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ROBOT STORM SHOWCASE


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#1 Ash

Ash

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Posted 11 March 2005 - 07:40 PM

It has been a long time in coming, Commander. We here at RS Command Post Alpha (RSCOM-A) have been hard at work collating battlefield reports and drawing up this tactical database of units you're likely to come across in future battles for us.

Regrettably, our enemies are still holding a few cards close to their chest. We can't get you a full schematic of all their capabilities as yet. Similarly, we can't even document all our own units to you, Commander, as you don't have full access clearance to view them yet.

Rest assured, we have gathered together everything we can, and hopefully this database should prove useful to aid you in your coming battles.

Sadly, due to the high security risk this transmission entails, we are forced to send the information to you in chunks. For now, here is the data we have on the 'primary' vehicles employed by all three sides.

Marauder Tank
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This, Commander, is our Marauder Main Battle Tank. It is one of the faster battle tanks on today's battlefield, but speed is not the only advantage this vehicle has over its adversaries. It also sports a hyper-velocity cannon that fires an APFDS round at incredible speeds, punching through enemy armour with ease. Even some of the heavier enemy armour has difficulty withstanding a round from the Marauder unit.

Pulverizer
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The Pulverizer is a relatively recent addition to our arsenal, sir. It sports what is known, rather innocuously, as an 'Assault Gun'. In fact, the weapon is a powerful quad-barrelled charged-particle cannon that shreds infantry with ease, and has equally little difficulty in purging air units from our skies. Like the Marauder, this unit is particularly fast and mobile, and sports rather weak armour. It is known particularly for its effectiveness against robotic troops, and has been heralded as one of the best units in our entire arsenal. However, we here at RSCOM-A know that ALL our units are of notable worth.

Scorpion Light Tank
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This tank belongs to the guerrilla organisation entitled the Freedom League. This tank is incredibly mobile, able to cross the battlefield in no time at all, leaving most enemy armour eating dust. However, its flimsy armour and comparatively weak firepower mean that it does not last long in a sustained firefight. However, for defence duty and hit-and-run attacks, there are few finer units. Many a commander has been fooled by the apparent weakness, however they soon learnt their lesson after being caught in a surprise attack.

Ravager AA Tank
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This unit is very much the Freedom League's counterpart to our Pulverizer. Not as effective against ground targets, the double cannon of the Ravager is well suited to Anti-Aircraft duty. It has also proven itself reasonably effective against light vehicles and infantry. It sports reasonable armour and speed capability, although it will surely not be able to hold its own against any anti-tank weaponry.

Robot Tank
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The Robot Tank was stolen from us by NEXUS forces at the end of the last great war against the Soviet traitor Yuri. The design has not changed much, save for NEXUS' automatic-repair function that seems to be common to the entire robotic army. It sports a cannon much as it did in the last war, and its hovering capability allows it mobility that our own primary tanks lack. Reports of Robot Tanks armed with heavy machine guns have long since ended with the advent of NEXUS' 'Shredder' unit (data update on this unit will be provided later), showing that NEXUS' intelligence is great enough to understand the necessity of updating its army.

Good day, Commander. We have an update to our database for you. We have made special effort to get information on the 'Shredder' unit that was mentioned in our last transmission.

Fusion Cannon
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This is our Fusion Cannon, sir. It is essentially a long-range artillery gun carriage that is armed with the pinnacle of energy-wave research. It fires a blast of pure energy in the form of a type of plasma, raining it down upon foes in a wide arc. It is, as one would expect from an artillery, very effective against enemy structures. However, many a Commander has expressed great praise for the Fusion Cannon as a defensive measure, parking them up in strategic positions and using them to hold off advancing enemy forces. The armour and speed capabilities of the Fusion Cannon are inferior to most other vehicles, and so close-range armour support is advisable.

Mortar Tank
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Mortar Tanks are rather self-explanatory. They serve a similar purpose to the Fusion Cannon, however the arc is much higher, as is the norm for mortar weapons. It lobs a high-explosive shell up into the air, so as it falls on the heads of the enemy.
The Mortar Tank is effective in most roles. It is able to work at a much closer range than the Fusion Cannon, and is actually built onto the same chassis as the Ravager. This affords it reasonable all-round protection. Beware, Commander, for the shell launched by the Mortar Tank is highly effective, especially when the cheapness of this unit, and the numbers often deployed to battle, are taken into account.

Bomb Jeep
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The Freedom League are not known for their subtlety, more for their tenacity. The Bomb Jeep is testament to this, being one of the many suicide units in the League's arsenal. There is not a lot to say about this unit. It is fast, and the driver is utterly insane, driving this lightly-armoured Land Rover into the intended target, detonating the large 'dirty' bomb above his head, causing significant splash damage. Caution must be advised when these units are encountered, as their effect when deployed in large numbers can be devastating to units, defences and critical structures alike.

Shredder
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Only NEXUS could think of this man-hacking device. It has proven itself time and again to be the absolute bane of infantry squads, both our own and those of the Freedom League. It floats along much like a helicopter, and uses the blades to cut and gouge deep wounds into soldiers.
All Commanders beware when Shredders are deployed. They are incredibly fast, and they are almost unmatched against infantry. Luckily, they are next to useless against vehicles, and are lightly armoured. They should be eliminated with extreme prejudice.

Advanced Robot Tank
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The basic Robot Tank has a bigger, more powerful brother, as per NEXUS' devising. It is fitted with a double cannon, allowing it to fare much more effectively against ground vehicles. It also sports rockets for dispensing with infantry units.
Although slower than the original Robot Tank, it sports better armour, and can still hover.
While it is certainly a heavy NEXUS tank, it is not heavy enough to hold its own against some of our newer, better armour, despite its twin guns. It also has a shorter range than one would expect. These advantages can play into your hands, Commander, for our units are nothing if not effective in shredding enemy armour.

Transmission #3 from RSCOM-A to all our Commanders.

We have focused primarily on our armour divisions thus far. We have taken the liberty of sending you details of a few of the infantry types you will probably come across, and also one or two of the methods employed by the Freedom League to deal with infantry. Read on, Commander, and hopefully you'll be better equipped to deal with coming threats.

Guardian
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This is our very own so-called 'basic' infantry unit. However he is without a doubt one of the most advanced fighting soldiers on today's battlefield. Armed with standard-issue energy pulse rifles, Guardians are much better equipped than fighting forces of days past, which were armed with obsolete projectile weapons. They excel in any role, especially when garrisoned in structures.

Chrono Eruptor
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While the Freedom League still make use of primitive personal rocket launchers for anti-tank duty, we ourselves have advanced to the point of fitting our troops with advanced energy rifles that work to the same effect. The Chrono Eruptor is best employed against armoured units (including NEXUS' robotic infantry), and against aerial targets. While certainly no substitute for Photon Batteries or heavier vehicle-mounted anti-armour weapons, a unit of Chrono Eruptors can prove highly effective in the right hands.

Rad Tank
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This small buggy-like unit, used by the Freedom League, is equipped with weaponry that clearly distinguishes it as an infantry killer. It fires small canisters that dispense a small area of contaminant to deal further damage to enemy forces caught inside of it. Of course, due to the weaknesses of the human body and the lack of true armed protection, infantry are most susceptible to it. While NEXUS armies are totally inorganic and therefore not harmed by the radiation itself, the impact of the shell has been observed to cause structural damage to the unit that was attacked.

Battle APC
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As well as having rather effective methods of killing off infantry, the League also employs equally effective ways of using them. While by no means as fast as our Chrono Transport (detailed in another transmission), they have made up for this by enabling units travelling inside to shoot out of the vehicle's many gun ports. It is not unheard of for a few Battle APCs, equipped with the right units, to assume the roles of several other vehicles all at once, assaulting anything in their path as they trundle their way towards an enemy base. Be aware that even if the vehicle is destroyed, there is still the factor of the five escaping infantry to contend with.

Terminator
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NEXUS forces have dispensed totally with all human elements in his tireless efforts to create the perfect army. The Terminator is one of his many such android warriors. They roll off the production lines faster than we can kill them, and are armed with machine guns heavier than one a normal human could carry. They're immune to radiation and many other things that would spell certain doom for our own soldiers. What's more, they can withstand attacks that would surely kill a human, and their mechanical nature allows them to regenerate and automatically repair wounds. Incredibly, anti-tank weapons are a good weapon against them. And also, our Pulverizer seemed almost tailor-made to take them on.

Recently, Commander, there have been a lot of aerial assaults upon our bases. This update to the RSCOM-A database concentrates on some of the air units that you may encounter. Bear in mind that it is not a full and complete list, yet. We have yet to transmit to you data on our Raptor unit, and on a few of the enemy air weapons.

Vortex Bomber
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This heavy bomber unit utilises some of the most powerful technology in our arsenal. It works on similar technology to the Vortex Storm device, but instead of invoking an Armageddon, it drops powerful chrono-energy blasts as heavy ordinance. This weapon, naturally, is particularly devastating to structures and other 'hard' targets, however many a victory has been won by deploying them to decimate advancing enemy ground forces. While immune to enemy ground-fire, anti-aircraft weaponry will bring down any incoming Vortex Bombers just like any other air unit.

Comanche
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The helicopter gunship, many believe, is an outmoded concept. We at RSCOM-A believe it is the armament that needed updating. The Comanche is equipped with a pulse cannon similar to that carried by Guardian infantry (but of course more effective) in order to effectively dispense with enemy soldiers. It also packs a powerful punch against armoured units using the electron pulse gun mounted co-axially on the front of the vehicle. It can also use this gun to devastating effect against NEXUS Terminator units and airrcaft. This unit is fast, manoeuvrable and of course invulnerable to ground attack weapons. It is therefore a highly effective weapon, so long as AA fire is avoided.

Photon AA Battery
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Photon Cannons focus pulses of lights upon targets in a similar fashion to the electron pulse gun used by the Comanche. The difference is that the Photon Battery is a much more powerful AA defence. An effective layout of Photon Cannons can render a base all but invulnerable to air attack. Naturally, AA guns cannot attack incoming ground forces, so be sure to prevent them from destroying the Battery and so open a hole for their aircraft.

Kamikaze
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Yet another suicide unit employed by the Freedom League, this old-fashioned prop-driven plane has been used to frightening effect just like the Divine Wind of old. With absolutely no regard for their own safety, these insane airmen have loaded their planes with explosives. Instead of dropping it as conventional bombs, they use their own planes as huge ordinance-delivery devices, ploughing straight onto targets and dealing colossal damage. Even if shot down, Kamikazes pose a threat, as the explosives will still go off. Be sure to deal with Kamikaze strikes quickly, before they get a chance to deal significant damage to your own forces.

Phoenix Chopper
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Slower than our Comanche, and fitted with much less advanced weaponry, the Phoenix is nevertheless an effective attack helicopter. It is a little heavier armoured than the Comanche, and is armed with Hellfire missiles, primarily designed for anti-tank duty. Just like any other aircraft, Phoenix Choppers can be easily shot down using AA weapons. Be sure to include a few in your attack force in order to keep them off your back.

Hades Fighter
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Hades by name, and definitely by nature. The fireball-launching weapon is by no means as powerful as that employed by any known bomber unit, but it is more than capable in anti-tank duty, and also destroying 'hard' targets such as power plants. Unlike any other currently-deployed unit on the battlefield, it has the ammunition capacity to make two 'runs'. It can attack en-route TO the enemy, and also make a return pass as it heads back to base. The sheer speed of this unit makes it very difficult to shoot down before it gets the first shots in, and many Commanders have reported that NEXUS loves to use it to destroy methods of economic gain, and they are highly effective at it.

With this transmission, Commander, we have isolated information on one of our more advanced units. We are also working on expanding your data-file of enemy forces, particularly NEXUS. However, details of his forces are sketchy at present.

High Command has requested that we brief you heavily on naval vessels next time, sir. Despite RSCOM-A's wishes to provide you with information on the most advanced units of all three sides, we have to comply with HC's order. So prepare your wetsuit for the next transmission, as it will focus solely on information of our own fleet, and whatever we've managed to dig up on the Freedom League fleet.

Illusion Tank
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This fiendishly powerful tank derives from the Mirage Tank previously used against the Soviet forces to great effect.
This particular device goes one stage further from disguising itself as local flora. It simply makes itself totally invisible to all but the most trained eye, making it a perfect ambush weapon. And in keeping with the quick-hitting weaponry of the Mirage, it sports a powerful rail cannon, which fires aluminium slugs at near-light speeds. It annihilates infantry and punches holes in armour with equal fervour, actually able to pass through multiple enemies of the former (i.e, a single shot can inflict several enemy infantry casualties). It is also highly effective against structures. Beware, the Illusion Tank is expensive and weak on the armour, so use its speed to effect and deploy it as a hit-and-run unit.

Rebel Gunner
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This is the basic infantry of the Freedom League. This soldier poses very little threat to tanks or more powerful and better-equipped troops, and by the looks of him, he is not designed to. He has been used to better effect as fodder, and also to overwhelm by numbers rather than expertise.
Of all the units in the Freedom League's arsenal, the Rebel Gunner is by far the most common to get killed. The machine gun he carries can do reasonable damage, but the Rebel Gunner should be commended more for his gusto and determination rather than his combat-effectiveness.

Tank Hunter
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After tangling with Rebel Gunners, many Commanders have underestimated the effectiveness of the Tank Hunter. However, he lives up to his name and then some, firing very high-powered anti-tank rockets to tremendous effect. Two or three of those rockets will take down almost any vehicle on the field, and can even be directed at air units for similar effect. Their effect on buildings and infantry is much less substantial, but do not be caught out by their inferior technology, as those rockets do pack a serious punch.

Demolition Truck
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Formerly employed by Libyans against our old forces in the Soviet war, the 'dirty' bombs have been strapped to trucks with a greater horsepower, and produce a slightly bigger yield on detonation. Like the Bomb Jeep, these should be destroyed before they get too close to the base. However, they make a much bigger bang, and a much bigger radius of devastation (both explosive and nuclear) than the Jeep. Destroy them from a distance, or preferably with aerial units. Many a base has been ruined by these madmen due to sheer carelessness. Do not make the mistake, Commander, or you will be condemned for negligence.

Kirov Gunship
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The Freedom League clearly got hold of some of the old Soviet Kirovs after the war ended. They removed the bombing bays and a little of the armour to reduce the weight, thus improving the vehicle's top speed (despite this, the vehicle still moves at an absolute crawl). They also added some absolutely ferocious cannons, that our analysts have nicknamed 'Harbinger' cannons. These weapons are more than capable of eradicating any target without hassle. Ensure your AA defence is watertight if these fearsome weapons attack. They have been classified a much higher threat rating than even the old bomber design.

Laser Turret
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This is the NEXUS main defence tower. Like many NEXUS forces, it fires a powerful pulse laser in order to destroy foes. As it is NEXUS' main defence, he has had the foresight to make it effective against all targets. Infantry, vehicles and even aerial targets are all equally susceptible. However, unlike other basic defences, it is believed to require power to operate. Despite this, it is a very effective all-round defence. The range is more than adequate. Analysts have told us that artillery is the best bet against the Laser Turret, either attacking the turret directly, or shutting down the power to allow other units to get close.

Ripper Drone
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Rippers do not look overly different than regular Robot Tanks. However, they are equipped with vastly different weaponry and uses. The Ripper sports similar armour capability, but instead of a cannon, it carries a laser weapon. While this weapon is not as effective as the Robot Tank's cannon (however, it can attack air units), it does not need to be. This unit has similar capabilities to the Freedom League's Battle APC, in that infantry units can be placed inside, and can fire out from the vehicle. Bad enough, but NEXUS infantry are some of the most fearsome foes in his arsenal, especially the better-equipped ones.

As we previously told you, we were going to do a full run-down of the naval forces in this transmission. Please note that there are no NEXUS entries, due to the fact that NEXUS does not possess a navy. He literally has no need, as most of his forces can hover over the water anyway, and the majority of those that cannot can travel in Raven Transports (RSCOM-A will send specs of this in a later transmission) and Ripper Drones.

Gunboat
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The Gunboat is probably the least-advanced vehicle in our entire arsenal. It fires very conventional weaponry using its bombard rockets to attack land targets, and also powerful depth charges for dispensing with submarines. However 'Conventional' does not in the least mean 'weak'. The Gunboat is the primary anti-submarine and anti-ship weapon. They should be kept in good supply, in order to stem enemy attack fleets due to their all-round effectiveness.

Missile Cruiser
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The Missile Cruiser is an advance upon the old AEGIS class cruiser. It serves the same purpose, purging the skies of enemy air units. Be warned, though, as against all other forces, the Missile Cruiser is defenceless. It is therefore best employed in the same way as the Photon Battery; posted around key naval locations. To put a couple near a naval fleet can mean the difference between building a successful battle group, or a repeat of Pearl Harbor. And let's face it, we don't want to make THAT mistake again, do we, Commander?

Chrono Frigate
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The Chrono Frigate is a highly effective anti-ship weapon. It can erase units from time just like the Chrono Tower, Legionnaire and Prison. This makes it highly effective in wiping out enemy naval fleets, and quickly gaining superiority over the sea, and rendering it clear for the rest of our forces. Be warned, while focusing on and destroying one enemy, they will be vulnerable to others. They cannot see (or fire on) submerged units, and the rate of fire can be a liability in the wrong hands.

Aircraft Carrier
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F/A-18 Hornets have been replaced with advanced aircraft capable of firing energy blasts to incredible effect in this new incarnation of the Carrier. Instead of the slow, lumbering design of days past, the Carrier now uses a much faster chassis with less armoured hull. However, this is by no means a weakness. The Carrier is an awesome addition to any arsenal, and devastating to enemy bases.

Torpedo Boat
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The Torpedo Boat is a fast, lightly-armoured anti-ship vessel employed by the Freedom League. Other than its anti-submarine warfare capabilities, it lacks any particular distinction. The speed of the vessel allows it quick response to any given situation, and the cheapness of manufacture makes it possible to create them in overwhelming numbers, decimate attack forces and leave the waves wide open for the feared Fury sub.

Demolition Boat
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This unit is incredibly self-explanatory. It bears the hallmarks of just about every other suicide unit in the Freedom League, in that it ploughs into enemy forces and structures, dealing horrific damage. This unit is freakishly fast, and many a naval base has been left irreparable by their punch. The difficulty is in getting units to destroy the Demolition Boat before they get too close, due to the fact that naval units have a slow rate of turn by their very nature. Try to 'array' defensive units outward, in order to make destroying them easier.

Light Cruiser
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Packed with forward-facing bombard cannons and battery of Anti-Air missiles, the Light Cruiser offers medium ground target/ship destruction as well as good anti-aircraft defence capability.
It serves similar purposes to our Gunboat and Missile Cruiser. It is not far wrong to say that the unit seems to serve the purposes of both of those units combined. As a result, it is a serious threat due to its versatility, which seems very unusual for the Freedom League, as most of their units seem rather specialised.

Fury Submarine
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Fury Subs are the bane of any naval commander. They strike fear into the hearts of any ship Captain, and are capable of incredible destruction, both to naval vessels with their nuclear torpedoes, or against ground structures using their high-explosive ballistic missiles.
Extreme caution and prejudice should be employed when in combat with Fury subs. Their destruction is paramount to survival, as the destruction they can wreak is comparable to that of an Aircraft Carrier. Worse, the are submersible units. This means they are hard to spot, and just as hard to combat without units that are equipped with sonar. This includes Gunboats, Torpedo Boats, and, of course, other Fury Subs.

In recent battles, we have seen a lot of super-heavy armour thrown at our bases. To counteract this, we have created our own 'powerhouse' unit, which we have christened the Decimator tank.
Fortunately, the enemy super-units are extremely difficult to produce, and so can only be deployed in small numbers. However, the Decimator is also subject to the same flaws. It seems that Allied Legion High Command will not spend the resources required to keep our troops alive. Hopefully, you will be wiser in your use of this technology than our superiors, Commander.

We also have for you data of strike craft from both the Legion Air Force and also the Freedom League's Bio-Fighter.

F-22 Raptor
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A highly versatile strike aircraft that excels in all roles, the Raptor unit is fast, manoeuvrable and equipped with a payload of advanced precision-guided air-to-surface missiles. The Raptor is best employed against tanks and other armoured units, which are nothing more than iron coffins if struck by Raptors, or against lesser 'hard' targets, especially where speed and range are required, perhaps due to a large presence of AA units. Even if the Raptor is shot down, there is a good chance that the missiles will have been locked and fired before that happens.

Decimator Tank
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The Decimator is a heavy armour unit that is designed primarily for engaging the more fearsome of enemy forces. It was brought in in order to counteract the Centurions that seem to be becoming more and more common amongst NEXUS forces. While a toe-to-toe one-on-one fight will almost certainly end in tears, the Decimator can certainly pack a massive punch with its TRIPLE energy cannons. It is also faster than the Siege Crawler.
Decimators are not capable of going into battle without support. The weaker armour and slow rate of fire is prohibitive, but in the right hands, a Decimator is a very fearsome weapon all the same.

Bio-Fighter
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Bio-Fighters are what the Freedom League use as a strike craft. By their weapon's very nature, they are primarily shock-tactic units, more designed for killing and maiming large volumes of infantry than anti-tank duty. The radioactive missiles will, on impact, certainly cause damage to a tank comparable to many other such missile units, however, it is the spread of radiation that is the key to success, able to wear down and damage other units in the radius in preparation for an attack.
Of course, the League hit a bit of a snag when they fight against NEXUS using this unit (robots are immune to the radiation). As unethical as it sounds, it may be better to let the two sides battle it out amongst themselves before committing yourself to a full-scale onslaught.

Devastator
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Speaking of full-scale onslaughts, the Devastator is designed with just that sort of attack in mind. With energy cannons (of stolen Legion design) of obscene power, the Devastator lives up to its name, and then some. The sheer size of this tank allows it to run over smaller vehicles, should it find itself unable to destroy them using the massive cannons. It also carries a laser weapon (of stolen NEXUS design) to combat aerial forces.
It's fair to be said that the Devastator's only real shortcoming is its lack of range. However, several Commanders have reported that the Devastator is powered by some kind of nuclear core, and when the unit is destroyed, the core is ruptured and pollutes a wide radius. Be careful that you do not lose your own forces to this little parting gift, instead ensuring that this threat is dealt with as quickly as possible.

Centurion Siege Crawler
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If you thought the Devastator was bad news, sir, you haven't fought NEXUS' Centurion units. Colossal in proportion, the Centurion towers over the battlefield, trundling along, and literally obliterating anything in its path with the hugely powerful laser. Buildings and units alike are reduced to ruin in moments, and even aircraft are at severe risk.
We have classified the Centurion Siege Crawler to have a higher threat rating than even the Devastator, giving it the highest threat rating on the battlefield. Its robotic nature means that it is immune to radiation, poisons and toxins, thus making combat even more difficult. Unconfirmed rumours of being controlled by the NEXUS AI processor itself, rather than a subroutine set in place (as with all its other robotic troops), are still being investigated.


Now Commander, we have had some recent difficulties with our transmitter. It seems NEXUS may have been attempting to access our systems. Thankfully, we have managed to keep him out of our important data banks, and he's now totally out of our system. However, we must still find a way to keep communication channels secure, we've had a lot of civilians sending transmissions as if this is some sort of video game we're discussing. It is probably just as well they think that, for if they caught wind of the real danger, we may have a major PR situation on our hands...

Apologies for the inconvenience, Commander. I hope it has not been too detrimental to your war efforts.

Supply Truck
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The supply truck seems to be incredibly expensive, and at first glance rather useless, due to its lack of offensive potential. However, the Supply Truck serves a purpose of great significance if a Commander has a surplus of funds, and one of his allies is running low. The Truck is laden with essential resources drawn from the owner's kitty. It can be driven over towards the ally's base, and then deployed. Once deployed, the Supply Truck is removed from play, leaving a crate containing $3000 worth of resources. Supply lines can mean the difference between victory and defeat for a Commander low on funds. Beware, the enemy can intercept your supply deliveries and steal the funds for themselves by destroying the truck. Note that the Freedom League also use this supply method of mutual assistance between their Commanders.

Pillbox
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An updated Pillbox design was all our High Command saw fit to do after it was so effective in keeping enemy infantry out of our bases in the last war. Now it is equipped with a high-powered energy gun not unlike that used by the Guardian. It is therefore much better equipped to deal with the battlefield of today. It is advisable to upgrade as fast as possible to a more adequate defence, as today's enemies are not foolish enough to rely on infantry charges any more.

Illusion Tower
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This passive defence structure draws on much past technology. Gap Generators had proved very loathsome to Commanders, due to the obviousness of a base's location simply by looking for the huge area of shroud that could not be revealed. The Illusion Tower changes all that, by simply rendering areas of the base invisible like the Illusion Tank does to itself. Be warned that the area cloaked is much smaller than the GapGen's radius, and also the prodigous power cost of using such a device can be testing. Be sure to have a surplus of power.

Rad Cannon
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The Freedom League employ this rather sinister device for holding off enemy infantry and units at close range. The radiation beam deals damage on its own (reports have even arrived saying that NEXUS forces can even be damaged by it), and also leaves a small saturation of radioactive material on the ground around the target unit, dealing still more damage.

AA Gun
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A fearsome anti-aircraft weapon, utilising the very best of what the old battlefield has to offer. An almost state-of-the-art tracking system and four extremely powerful flak guns provide a frightening display of power certain to cut any and all aircraft to shreds. Be sure that any aerial assault does not fly over a zone protected by these weapons, or it could be very costly in terms of equipment, men, and also the favour of your superiors. It is not considered good practice to lose pilots, and we simply cannot afford to, Commander.

Hover Truck
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NEXUS has a Supply Truck, too, that allows his subroutines to transfer resources just like our Commanders. However, his truck is a little more advanced, and from what we hear, a little more costly. It can hover like most of his units, and is unmanned. However it is susceptible to the same problems as our trucks. Be sure to raid NEXUS supply lines if at all possible. It will boost your own funding, and deal a significant blow to NEXUS resources.

Edited by Arg, 03 April 2005 - 12:06 AM.


#2 Deathblow Luc

Deathblow Luc

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Posted 03 April 2005 - 12:36 AM

Apologies for the lack of recent updates, Commander. Our databases have once again been under attack by the NEXUS program. Not to mention our forces. Still, we're transmitting a lot of data on our chronoshifting techniques, and also a couple of anti-NEXUS tricks that the Freedom League have up their sleeve. Naturally, some data on NEXUS forces is provided.

Chrono Tank
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This Chrono Tank was, for some reason, recalled before it ever saw action in the war against the Soviets and their traitor Yuri. However, we have reinstated it in this war, due to its excellent ambushing capability. It has been updated with powerful rocket weaponry in order to allow it to effectively deal damage once it has moved into position and 'phased back into' this timeline, which can take a long time, depending on how far the Chrono Tank has shifted.

Chrono Transport
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Drawing on the same technology as the aforementioned Chrono Tank, the Chrono Transport can teleport up to five infantry to any point on the battlefield.While the vehicle itself needs time to phase back in before it can be moved, we have included a sort of stasis field inside the infantry bay, allowing them to be ready to deploy as soon as the vehicle arrives at its intended destination, allowing them to quickly secure the location and, if needs be, defend the Transport from enemy attack.

Chrono Tower
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The Chrono Tower is an awesome display of the power of Chrono-erasure technology. It removes enemies from time in the same way as the Chrono Legionnaire or Chrono Prison (not yet documented), and it can even be charged by the Legionnaire so as to be active when power is low. However, as a crowning achievement, it can link with other Chrono Towers to speed up the erasure and also improve the weapon's range. It is vulnerable to artillery units and airstrikes, but so long as it is kept protected, it will provide a very formidable defence.

Field Medic
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The Freedom League have employed the Field Medic to keep its troops alive. This is a wise move on their part, because their infantry are by no means the toughest, nor the best-equipped on the battlefield. The Medic is unarmed, and by all accounts expensive. If he is killed, then Freedom League infantry will have to cope without any kind of support.

Electron Tank
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This device is one of the most technologically-advanced weapons we have seen deployed by the Freedom League. Forgive me for speaking frankly, Sir, but RSCOM-A are quite envious about this unit's capabilities. It generates a powerful electromagnetic pulse that can obliterate vehicles and robotic units with ease. Spies have recorded that a single blast has wiped out entire scores of Terminators. It is a fearsome anti-tank weapon as well. The weaknesses are range, rate of fire, and total uselessness against buildings and infantry.

Drone Miner
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The Drone Miner is essentially what it says. A NEXUS harvester drone. Its ore capacity is lower than that of either the Chrono or War Miner, but it is a lot faster. It also has the ability to attack using its 'legs' as weapons. We have had reports of swarms of Drone Miners overwhelming both Allied Legion and Freedom League mining operations. While our Chrono Miner drivers were able to escape, the League miners were totally destroyed.

Terror Drone
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Terror Drones operate much as they did in the Allied/Soviet wars. They can infest vehicles and rip them apart from the inside, or they can impale infantry on their 'legs'. They have been adapted only slightly to be able to turn those 'legs' upon buildings, attacking in a similar style to the Drone Miner.

Manta Bomber
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The Manta Bomber is NEXUS' heavy bomber unit. It fires large pulses of electromagnetic energy, using them to great effect, primarily on vehicles and infantry, but with the obvious usefulness against buildings afforded by all bomber units. They are tougher than our Vortex Bomber, but are slightly less effective against 'Hard' targets such as primary structures and defences.



...Cleaned and...Bumped...:p

Margret Thatcher - Fenring's the one for me

<{POST_SNAPBACK}>


#3 Ash

Ash

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Posted 03 April 2005 - 12:52 AM

Apologies for the long delay, Commander. Things have gotten hectic lately.

Chrono Legionnaire
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At first glance, nothing much has changed with our famed and revered teleporting erase unit since the last war. However, he has been updated to charge up our Chrono Towers, allowing them to function in low-power situations, and also increase their effectiveness when power is available.

Weather Tank
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The ultimate weapon in the Allied Legion arsenal, the Weather Tank utilises Einstein's old weather invocation technology to wreak devastation upon any foe. The recharge time, unit cost and defencelessness between stoms is prohibitive, but Commander Jerkov has recently been experimenting with the 'Stormbringer' manoeuvre as a defensive measure, creating storms over chokepoints to seal them. This medium-range 'artillery' unit is most effective against buildings and infantry, but vehicles are highly susceptible to damage also.

Crazy Ivan
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Another name that has endured through the ages. Crazy Ivan has become a much more sinister weapon, able instead to throw his bombs to stick to enemies. The bombs are also invisible unless an Engineer or repairing unit is present. Only the ticking will indicate the presence of the explosives, which should be defused as soon as possible.
A highly disruptive terrorist unit, Ivans make a rather nice bang when killed, and this splash damage could deal harm to nearby Freedom League units INSTEAD OF our own.

Nova Platform
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This ballistic missile launch platform is the League's long range heavy artillery. It sports reasonable armour, as well as a large, powerful missile, laden with high explosives, much like the old V3 rocket. It will make short work of structures, however the missile is liable to being shot down, and so a good AA defence could render the unit ineffectual.

Raven Transport
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NEXUS has taken the armoured air transport to a new level. Incorporating technology from the Ripper Drone and Battle APC, NEXUS has applied it to a large 10-capacity transport with no armament of its own. This results in a fearsome flying strike craft, whose occupants fire at will upon any foe they encounter in flight. Rumours of these vehicles being filled with railgun-toting troops are as yet unverified, as none have survived the battles during which such transmissions were made.

Predator
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NEXUS' artillery piece is mounted on a robotic mech, unsurprisingly. It is a little different from Legion and League variants, as instead of being primarily a building-puncher, it has a powerful long-range tank-busting quality too. They are also notoriously difficult to take down using armour units, except for the most powerful like our Decimators. Intercepted Freedom League reports have yielded information that their Tank Hunter infantry have had better success.




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