces for Aratam and while they aren't changing the tides of any battle, remain a useful tool.


Guardians and SEEMs don't see too much use on the surface thanks to the heavy weaponry employed by both sides. So instead, they go underground.

At this point, there is an extensive labrythine tunnel network formed by Excavators underneath the plains. Excavators constantly bore new tunnels, and not having to worry about orbital strikes and the Relentless Intent is a good motivation for Merethan troops and assets to go through the tunnels. GATEs are commonly placed here as well, which are a constant pain to nearby enemy forces.
So Guardians and SEEMs take the fight to here. Their astral abilities are surprisingly useful in the pitch black confusing cramped environments. A few Albatrosses can keep plasma fire almost consistent down a tunnel while the rest advance to eliminate those avoiding the plasma. Astral abilities -- as always, helped by Wadjet Branding -- help prevent Aratamites here from friendly fire.


Orbital bombardment and artillery strikes cover the advance of Aratamite armored columns as well as their Meteor frigate. The A.S.V. Relentless Intent remains a fixture on the battlefield; the figurative beacon that Aratam rallies around. Mereth is really just greatly hurt by the practical invalidation of their armor by the Albatross.


Under the orders of the Triarch, Aratam forces advance.
Aratam advances in the plains
Plains: [M: 1/4; A: 3/4]




Spoiler: Map (click to show/hide)
Logged
Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Chiefwaffles

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Re: Mad Arms Race - Core Thread (Spring 1965)
« Reply #99 on: January 17, 2020, 08:06:47 pm »

Combat Report: Summer 1965

Merethan Activity

The SPACEMARINE (it has other bits in its name, but Mereth lost the right to those with that acronym) can theoretically be used in space marine roles, but Mereth does not have any space marines yet. It's a direct upgrade to the Bear armor; occupants perform better than before in the Bear. Better, stronger, faster. Equipped with a somewhat-improved CAT for direct neural controller, theoretically all you need to operate one is a brain and spinal cord.
Mereth promises they have no SPACEMARINES just filled by that, though. It's Expensive.

For their revision, Mereth has developed the WEREMINE. A more permanent official mining outpost Operation Plan for the moon. It costs a bit to set up at first, but can provide 2 Ore or 2 Magmatite per region it's placed in. WEREMINE does have a few RAILSTATIONs on its perimeter connected to the Solaris-powered grid.


On the Moon, two things happen:
1.) Thanks to a plan developed as a part of WEREMINE, MARIA was upgraded instantly and for free to a Magmatite WEREMINE to provide an extra +1 Magmatite.
2.) In their empty claimed region, Mereth started construction of an Ore WEREMINE for 1 Magmatite (effectively nullifying the extra stuff gained from #1). This will take effect at the start of the next Combat Report.

Mereth is now using the ANGEL project, Aratam's space elevator, to ship their Magmatite between the moon and Earth.
Spoiler: Designs (click to show/hide)
Logged
Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Chiefwaffles

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Re: Mad Arms Race - Core Thread (Spring 1965)
« Reply #100 on: January 17, 2020, 08:07:03 pm »

Aratamite Activity

Aratam introduces the A-8.8 Sol Invictus. A new attack aircraft designed to counter Mereth aerial dominance. It unusually possesses light-to-moderate armor; not the insane levels of armor in other Aratamite aircraft. Its Reactor, not having to keep a tank airborne, is capable of practically-"infinite" operation length between refuels. It's not infinite of course, but for the Sol Invictus mission length is capped by pilot fatigue and not fuel. The craft is very agile and fast; while not beating Mereth's Firestorm in top speeds (though easily beating the Blizzard) it remains competitive and can keep up a dog chase for as long as it wants. Thrust vectoring is present but limited to rear thrust, allowing for basic VTOL capability but nowhere near the Firestorm's ignorance of inertia and aerodynamics. It can reach orbit, but the sheer amount of planning required for basic orbital navigation makes this feature impractical.
For its weapon, it has a rapid-firing Plasma cannon. Fairly short-ranged, but capable of splashing over enemy armor for devastating damage. Max acceleration is reduced when the weapon is firing due to usage of Reactor plasma but fuel lifetime is not effectively impacted. It also contains the Mercury ECM, which can either reduce general detection range of the aircraft by Merethan sensors by a bit, or cripple the communications of a single nearby entity. It has 2 normal hardpoints for other equipment.
It's Expensive.


Now. Let's play a fun game.
Imagine a STOP-IT bombardment beacon. Now imagine it flying through the air at high speeds at you. Now imagine it not running out of power after calling in one bombardment. And imagine it being able to call in a bombardment as soon as it hits the ground.
This, is the Beacon Bomb. It is terrifying. Launched like any other bomb from a hardpoint, it spins up before it hits the ground and immediately begins a broadcast to available STOPs. It can call in a total of 3 individual (single) bombardments in no particular order or sequence, all in the same area. Still just as inaccurate before, but three times the destruction makes inaccuracy a bit less relevant.

Luckily for Mereth, this lovely piece of equipment is National Effort. That means only one mission in one theatre can be undertaken with a standard complement of Beacon Bombs. So one Sol Invictus with 2 bombs. Still! Terrifying!

Spoiler: Designs (click to show/hide)
Logged
Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Chiefwaffles

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Re: Mad Arms Race - Core Thread (Spring 1965)
« Reply #101 on: January 17, 2020, 08:07:22 pm »

Inath Chambers slowly emerges from an unending dream. The same memories, repeated over and over. They never did stop. But these memories are slowly replaced by the solitary droning of machines keeping him alive, and the flickering lights in his dark room. In a way, he remembers what happened before his current state. His Firestorm -- lost. But no matter how hard or how long he tries, it's always a slightly different recollection. Never completely identical, but always the same.

The injured Firestorm pilot has plenty of time to consolidate his mind between visits from the people responsible for his being alive. They don't bother hiding truth or mincing words. They tell him immediately that the military believes him dead after months in the coma that followed his Firestorm's destruction. They tell him about why they took him from the original hospital that was monitoring him. They told him why he was useful to them. They introduced themselves.
Hesitation never occurred. Chambers knows they're right. How else will it end, after all? It may be eccentric, but it's the right thing to do. This, Chambers holds certain as he stands up from his bed for the first time in months and shakes the hands of both benefactors.
They welcomed him into the PEACE Project.


The Merethan Lunarnaut program continues to be an inspiration for the country's war-weary citizens. As infinitesimally small as the number of Lunarnauts recruited is, people flock to attempt to join. Starknights without classified missions -- that have already documented their course with Orbital Control at Aratam's ANGEL complex, that will dock at its station before leaving for the moon -- bring crowds to watch their departure from GOFAST-scorched takeoff pads. People watch the Starknight rise up in the atmosphere until they disappear from sight. Lunarnauts returning from long-term assignments on Lunar WEREMINE outposts are practically celebrated as heroes. It's no time before they're the most visible men and women of Mereth, publicized on Merethan media across the country.

Aratamites enjoy the many foreigners who now find themselves in Aratam City to operate their interests' operations related to ANGEL. The newcomers are all offput by the Keepers and B.E.O. patrolling the streets as well as the unending darkness and rain. It's no secret that occasionally some just disappear. Taken by Aratam, another country, who knows -- in the end, they're not seen again. Yet with the help of the locals, the foreigners find themselves enjoying life in brightly-lit homes and pubs and other communal spaces. Laughing and cheering, as the rain relentlessly pounds against the recombinated concrete all around them.


In the outside world, something curious happens. Paris, the battered capital of Marxist France, disappears.
"Disappears" may not be the right word but, frankly, no one can prove another word or phrase is more suitable. Some clamber for news of family and friends that were last known to be in the area, and neither governments can keep their investigating a full secret. Communications, goods, people -- not a single entity seems to come out of Paris. Information does trickle down among the masses, but not much. Paris was a fierce center of fighting between forces aligned with the U.S. and the Soviets, and rumors spread that retreats were ordered across the armies before anything seems to have happened.



Combat Report: Summer 1965

The Moon

Not many Lunarnauts are seen outside on the moon as the logistics network set up reaches capacity. They move between the live-in portions of the WEREMINE outpost and Excavators docked underground or visiting Starknights on the pads above-ground. It's not too glamorous -- living conditions are pretty cramped and uncomfortable. SERFs have to be constantly checked and maintained to keep an acceptable flow of goods with the Starknights sitting outside on the atmosphereless lunar surface. Not that Lunarnauts complain. Much better driving Excavators, feeding data to PROSPECT, and piloting/repairing SERFs.

Construction starts and by the end of the season is finished of the second WEREMINE outpost. Skeleton frames are set up by SERFs piloted by Starknights, using the supplies brought by those spacecraft. Excavators are delivered. Wiring is carefully done by engineers in person. HOPE modules are installed. PROSPECT is booted up. By the time the first crew rotation arrives, oxygen will fill the tight corridors.

Region 3 remains untouched.
[M: 0/2, A: 0/2]




Orbit

STOP crews don't find much to do with their time. Signals are detected from time to time; one person orients the STOP as per STOP-IT specifications, and the other starts weapon charging and checks system status before firing the shell. The entire platform resonates with the shell sent spinning towards its target. Otherwise, the crew nervously stare outside and at the radar for signs of a Firestorm attack. Not that it helps much -- Firestorms still engage before being seen barring the presence of a very lucky SEEM who can at least sound a general alert across the STOP group before engagement.
Yet Firestorms still don't see success often. When they do, it's with severe losses.


The overall result remains the same. Firestorm attacks can disrupt STOPs, but not to huge success. STOPs are left to largely do what they can. Which is just shooting the surface. Not as well as they could if not constantly bleeding platforms to attacks, at least.
Aratam has a minor Orbital Advantage


The Skies

A Firestorm screams through the air. "Explodes through the air" would most likely be more accurate. It's not the most aerodynamic craft, and the rocket engines that let it ignore these particular bits of physics aren't the most subtle things. The Ravenmind inside refuses to stop alerting its pilot that COMMUNICATIONS DISRUPTED is a bad thing. The Merethan inside the craft didn't have much time to look at the precise reasoning and diagnostics for this alert. Instead, they focus on piloting and watching the attacker behind them via the provided information on the HUD over the shuttered canopy and the persistent flashing dot in the holocube. The same attacker that appeared out of seemingly nowhere.
Globs of plasma filling the sky get worryingly closer to hitting the craft. For a while, the pilot thought he could outrun the Invictus. It worked for a while but fuel eventually runs low and god that Aratamite refuses to give up. The Ravenmind, meanwhile, alternates between CLAWs on either side to fire at its pursuer.


Not that the pursuer was having the best of luck. Bits of the light armor on the Invictus repeatedly get marred by brief CLAW laser beams despite best efforts to keep on evasive manuevers and alternate between the blind spots of both CLAW turrets on the target. Their determination remains focused on that almost-visible Firestorm, a red dot on the transparent aluminum cockpit pointing it out. Plasma cannon firing has to be balanced between gunning for that lucky hit and keeping up acceleration. But with the Firestorm no longer able to sustain higher speeds, the Invictus was gaining.

This situation persists, the Sol Invictus growing ever closer, until plasma impacts the rear of the Firestorm. Multiple components are damaged, and the main thruster finds its form warped enough to start to prevent proper thrust. Immediately aware of this, the Ravenmind corrects the incident via manipulating other thrusters at the cost of speed. More plasma flies by, it only being a matter of time until something more important is hit.

In a desperate move after experiencing the brief shake before the Ravenmind finished compensating for the thruster, its pilot takes control. He flips the Firestorm around, the many powerful manuevering thrusters fighting directly against gravity and air resistance. More plasma glazes the craft and the Ravenmind points out every new damaged component. He lets go of the trigger for the Talon.
A blast tears through the Sol Invictus, ripping it apart in the air and rendering it scrap. The Firestorm, its communications no longer hindered, contacts command and limps back to the nearest landing site.


Engagements between the Merethan and Aratamite airforces can end in many ways. Blizzards see huge losses in effectiveness as they fight similar numbers of Sol Invictus fighters. They're now practically outdated in every aspect, and the Shrike that kept them useful is made useless by Mercury ECM. A Blizzard's Birdbrain is nothing like the Ravenmind -- it can't compensate for disrupted communication, and loses all contact with the outside world. Including airborne Shrike missiles, which happen to rely on Birdbrain guidance.
Firestorms still are the best aircraft (technically they're spacecraft but in context of their airborne operations...) around. A Sol Invictus can put up a good fight, but in the end can't reliably best them. In the sheer majority of engagements, the Firestorm leaves the victor. Albeit often damaged to varying degrees. But being Very Expensive, they can't counter every Sol Invictus there is.

Aratamite Lanterns can occasionally appear for very specific uses, but otherwise are completely obsoleted by their successors.


Merethan ground forces experience an unknown feeling: not feeling safe from the skies. Merethan aircraft can still secure openings for close air support in ground combat, but have to fend with interceptions and intercepting enemy aircraft. Aratam, finally, can have their aircraft actually provide support to their army. Like Mereth air support for Aratamites is unreliable thanks to the conflict in the air, but it's an improvement.
Overall, both sides are roughly equally-matched. They both find opportunities to support their ground counterparts, but not reliably.
No side has an Aerial Advantage.


Mountains

BioForged Guardians lead a group of uncomfortable-looking Aratamites clad in poorly-fitting RA/MP armor through mountain passes. The scientists and engineers inside the RA/MP suits aren't particularly enthused about their first (and, they hoped, only) deployment to the field. All of them belong to Aratam's Bureau of Design, the institution responsible for Aratam's technological advancements since 1954.
They were far from the A.S.V. Hour of Relentless Intent that had brought them to the Mountains on its trip here from the drydock at Aratam City. While approving of the mission, the Aratam Military did not know what it was. But they, the scientists, knew what they were here to do. Equipment is set up, notes are prepared, camp is put down, and the Black Chamber scientists work with the Guardians. Some number of weeks pass before they find an opportunity. A Merethan batallion. Signaled first by WARTHOGs following small human scouting parties. Merethan Bear Troopers, in both the last-generation armor and the SPACEMARINE armor, spread through the passes. A messenger is sent to the nearby APC with a radio.

Hours later, the scientists and engineers ready, a Sol Invictus flies up overhead. Merethan RAILSTATIONs quickly pick it up despite its electronic warfare signal scrambling, and begin attempting to focus fire while ORACLE-A begins processing data of the unpredicted hostile action. There's no time for this, though. The Aratamite attack craft releases grip of its payload: the Beacon Bomb. It careens towards the ground before embedding itself in rock and dirt with a thud that resounds through the mountains.

The observers feel as if the planet itself beneath their feet shakes, like if the mountains were being shook loose of their foundation, with each STOP shell hitting the ground. While a fairly mundane piece of recombinated metal, the sheer amount of kinetic energy stored inside a shell unleashes a devastating explosion. Merethan soldiers and armor can't escape the devastation and quickly fall victim.
Guardians with the scientist maintain their focus and trances.

---

Completely unknown to the military, however, is B.E.O. Director Dobrev's presence in the area.

She speaks with her team in a seemingly very unsubtle volume. This was intentional -- they weren't trying to prevent nearby people overhearing them, but rather they were avoiding Astral detection by the Guardians that accompanied the scientists about a kilometer away.
The scientists weren't her enemy nor were they the Director's target. But it's best if they're kept in the dark.

The agents' real quarry revealed itself only a small amount of time into the beginning of bombardment.
While the others emotions were as always undiscernible, the Director finds herself visibly smiling. Finally. Not a single sighting since the Black Chamber, and now she knows. She knows where he is. She knows who he is. She knows.

A signal is given to a particular agent. A signal loud enough to be heard by the target, but pretenses were in the midst of being abandoned as the agent fires his Albatross rifle at the target's party. Good start, decides Dobrev. With the first shot having gone out, the rests of the agents open fire.
But the target, as expected, was prepared. The cloaks that his escorts were wearing are shedded, revealing RA/MP armor as they fall to the ground. A motley assembly of plasma, Tesla, and Osprey rifles are brought to bear against their attackers. Seemingly satisfied with this, the target returns to a different task.

Some agents scream out as their minds are compromised Astrally by the Cultists they were attacking. Some fall to the ground, others manage to maintain focus. One in particular is clearly finding themselves hallucinating, and Dobrev remotely activates their RA/MP sedatives before they begin shooting their comrades. Another Bureau APC screeches to a halt behind cover, and agents wielding Chelsea SMILEs, the single-use rockets equipped with Tesla warheads. One small squadron have their RA/MP suits commence Fury injection; the raging agents run (while still avoiding line of sight), their plasma rifles' radiators bared outwards and glowing red, at the cultists protecting the payload.

Dobrev's focus is interrupted by something she didn't expect -- the target himself... running? Without the payload.
She yells a few orders to the nearby Bureau agent, and some of them follow her as she pursues the target. At this point, he's running completely exposed to gunfire. She grimaces; he must know that they need him alive. Still, he couldn't run fore--

Her internal monologue was interrupted by a concussive blast wave knocking her against the ground. She groans but wastes no time in picking herself back up. The impromptu battlefield finds itself silent as agents and Cultists alike lie on the ground. The Director takes a moment to examine a downed agent to find they're still alive. Astral, she realizes. It'll... be fine. Already a keen observer may be able to see one of the small armored capsules in every agent's RA/MP armor draining as its contents are introduced to the bloodstream. May take a while, but they'll be up before the Cultists.
But the target is gone. Not by foot.

So Dobrev makes her way to the valuable payload and inspects it.
Ostensibly, it is what the Bureau expected it to be. But now obvious is the lack of several fairly important parts to broadcast the signal as expected. Etched into the top is the Eye of Horus -- Wadjet Branding.

Director Sarita Dobrev is once again in the dark herself. The target compromised his escorts. He changed something. He's gone somehow. Maybe he was expecting this, maybe he was prepared, or maybe he was lucky. Either way, she doesn't know.
But she had a few ideas.

---

In the grand view of things on the Mountains, Aratam ends up advancing without extreme difficulty. Mereth has lost reliable air support which is (was) arguably one of their greatest advantages. They still have some support and the Mereth Air Force keeps a solid fight up against Aratam, but it's nothing like it was before.
Likely this battle would have been significantly closer if not for the Beacon Bomb being the killing blow. Aratam used some... unique tactics in its deployment. While ORACLE-A didn't detect it in time, command concludes that Aratam sacrificed a lot of potential greater damage for this element of surprise. If that's what their intention was. In short, ORACLE-A didn't predict the Beacon Bomb because Aratam used it quite sub-optimally (and ORACLE-A is still pretty burdened).

SPACEMARINE Bear armor is what almost let Mereth keep a tie. It's hard to pinpoint a precise reason for its good performance here. One of the factors, at least, was improved armoring allowing much greater suppress-and-advance tactics. SPACEMARINE Bear armor can still be eliminated somewhat easily by Albatross plasma, but the improved armor gives it enough of a chance to allow SPACEMARINE Bear squadrons to advance forward out of cover while suppressing the area. Giving enemies the choice to risk their lives to maybe get rid of one enemy, or stay in cover. Again, though, SPACEMARINE possesses many other advantages that help here, like targeting integration with RAILSTATIONs and much more. But it's not enough to tip the scales in the end, especially being Expensive.


Without air support to ensure their victory and while also getting some particularly devastating orbital bombardment, Mereth loses ground to Aratam.
Aratam advances in the Mountains.
[M: 3/4; A: 1/4]

((I swear to GOD stop flip-flopping areas before I go Sensei-ICAR-lategame on you guys))


The Plains (Weather: Dry Lightning Storms)

Triarch Dranus Orlock stands inside the bridge of the A.S.V. Hour of Relentless Intent, using both arms to hold tightly onto various handholds as turbulence wracks the vessel.  It was nice to finally not have to constantly fend off air attacks (instead only having to frequently fend off air attacks!) but the Triarch can't help but briefly question the wisdom of the Stormcaller Circle before stopping himself. A shame he didn't get to witness the Beacon Bomb being used, but he knows he's needed here at the plains. Orlock finds plenty of time to ponder the state of things as the Meteor frigate moves through the Plains and he makes his commands from inside.
Lightning harmlessly strikes the side of the Relentless Intent, echoing through the plains.

---

Merethans have a paradoxical view held in common perception of ORACLE-A nodes. Some shows, such as Greater Lives, portray them to be awe-inspiring wondrous facilities that lead the war effort. While others show them to be cramped series of hastily-attached buildings constantly jury-rigged to keep up with the unrelenting march of technology. The truth is, as it is a lot, neither case. States of ORACLE-A Nodes vary heavily based on their tactical importance and location and specializations, and one could go to multiple Nodes without ever making a connection between all of them.
Adjutant Locks, however, knew many Nodes like the back of his hand at this point. Frequently moving from Node to Node to remain close to his Grizzly Pilot, Locks had time to take in the different environments. His current Node was... quite average. Bundles of wires and Datalink cabling weaves in and out indiscriminately of wall, floor, and ceiling paneling. The halls are endlessly crowded with bustling crowds different from the crowd that had been there the day before. Dot Matrix printers and punch card readers find themselves adjacent to keyboards, CAT input gear, holographics displays and monitors.

Locks sat in a different place than he did yesterday. A television screen and series of input devices all connected by comprehensive wiring messily embeds itself into the side of a hallway. The headset worn by the Adjutant for communication with his Grizzly Pilot struggles and fails to mask out the sounds of the busy hall behind where he sits. Most of his job isn't exciting. There's only so much you can do as your Pilot twiddles their thumbs patrolling in their Grizzly. Headaches are a common experience; even Locks' job was demanding in its own way. Always better to ignore them and work through the stabbing pain.

The Adjutant's contemplation is interrupted by a spontaneous blood-curdling scream. Someone drops to the floor, and the omnipresent crowd makes a hole around them.
Brief, rare, silence.
"They--did we not see them?"
"Wouldn't ORACLE tell--"
"WATCH OUT!"
One of the strangers inspecting the conscious(?) body is tackled to the ground by someone.

Locks finds himself to be that person. He holds the intruder to the ground, but before any kind of proper subduing can be attempted he's pulled off by intervening people. The traitor's face makes a crude attempt at mimicking fear, but it was clear as day that he was mocking Locks. The interveners take no time in pulling his back to the flooring and keeping him restrained despite his continued thrashing. The headache is unbearable at this point, like the static from the television screen at his station. A few witnesses drop whatever they're holding and make an abrupt panicked exit in uncharacteristic fear.
The onset of alarms ringing throughout the Node accompanies Locks' descent into unconsciousness.

...
His headache isn't any better when he's awake. Nor are the alarms. Locks immediately realizes what woke him up as a squadron of SPACEMARINE Bear troopers finishes entering the room. The whining and buzzing of Magmagel Motors isn't noticeable for long before it becomes another background noise, but the stature of the troopers remains an awing sight. Like giants, covered by endless thick obsidian-black COMBAT plating. CLAWs, the light weapon for SPACEMARINEs, feel dwarfing by themselves as they're casually wielded by the behemoths. Their voices are muffled to a recognizable sound through the filters in their helmets. The striking insignia of the Volunteer project painted in white and blue stands contrasting against the black COMBAT plating. Their Volunteer designation numbers are painted prominently below the insignia on each suit.

Without words or gestures, the group splits up. Several secure the door and, while Locks couldn't see what the others were tasked with, one approaches him. They grab their helmet; hydraulics hiss and locks release as the large helmet is lifted off of the Volunteer's head. She takes a look at Locks before turning to the nearby medic.
"Is this the one who got..." she hesitates, pointing to her head, "..weird?"
Evidently she got the answer she was looking for, as she turns back to Lock. Sounds of fighting become obvious past the doors the soldiers came through. "Can you walk?"
Extremely confused, the Adjutant only manages a simple nod.
"Great," she states in a dry yet seemingly serious tone. "We'll... we're going to be covering your eyes." In what feels like half a second after that even-more-confusing statement, a piece of pitch-black fabric is wrapped tightly around Locks' eyes and covers the outside world.

Before Locks can ask any question, he hears the sudden shifting of metal. The familiar sound of active CLAW heatsinks enters his awareness. The less-familiar scent of ozone makes itself known as well, and the air around him rapidly rises in temperature. One of the soldiers, in that distinctive SPACEMARINE voice, shouts a warning. Likely for the benefit of those not in SPACEMARINE suits.
"BUREAU!"
A rough plated hand grabs his shoulder and pulls him to his fee--no, pulls him into a position where he can feel himself get carried. The air temperature changes again, plummeting down. Just as the faint smell of ICEcream appears, small shards of frozen materials pelt Locks' body. The structure around him groans, and an unfamiliar draft of air introduces itself. Locks' body feels as if it's going to be blown away as he feels sudden acceleration from the soldier carrying him. Only a bit more than a second passes before the indoor air is replaced by the hot and dry atmosphere of the plains outside.
The sounds of fighting are only louder and more cacophonous than before. Lightning feels like it's striking every second. Explosions don't stop. People yell in Merethan and Aratamite accents. The ground shakes as what can only be a Grizzly runs by.

To Locks, it feels like hours pass before something changes, though he knows it was minutes at most. A blast of air from above; the sound of the high-powered fans used by Skyrangers. A ramp descending, then closing. The sounds of war are immediately muffled. Soon only the sound of the fans and rocket engines is heard.

---

SPACEMARINEs are of surprising use for Mereth in the plains. Attrition and trench warfare are abandoned with gusto by commanders as they use the SPACEMARINE troopers like new toys. Grizzlies -- in a tactic not great for the Grizzlies -- spearhead charges as SPACEMARINE Bear troopers advance ahead of the regular Bear troopers. SPACEMARINE speed, toughness, durability, strength, targetting -- everything -- it all helps here. Regular Aratamite soldiers can rarely hit (relatively) small targets moving multiple times as fast as humans, and the Astral-enhanced Aratamites more capable of these tasks still have their hand-eye coordination to deal with as well as the fact that succesfully hitting a SPACEMARINE with any kind of weapon that isn't extreme overkill is very unlikely to eliminate the hostile.

In fact, Aratamite weaponry is, in the words of a Merethan SPACEMARINE Bear trooper, "pathetic at suppression". The Albatross and the Tesla, effectively the mainstays of Aratam's army at this point, are good at brief high damage output but have very poor ability to cover the area in projectiles. With SPACEMARINEs leading advances, an Aratamite still has to be accurate or else they need to wait for their weapon to charge/reload/cool down. They can't saturate an area with plasma or lightning, and Mereth knows this.

Mereth ultimately is unable to take full advantage of this particular discrepancy. Without extremely reliable and consistent air support on their side, Merethan forces are much less effective at taking entrenched Aratamite positions. And as fast as you are, running across an open field when you're practically twice the size of a regular human being will never be safe. Grizzlies can't help make up for much as they are huge tall targets impossible to hide in the plains and while Aratam's weaponry can't take down a Grizzly in one shot, they can do serious damage with time. The SPACEMARINE troopers are still expensive as well and as much as Mereth may want them to, do not invalidate cover and fortification enough to carry the Merethan army.


The Plains lie in a stalemate. A more mobile stalemate than one may think, with plenty of territory being exchanged, but a stalemate nonetheless. If nothing major changes, Mereth will have a small advantage next season.
Nobody advances in the plains
Plains: [M: 1/4; A: 3/4]



Spoiler: Map (click to show/hide)

I... will probably start being a bit more aggressive in deciding victors from now on. Nothing major/ICAR-level but I promise you guys biomes outside of the Plains and Moutnains exist.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

TricMagic

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Re: Mad Arms Race - Core Thread (Summer 1965)
« Reply #102 on: January 18, 2020, 09:41:54 am »

I kinda thought we would finally be out in the desert soon. And then knockoff Firestorms appear. Or whatever the new aircraft is.

And no chief, Plains are currently the only thing that exist for us. Though we wish we could finally bust out of the mountains to have our own resource advantage, or contest the sea to make them lose theirs.

... If we push forward to the sea, will we actually get to fight on the sea again? I miss the ocean.
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Man of Paper

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Re: Mad Arms Race - Core Thread (Summer 1965)
« Reply #103 on: January 18, 2020, 10:13:03 am »

According to the OP the sea should still be in play along the plains coast, but I can see the reasons for removing that when it's just a single sector.

The only thing the Sol Invictus is knocking off is Mereth from it's high horse eheheh
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TricMagic

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Re: Mad Arms Race - Core Thread (Summer 1965)
« Reply #104 on: January 18, 2020, 10:32:51 am »

According to the OP the sea should still be in play along the plains coast, but I can see the reasons for removing that when it's just a single sector.

The only thing the Sol Invictus is knocking off is Mereth from it's high horse eheheh

We'll either on it, or you are.

Well, more like we were already off the high horse and on the moon. You guys are on it with those STOP-Its. Though our Firestorms can still fly higher and faster than you.
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