Two cities of programs, at each other's throats for obscure reasons no one can remember, an endless stalemate. Both sides, desperate for an edge, summon users, to use their powers within this world to give them the means to win the war.
Now,
Time to begin
For context on what you can and can't make.
You can design vehicles, new types of programs, gear, weaponry, even new terrain types or lanes.
,
Both sides of this war require constant reinforcements and supplies to keep the frontlines moving and maintain a push. Representing this are supply limits, dictating the number of area points you can advance in one turn.
Most vehicles and gear need energy, rendering them, energy intensive, energy efficient, or standard in their energy consumption level. Gear and vehicles without an energy efficient or energy intensive tag have standard energy consumption, which means it's not notable and follows standard supply rules. This mostly matters for vehicles and heavy weapons, and for supply. Energy intensive units can’t be deployed too far from your lines, as they need a constant supply of power, effectively taking 1 advance level off of the distance your supply net can support them, this doesn’t mean they can’t necessarily support your forces indirectly beyond that, but they can’t directly participate in combat unless you have supply nets set up. Standard gear can be deployed at the fringes of your supply net, meaning they follow the standard supply rules. Energy efficient units can be deployed 1 unit ahead of your supply limit, allowing them to go behind enemy lines and continue pushing into enemy territory ahead of your main force.
Persistent gear must be rezzed in on a carrier or in your main facilities, and are thus more difficult to transport, and cannot be produced directly on the frontlines most of the time. However persistent vehicles and gear are generally more powerful than baton deployed vehicles and gear. Persistent vehicles in particular are generally much more durable. Baton deployed vehicles and gear are created in baton form, then rezzed in when needed on the battlefield. As long as one vehicle with carrying capacity for troops can reach a location, so can baton deployed vehicles. Batons are also generally much easier to transport, but are also generally weaker and smaller in comparison to persistent versions. They also still need energy, limiting the usefulness of being able to be deployed anywhere you can get troops, as if they’re deployed to far ahead of your supply network they’ll be rendered unable to function before they can be refueled or replaced. Gear not marked with persistent or baton, are unique in that while they aren’t deployed from a baton, they also aren’t large enough to pose problems by being persistent.
Expense and rarity levels
Cheap/common= almost all soldiers can have one
Mildly expensive=1 in five
Expensive/rare= 1 in ten
Very expensive= 1 in 100
National effort/unique= you can only field one
Both sides have the following standard gear.
Shield protocol A piece of gear, reverse engineered from security programs for use in the war. This riot shield is able to absorb several hits from discs and energy guns before becoming unusable.
Mildly expensive (1 in five programs deployed have access to it)
Light chargeOriginally meant for mining energy, this explosive device is now used by both sides for demolishing fortifications, bringing down lone tanks, or wrecking infrastructure. Needs to be Rezzed in from a carrier or friendly base, like a baton. Or rezzed using a field charge creator. Either way
Mildly expensiveGen 5 light cycleEasy to use, cheap to produce, while faster than most tanks its speed still isn’t the best, and it lacks armor, being a civilian vehicle with little to no modification, fastest in grid areas, significantly slower everywhere else. Equipped with light ribbons, trailing energy walls behind the cycle Deployed via
baton,
Cheap.
Light tankArmed with one of the heaviest light guns currently in service. Heavily armored, and slow, slow to fire, slow to track a target, relatively slow to move. Medium level energy needs. It can move at equal speed on and off the grid.
Persistent, needs to be rezzed in at a city or carrier. Can take out most other vehicles in a single shot.
Expensive due to high data requirements and manufacturing difficulties.
Carrier A massive flying fortress, this superweapon is the heart of both sides’ military force. Capable of carrying recognizers, light jets, tanks, and just about anything else one can imagine. Heavily armored enough not to worry about being shot down by most known weapons. Also serves as a mobile rez point, providing reinforcements anywhere on the battlefield in minutes. Too bad you only have one. This vehicle is also incredibly energy intensive and slow. It can’t be deployed too far from our lines or supply stations, or it’ll fall right out of the sky.
Energy intensive.
National effort.
Light jetA one man recreational aircraft with guns strapped on, capable of harassing and shooting down other fighters, and if left unchecked, recognizers. Can’t do much against a tank. Also has a light ribbon, which can be used to block and take down enemy recognizers and non-carrier aircraft. Fits one person, and is fielded Via
baton.
Cheap.
RecognizerFlying troop transport. Can also be used to transport midsized persistent vehicles, or, in theory, bombs. Though no bombs have been designed for its use. Holds a squad of programs for deployment, and one tank, held below the main body. While slower than a light cycle on open ground or areas on the grid, and significantly slower than a light jet. It can travel long distances and go over areas other craft can’t. And is overall slightly faster than light tanks in all scenarios, or light cycles in areas outside the grid. Persistent, must be rezzed in behind the frontlines or aboard a carrier. Also unarmed, but highly energy efficient, going farther without refueling than almost any other craft.
Expensive due to size alone, and certain difficulties in rezzing them in.
Energy efficient. PersistentStandard infrastructure:Solar sailors, energy tankers, basic energy mining equipment. While it won’t let you mine energy or other resources on the front lines, it’ll keep most craft refueled. It can’t cross ocean environments unless a solar sailer station has been built on the other side. It’s also not the best at getting things places quickly, but it’ll get stuff where it needs to be. It provides enough energy to keep the warfront supplied enough for a 1 point advance in a given region, per turn. (I.E you could only advance from 5/10 to 6/10, unless you upgrade the system, it also means you can’t deploy energy intensive craft after you advance, at least, not on the front lines) It also doesn’t do the best job of providing raw resources for manufacturing.
Civilian rezzing arraysUsed to produce basic vehicles and batons, it only possesses base level production, and far from the frontlines. Struggles with dedicated combat craft, like the recognizer or light tank. REAAALLLY struggles with carrier production and maintenance, you need all the rezzing capacity dedicated to carrier production to simply maintain the one you have right now, so you’re unable to produce more without some additional designs and research.
ConscriptBasic combat program, mass replicated versions of the most competent fighters you had. Which means they know how to throw a disc and maybe hit their target, and can pilot vehicles, but aren’t exceptional, or made for combat, they need some improvement to become actual soldiers. Only redeeming quality is that they are incredibly cheap, you have enough to both pilot all craft and use batons, while still having some left without vehicles. They aren’t skilled in ribbon usage, meaning they typically dismount from cycles before entering combat, and aren’t the best with throwing identity discs either.
Base terrain types/meaningsEach area is 10 units in size, and generally possesses a mix of two terrain types.
City zones: These areas are highly developed, densely packed with buildings over whatever secondary types of terrain exist. Vehicles that work better in grid areas operate at fullest capacity here
Grid zones: Less tightly packed these zones are smaller town like clusters of buildings, connected by roads. Light cycles and similar craft move faster through these zones.
Basic wastes: undeveloped, rough terrain, a bit mountainous and rocky, but not really too bad in terms of how difficult it is to get across. Generally doesn't effect the other terrain of a zone too much.
Sea: A digital Sea, interspersed with islands (sometimes flying) possessing the other terrain type. Air units are essential here. Grid parts here will be connected with networks of bridges and trains/boats.
Mountain: Cold, very cold, high peaks, low valleys, difficult to cross. Grid regions here will be connected by networks of tunnels and roads. Air unit mobility lets them go between the pockets of other terrain types, but unable to assault movements of ground vehicles through the tunnels.
Faction A threadFaction B threadPrimary lane series,
Faction A city: Sea/City zone A:[10/10]
Area A1: Grid/Sea zone A:[10/10]
Area A2: Wastes/Sea zone A:[10/10]
Contested central area: Wastes/Grid zone A:[5/10] B:[5/10]
Area B2: Wastes/Mountain zone B:[10/10]
Area B1: Mountain/Grid zone B:[10/10]
Faction B City: Mountain/City zone B:[10/10]
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