War Core 2, Chapter 40.
Added 2021-11-01 14:05:40 +0000 UTCChapter 40.
The city was eerily quiet, and even though Hugh knew that it wasn’t a real city, just a replica of one built by the GCA for this campaign, the lack of inhabitants was unsettling. Thankfully, the city wasn’t quite as large as a real city either, if it had been, there would have been no way for all their cores combined to even defend the smallest ring of the place. Instead, the overall size was scaled back, but still way too large for Hugh to hope to defend with the forces at his disposal. Being the fifth ring, Hugh’s perimeter that he had to defend was much smaller than what poor Valery had to work with. He wasn’t sure how the Russian core would hold back the Ssath for even a few minutes, let alone long enough for a city full of civilians to evacuate. Hugh had seen the massive force that had accompanied the Ssath avatar, and that didn’t include the other armies operating under the Ssath commanders.
Worrying about the size of the force heading toward them wasn’t going to help Hugh defend his assigned sector, so he focused on the city around him, noting that the buildings for his fifth ring were taller than those of the fourth. The fourth ring had what must have functioned as small apartments and shopping centers for the Krixnas, while Hugh’s fifth ring was full of high-rise apartments and larger malls and businesses of various types. At least that what he was thinking of the structures as the Krixnas daily lives were still a mystery to Hugh.
He would have the height advantage, able to spot and engage the enemy even before they were forced to cross the open land between the two rings. That open space was just under a mile wide, and consisted of a park-like area, a few small structures, like restrooms you would find in a human park, but nothing that would provide the Ssath with cover as they assaulted Hugh’s forces. The strange organic concrete-like material of the Krixnas structures was sturdy and should provide some protection from incoming fire. Even if it only deflected a few plasma rifle rounds, it would be better than nothing.
“Human war core known as Hugh Logan, this is where you can upgrade your forces and build replacements. Two squads of my infantry will be here for your use if you need any modifications done to the structures. We can build simple defenses as well as scour our section of the city for additional resources. The GCA orientation for my core mentioned there may be hidden caches that your cores can use.” One of the Krixnas infantry advised as it guided Hugh to a small factory that was built just behind the city ring, out of the way of any direct fire.
“Thank you, which of the cores is yours? Will you return to help them defend their ring when the battle starts?” Hugh asked.
“My core is the one overseeing the city and is not bound to the defense of one of the rings. Our war core is tasked with building the portal, preparing fixed defenses, and providing support to the cores participating in the battle. My unit will remain here at the fifth ring and fight alongside your troops when the battle commences,” the Krixnas advised.
“Very well, we’re glad to have you. I’m going to patch you in with my commanders, they’ll work with you to prepare defensive positions that match with our mechs and fighting style. Now, we’re going to need to know what to call you, do you have a preference as far as a name? Don’t even start with the whole scent thing, we know, and we can’t communicate that way, so we’ll need a name,” Hugh said.
“I have never considered a name, whatever you wish will be acceptable,” the Krixnas replied.
“Sir, may I make a suggestion?” Cartwright asked.
“Sure, what are you thinking?” Hugh replied.
“How about Bob, my kids used to watch a cartoon show with a construction guy named Bob, so it kind of fits,” Cartwright suggested.
“Sure, why not, is Bob okay with you?” Hugh asked the Krixnas.
“That will be acceptable, I will endeavor to work with your commanders to setup a proper defense,” Bob replied.
“Good, now, let me get things rolling on upgrades and replacements. Usually, I’ll get updates as soon as I approach the factory. While I’m doing that, everyone else needs to work with Bob to review this ring of the city that we’re responsible for. When I finish up with upgrade selection, I want some ideas on how we’re going to defend this place,” Hugh ordered. His commanders acknowledged his order and started peppering Bob with questions, following him around as they walked the perimeter of the ring.
You have accessed the factory module for the fifth ring of the city, please confirm that your core is taking responsibility for this location. Y/N?
Hugh hit yes and a slew of new information appeared.
You have successfully completed two battles since your last visit to a factory. Your units will be upgraded 2 tiers and are now at tier 9. Additional replacements are being added to your forces based on 2 successful battles. You will be allocated the following units.
Replacements:
1. Infantry mechs (25).
2. Light mechs (5).
3. Light mech, anti-air variant (2).
4. Main battle mechs (5).
5. Main battle mech, fire support variant (2).
6. Air mech (5).
It wasn’t a huge influx of replacements, but it was enough to at least help fill out their depleted ranks. Still, he had a long way to go before he had enough forces to even begin to hold the position he was given to defend. It was good to see that another pair of anti-air mechs were added, even though they hadn’t taken any losses. Up next, the interface showed him the total upgrade points he had to work with.
Upgrade points: 5.
Universal upgrade points: 3.
Do you wish to allocate 3 upgrade points to bring your forces to the maximum tier of 10? Y/N.
Hugh hit yes, kind of excited to see what the maximum tier looked like for all his units. There was also the question of what would happen to his avatar since it was already based on a tier ten main battle mech. Would he get something unique like Stephan was sporting, or would he just get more upgrades on his existing mech? The next round of notices answered that question for him.
Your infantry mechs have reached tier 10 for the first time and you may now select an evolutionary path for them. This upgrade path will permanently affect your infantry for all future campaigns, unlocking new upgrade options, as well as eliminating some that no longer fit with your infantry type. Specialized troops can still be unlocked or granted to your core in various campaigns, but your standard troops will follow this new upgrade path starting at tier 1. Choose one of the following.
1. Assault Infantry. These heavy infantry mechs have enhanced armor, personal shield projectors, larger caliber rifles, and supplementary weapons to handle different combat situations. The assault infantry have a reduced speed and agility compared to other infantry types. Due to their increased size, assault infantry are 10% easier to target and any camouflage upgrades are 50% less effective.
2. Support Infantry. These infantry mechs work closely with the larger mech units in your army. Additional mounting points on your light and main battle mechs will allow your infantry to fight while connected to the mech, integrating their rifles and other weapons systems into the larger mech. Support infantry makes your heavier units much more dangerous, but you will also risk massive casualties when a larger mech is destroyed. Support infantry have enhanced armor, upgraded targeting systems that can integrate with other mechs, and a limited number of specialized weapons systems.
3. Airborne Infantry. Airborne infantry are masters of battlefield positioning, using jump jets to travel quickly into the fight or to disengage when things go against them. In addition to their jump jets, the airborne infantry possesses enhanced agility and ground speed over all other infantry mech types. While the rifles they mount are the same as a standard infantry mech, they have fewer secondary weapons choices and possess lighter armor than other infantry.
4. Rangers. Rangers are elite infantry that excels in most combat situations. Possessing enhanced targeting, detection sensors, and extended range for their main weapons, the rangers are specialized for long-range combat. Rangers also possess integrated camouflage systems and an advanced armor scheme that retains protection without sacrificing speed and agility. Due to their elite nature, cores that select rangers as their primary infantry type can only field a limited number of units and the cost at all tiers is increased.
Hugh knew there was the possibility of specializing his troops at tier ten, but he wasn’t expecting it since not all cores were given this option. While the plan was for most of his reward points to go toward the economic upgrades, he had also planned to spend some on infantry as well as medium mechs as a secondary focus. Maybe the GCA knew of his plans since he had discussed them with his advisors and somehow crafted upgrades to reflect his decision? That might explain why he was given the main battle mech option as well as this new infantry choice.
It was another big decision and he wanted to get his infantry commander’s opinion. He was a bit disappointed that Captain Tran wasn’t with him to help make this choice, Brubaker and his marines had been doing great, but Tran had been with him since the beginning, and he would have liked to have given him a chance to help choose the type of infantry he would be fighting with in future battles.
“Captain Brubaker, we’ve got some decisions to make regarding our infantry. Can you take a look at the choices and tell me your thoughts?” Hugh asked, pushing the information out to all his commanders to review.
“Hmm, some interesting choices here. Support infantry seems a bit too high risk, especially since we’ll face battles where we might only have infantry to work with. Rangers sound impressive, but they should have called them Marine Force Recon instead, but the GCA can’t get everything right I suppose. The downside to them is it sounds like they’re going to be kind of expensive and there are too many battles like this where, I’m sorry to say, we need more numbers to effectively fight,” Brubaker said, still pondering the choices.
“I kind of like the idea of a smaller, more elite force, but I see your point on hampering us with limited numbers of troops. Support infantry just didn’t seem like a good option either, of the other two choices I’m torn,” Hugh admitted.
“I can see airborne being pretty devastating to a foe if used correctly, but I think you’ll get the most bang for your buck on the assault infantry,” Brubaker advised. Hugh was inclined to agree with him. The idea of fielding elite troops still appealed to him, but the assault infantry seemed to fill the role he had needed his infantry to fill in most of the battles that he had been in.
“Assault infantry it is,” Hugh replied, selecting that as his option.
You have selected the Assault Infantry option for your infantry mechs. This option will change some of the previous upgrades that you have chosen for this battle. Plasma grenades are standard for Assault Infantry and you have been refunded 1 upgrade point for having previously purchased this option, this upgrade point can only be used for infantry mech upgrades.
Your new infantry mounts dual plasma rifles on a single arm with an improved rate of fire. The plasma rifles have been upgraded from 5.56mm weapons to 7.62 and a secondary pistol caliber weapon is installed on the opposite arm. A 40mm grenade launcher is now integrated into the shoulder armor of your mechs, the magazine holds four explosive grenades which will be slowly replaced over time. An anti-armor missile launcher with a single missile is mounted on the back of each mech.
Hugh pushed past the rest of the information on the new assault infantry, he knew there was a light shield on them that seemed to be able to withstand maybe one rifle shot before discharging. There was also improved armor that gave the infantry a bulkier appearance. The overall changes made his infantry look much more formidable than they had before. How much of that was a result of his infantry path choice, and how much was just due to hitting tier 10, he couldn’t say. Pushing forward, Hugh reviewed the new upgrades that were available, surprised to find that between the universal upgrades and the refunded infantry upgrade that he had just received, he could afford all four.
Infantry Mech Upgrades.
1. Dual Targeting Matrix. This upgrade allows your infantry to target two enemies at the same time. One target may be engaged with the primary dual plasma rifle weapons, and another can be the target of either the secondary pistol weapon or the grenade launcher. The anti-armor missile still requires the combat pod operator’s full attention.
2. Expanded Shield Battery. This upgrade enhances the shield, allowing it to absorb 25% more energy before collapsing. The downtime between collapse and recharge is reduced from 60 seconds to 50.
3. Melee Enhancement Suite. This suite of upgrades allows your infantry to fight effectively from melee range with both firearms and an integrated melee weapon of the combat pod operator’s choice.
4. Assault Charge. This upgrade enhances the speed of your infantry for a short period of time. The speed increase is 25% and can only be activated once every 90 seconds. Continued use of this ability can result in damage to the mech, and a longer downtime between activations is recommended.
Hugh got the whole package, all four of the upgrades were great, and fit well with the infantry’s role in the coming battle. His troops were going to tear into the Ssath like they hadn’t been able to before. He wasn’t sure how powerful the anti-armor rocket was, but even if limited, it finally gave his units some long-range punch against larger and more dangerous targets. Hugh moved to his light mechs next, there were no drastic changes to decide on, but the tier ten versions were a further improvement over his current units.
Your light mechs have been upgraded to the M41 Bulldog. The M41 features a more powerful, high velocity, 76mm main gun with a coaxially mounted 30 caliber machinegun. A fifty-caliber weapon mounted on top of the turret rounds out the offensive weapons of this mech. More heavily armored than the M24 it replaces, the M41 is still able to maintain the same speed and agility. An integrated light shield protects the mech from incidental damage, but it is not recommended against heavy caliber weapons.
The light mech anti-air variant has been upgraded to the new chassis. The M41 platform allows for the 40mm guns to be upgraded from a twin mount into a quad mount unit, doubling the firepower without affecting the range or rate of fire. Improved targeting systems allow for an improvement in accuracy and the mech can now function in a point defense role, engaging missiles and even some artillery rounds.
Light Mech Upgrades.
1. Smoke generators. This upgrade allows the mech to generate a dense cloud of smoke around it, hampering enemy sensors and granting concealment for the mech and units nearby.
2. Additional secondary weapon. This upgrade adds a second, hull-mounted, 30-caliber weapon, improving the overall firepower of your light mech.
3. Stealth Recon Drone. This upgrade adds a recon drone to your M41 light mechs, allowing your units to scout the battlefield without giving away the mech’s position. The drones have a limited range and flight time, requiring the drones to land back at the light mech to recharge between flights.
4. Target Designation Scanner. This upgrade installs a directed targeting scanner to the light mech. When active, the scanner paints the target, revealing the target and improving the accuracy of all weapons focused on it, including indirect fire. The main gun may not be fired while the target designation scanner is active and using the scanner does not break camouflage. The stealth recon drone upgrade, when equipped, can also be used to extend the range beyond the direct line of sight for the mech operator.
With three universal upgrade points available, Hugh only had to eliminate one option. The target scanner, stealth drone, and smoke generators were a great combination for the stealthy upgrades he’s already given to the units. Not only were his light mechs better ambush predators, they could now stay safely hidden and not only scout for his forces, but also allow them improved accuracy. The smoke generators gave the units a panic button to cover their escape if discovered before they’re ready to engage. An extra 30 caliber machinegun would be nice, but Hugh wasn’t sure he would expend an upgrade point for it. Now, it was time for the main battle mechs and their upgrades.
Your main battle mechs have reached tier 10 and have been upgraded to the M48 Patton. This mech features a 105mm main gun and three fifty-caliber secondary weapons. A heavy shield generator is standard as well as a plasma grenade launcher system that can fire explosive or smoke-based grenades a short distance. The indirect fire attachment has been upgraded to an 81mm mortar system that can fire both explosive and smoke rounds.
The main battle mech artillery variants have been upgraded to the new chassis and now mount the more powerful 155 plasma cannon. With a longer range and improved accuracy, the new gun greatly improves the firepower of this variant.
Main Battle Mech Upgrades.
1. Reactive armor panels. Adds additional reactive armor panels to your mechs, that when hit, explode out to dissipate the force of any plasma weapon directed against them. Each reactive panel is a single-use item.
2. Plasma Blast Close Range Weapon System. This upgrade replaces the Beehive system with a more powerful and effective weapon. Small nozzles are added around the perimeter of the main battle mech and when activated, unleashes a blast of plasma flame around the tank to deal with any nearby enemies. Friendly fire is possible, so caution is required before use. The system holds three charges and cannot be replenished in the field.
3. Improved Shield Generator. This upgrade allows the shield generator to absorb 15% more energy before collapsing. The upgrade also improves the recharge rate by 15%.
4. Point Defense Weapon. A small laser weapon will be mounted to the mech’s turret. This weapon is capable of targeting incoming missile and artillery round, detonating them long before they become a threat. The targeting and threat assessment is handled automatically, and the weapon is too low powered to be used effectively for ground combat.
5. Ablative Coating. Creates an outer layer on the armor of the mech that vaporizes when hit by laser or plasma fire. The particles disrupt and dissipate these weapons, reducing damage taken by 10%. Numerous hits in the same location will wear away the coating, negating any bonus. This upgrade can be used alongside the reactive armor panels, giving each system a 5% increase in overall effectiveness.
Having his main battle mechs upgraded to the current avatar mech was a solid improvement. Hugh had been impressed with the 105mm main gun and with three fifty caliber secondary weapons, the mech could easily plow down the Ssath infantry while remaining a deadly threat to larger opponents. Most of the upgrades seemed focused on survivability, which was more than fine with Hugh.
The reactive armor and ablative coating worked better when used together so both of those were chosen, and for the third universal upgrade, Hugh picked the plasma blast upgrade over the beehive system. With the fight being inside a city, the multiple blasts of flame could be used defensively to protect from infantry assault, and offensively to flush out hidden enemies. Shields and the point defense weapons were good options and might warrant his free upgrade points once he looked at all his options. Air mech upgrades were next, and then his avatar.
Your air mechs have been upgraded to the tier 10, P51 Mustang mech. The mustang has higher speed and maneuverability than your previous mechs and also boasts improved armor and a light shield generator. Armed with six 50-caliber machineguns, the mechs have impressive firepower. While these mechs have improved effectiveness when in ground combat mode, they are lightly armored and cumbersome to maneuver compared to ground-based mechs and should only engage in combat while on the ground if absolutely necessary.
Air Mech Upgrades.
1. Air to Ground Upgrade Package. This upgrade equips your P51’s with a battery of eight unguided rockets to use on ground targets. In addition, a single 100lb plasma bomb is mounted under the center fuselage.
2. Reflective Exterior Armor. This armor upgrade changes from the standard armor type to a lightweight reflective alloy that is 30% more effective against plasma-based weapons but offers no benefit against kinetic energy weapons.
3. Improved Shield Controller. This upgrade adds an enhanced shield projector with variable control options. The combat pod operator can choose to reinforce various areas of the mech, enhancing protection against known threats. Up to 40% of the shield’s energy can be redirected where desired, but it should be mentioned that reinforcing one area, will inevitably weaken another.
4. Command the Skies Targeting Array. This specialized targeting array allows the P51 to engage air threats with 15% greater accuracy. In addition to the accuracy improvements, the array allows for a 25% range increase for the machineguns when in air-to-air mode. The array will also interfere with the targeting system of enemy air mechs, reducing the accuracy of any enemy mechs targeting the P51 by 10%.
“Tremaine, you get three picks this time for our universal upgrades, which of these four do you want to cut?” Hugh asked, happy to finally offer his air mech commander more than a token upgrade.
“If I have to cut one, I’d drop the air to ground package. You need us to dominate the fight in the air, the rest of our mechs have the ground war covered,” Tremaine offered.
“Sounds good to me, that’s what we’ll do,” Hugh replied. Now it was time to dig into his avatar upgrades and then pick out what to do with his two free points.
Your avatar has been upgraded from the standard M48 Patton main battle mech to the M48 enhanced. Improvements to the main gun allow for improved muzzle velocity over the standard weapon, with both armor-piercing and high explosive rounds available. A magazine loading system has been added to your avatar, allowing for five rounds to be fired in rapid succession before defaulting to a normal rate of fire. All upgrades from your main battle mechs have been transferred over to your avatar. A secondary shield system has been installed, giving additional protection once the first system fails. The secondary system operates at 50% of the capacity of your main system, and takes an additional 30 seconds to recover from a complete depletion.
Attached Units:
This ability has been upgraded and now has a modest chance to summon either an increased number of standard units or a small group of elite units to join your forces for the duration of a battle. During the current fight, losses to your attached units will periodically be replaced in the factory, at no cost in resources.
Avatar Upgrade Options.
1. Self-repair boost. In addition to a 5% overall improvement to your self-repair speed, you will also have a single boost charge to use in each battle. The boost charge will increase self-repair speed by 200% for one minute. This upgrade also reduces the pain feedback from avatar damage by 15%.
2. Combat Drone Dispenser. This upgrade attaches a combat drone dispenser holding six drones to the rear of your mech. The drones are small hover platforms with a pistol-caliber main gun. When activated, the drones will deploy, attacking the nearest threat to the avatar. With limited onboard energy, the drones must return after 5 minutes to recharge. Damaged or destroyed drones will be slowly replaced by an internal fabrication system.
3. Krixnas Instant Minefield. This upgrade has been unlocked by the Attached Units ability. When activated, your indirect fire mortar will begin deploying rounds containing Krixnas mines. The minefield contains thirty of the Krixnas mines and it deploys in the area immediately around the avatar at a rapid-fire rate.
4. Camouflage Projector. Adds holographic coatings to the exterior of the mech, allowing it to subtly adjust its appearance both visually and on sensors to resemble a standard main battle mech.
It was good stuff all around, and while he hadn’t unlocked some new type of mech, the improvement over the standard M48 would be noticeable. For his upgrade options, Hugh absolutely wanted the camo projector. Whenever the Ssath noticed his Avatar, they went nuts and tried to swarm him. While he wouldn’t be hidden from sight as the light mechs did with their camouflage, he should be able to appear just like a regular mech and survive a lot longer. The self-repair boost was also an automatic pick, if even only for the pain feedback reduction. Being completely incapacitated by pain several times, Hugh hoped he could now continue to function if he took some serious damage.
For his final universal upgrade pick, Hugh chose the combat drone dispenser. It added to the total offensive firepower, even if the pistol-caliber weapons on the drones were likely to have limited range. The Krixnas mines could be effective, but to use them, he would have to tie up his mortar to chug out the mines when it would be put to better use dropping high explosives on the Ssath.
He had two more regular upgrade points to spend. With the likely possibility of the Ssath bringing artillery to the fight, Hugh figured the point defense weapons on the main battle mechs was a good call. It irked him that he had picked that option already for his avatar when it could have been free now with the main battle mech upgrade. The fact that the point defense could help protect not just the mech it was mounted on but also the mechs around it made it a wise choice. The final point was dropped on the improved shield generator, also for the main battle mech. When the improved shield generator was also applied to the dual shields of his avatar, Hugh didn’t feel quite as bad about the point defense choice.
His upgrades were chosen and his units already queueing up for the work to begin. There was a lot to do before he was ready for the Ssath, but just how much time was the GCA going to give them before the final battle for the Krixnas homeworld began?