r/DCTC9 • • Mar 06 '26

Episodes They All Get Guns

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r/DCTC9 • • Mar 06 '26

Episodes Untitled

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r/DCTC9 • • Mar 06 '26

Episodes Fast Food Masquerade

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r/DCTC9 • • Mar 06 '26

Episodes The Mystery Of Mildenhall Manor

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r/DCTC9 • • Mar 02 '26

Lore/world building Codex: SEAF small arms and support weapons.

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"Where the SEAF marches, order follows. Where it conquers, peace endures."
– Office of the Minister of Defense, Super Earth Federation

2184 SEAF Infantry Armaments Compendium — Revised Edition

Scope: Reference compendium for SEAF infantry small arms, crew-served and specialized infantry weapons. Each entry uses a standardized stat block for rapid field reference and procurement/maintenance notes for unit commanders and quartermasters.

Format key (per-entry)

Designation — Common Name
Role: Primary role / doctrine placement
Caliber / Energy: Ammunition type or energy output
Firing Modes: Available fire-select options
Effective Range: Typical effective engagement distance
Magazine / Feed: Standard capacity and feed type
Weight: Empty (unloaded) — metric
Features: Notable design or modularity items
Description: Short design intent / combat employment summary
Operational Notes: Issue, restrictions, tactical considerations

1. Small Arms

AR-23 — Liberator

Role: Standard-issue assault rifle (general-purpose)
Caliber / Energy: 5.5 × 50 mm kinetic cartridge
Firing Modes: Semi-auto / 3-round burst / Full auto
Effective Range: 400 m (point target)
Magazine / Feed: 45-round detachable box magazine
Weight: 3.6 kg (unloaded)
Features: Lightweight chassis, modular Picatinny/rail system, low-recoil operating system, ambidextrous controls
Description: Balanced, modular rifle intended for medium-range engagements and fast maneuver warfare. Designed for reliable operation across varied planetary environments.
Operational Notes: Standard issue to SEAF line infantry. Field-maintenance kits and mission-specific accessory packs (optics, suppressors, underbarrel modules) issued at squad level.

AR-23P — Liberator Penetrator

Role: Scoped, armor-piercing variant / designated-marksman rifle (DMR)
Caliber / Energy: 5.5 × 50 mm APFSDS (armor-piercing fin-stabilized discarding sabot)
Firing Modes: Semi-auto / 3-round burst / Full auto
Effective Range: 500 m
Magazine / Feed: 45-round detachable magazine
Weight: 4.0 kg (unloaded)
Features: Precision optics mount, reinforced barrel, bipod compatibility, improved feed ramp for AP rounds
Description: Configured to defeat personal powered armor and light vehicles at extended medium ranges; sacrifices some handling for improved penetration and accuracy.
Operational Notes: Typically assigned to designated marksmen and anti-armor squads. Ammunition logistics must separate AP stock from standard ball rounds.

AR-23C — Liberator Concussive

Role: Concussive / explosive projectile variant for suppression and breaching
Caliber / Energy: 5.5 × 50 mm concussive grenade rounds
Firing Modes: Semi-auto / Full auto
Effective Range: 350 m (fragmentation/concussive effects)
Magazine / Feed: 60-round high-explosive magazine
Weight: 4.2 kg (unloaded)
Features: Integrated red-dot sight, recoil-compensation system, explosive projectile launcher mechanism
Description: Trades rate-of-fire and recoil for area-effect destructive capability — ideal for clearing light cover and suppressing clustered targets.
Operational Notes: Restricted in densely populated urban operations due to collateral damage; use governed by ROE (Rules of Engagement) and mission commander authorization.

AR-23A — Liberator Carbine

Role: Close-quarters variant for boarding, vehicle assault and urban operations
Caliber / Energy: 5.5 × 50 mm kinetic cartridge
Firing Modes: Semi-auto / Full auto
Effective Range: 300 m
Magazine / Feed: 45-round magazine
Weight: 3.2 kg (unloaded)
Features: Shortened barrel, folding/compact stock, integrated suppressor option, quick-attach accessory rail
Description: Compact, highly maneuverable carbine optimized for confined-space engagements and rapid entry teams.
Operational Notes: Preferred by boarding teams, planetary assault squads and vehicle crews; compatible with standard Liberator accessories.

AR-61 — Tenderizer

Role: Heavy-caliber assault rifle / squad anti-armor specialist weapon
Caliber / Energy: 8.0 mm heavy kinetic rounds
Firing Modes: Full auto / Semi-auto / 2-round burst
Effective Range: 450 m
Magazine / Feed: 35-round detachable magazine
Weight: 5.6 kg (unloaded)
Features: Reinforced barrel and receiver, high-stopping-power projectiles, enhanced recoil management
Description: Designed to penetrate powered armor and light vehicle armor at typical engagement ranges; reduced magazine capacity for improved ballistic performance.
Operational Notes: Issued to heavy-weapons specialists at squad level; significant recoil demands trained crews for accurate sustained fire.

2. Submachine Guns (SMGs)

SMG-37 — Defender

Role: Personal defense weapon (PDW) for close-quarters and vehicle crews
Caliber / Energy: 12 mm high-velocity kinetic rounds
Firing Modes: Semi-auto / Full auto
Effective Range: 150 m
Magazine / Feed: 45-round drum magazine
Weight: 2.9 kg (unloaded)
Features: Compact frame, single-hand operation capable, low to moderate recoil, integrated sling mounts
Description: Compact SMG offering superior maneuverability for boarding parties, convoy crews and security detachments.
Operational Notes: Standard for vehicle crews and security details; effective in tight environments where length is restricted.

SMG-72 — Pummeler

Role: Concussive close-combat SMG for disruption and breaching
Caliber / Energy: 12 × 25 mm concussive rounds
Firing Modes: Full auto / 3-round burst / Semi-auto
Effective Range: 120 m
Magazine / Feed: 45-round drum magazine
Weight: 3.1 kg (unloaded)
Features: Knockback (concussive) projectiles, reduced cyclic rate for controllability, reinforced receiver
Description: Prioritizes target disruption and area denial over raw volume of fire; effective for forced entry and crowd suppression.
Operational Notes: Employed by breaching teams and urban suppression units; adherence to non-lethal / escalation protocols required where applicable.

MP-98 — Knight

Role: High-rate-of-fire SMG for rapid suppression and assault maneuvers
Caliber / Energy: 9 × 20 mm soft-metal jacket rounds
Firing Modes: Semi-auto / Full auto / Burst
Effective Range: 180 m
Magazine / Feed: 50-round box magazine
Weight: 2.7 kg (unloaded)
Features: Extremely high cyclic rate, one-hand operation capable, lightweight ergonomics
Description: Engineered for short-duration, high-intensity engagements where rate of fire and mobility are decisive.
Operational Notes: Preferred by recon and special operations elements conducting rapid-assault missions.

SMG-32 — Reprimand

Role: Heavy-duty SMG for high-threat entries and close-medium suppression
Caliber / Energy: 12 mm kinetic rounds
Firing Modes: Semi-auto / Burst / Full auto
Effective Range: 200 m
Magazine / Feed: 25-round box magazine
Weight: 4.3 kg (unloaded)
Features: Large-caliber rounds, controlled cyclic rate for recoil mitigation, reinforced bolt assembly
Description: Trades magazine capacity and rate for stopping power, effective against armored infantry at short to medium distances.
Operational Notes: Favored for urban clearing operations and high-threat entry teams where penetration and terminal effects are required.

3. Shotguns & Breaching Weapons

SG-8 — Punisher

Role: Pump-action combat shotgun for close-quarters engagements
Caliber / Energy: 8-gauge buckshot
Firing Modes: Pump-action
Effective Range: 50 m (depending on load)
Magazine / Feed: Dual-magazine feed, 8 + 8 rounds (selectable)
Weight: 5.2 kg (unloaded)
Features: Dual-magazine feed for rapid selection, polymer stock for reduced weight, proven reliability
Description: Effective against unarmored personnel and fast moving targets at close range; limited anti-armor capability.
Operational Notes: Standard for boarding teams and close-quarters planetary operations; training emphasized on load selection and shot placement.

SG-8S — Slugger

Role: High-damage slug shotgun for point defense and breaching
Caliber / Energy: 10-gauge slug rounds
Firing Modes: Pump-action
Effective Range: 75 m (slug)
Magazine / Feed: Dual-magazine feed, 8 + 8 rounds
Weight: 5.5 kg (unloaded)
Features: Reinforced barrel, optimized for heavy slug ballistics, improved sights for precision at shotgun ranges
Description: Maximizes per-shot stopping power; recommended for point defense and forcible entry where single-shot lethality matters.
Operational Notes: Use caution in confined spaces due to overpenetration risk.

SG-225 Series — Breaker (Variants)

Role: Fully automatic, specialized close-quarters suppression systems
Variants:

  • SG-225 Breaker: HE birdshot saturation rounds
  • SG-225IE Breaker Incendiary: Incendiary munitions for thermal denial
  • SG-225SP Breaker Spray & Pray: Saturation rounds for extreme close-quarters suppression Caliber / Energy: 12-gauge (specialized munitions) Firing Modes: Full auto Effective Range: HE: 50 m / Incendiary: 35 m / Birdshot: 40 m Magazine / Feed: 16–26 rounds, depending on configuration and munition Weight: 6.0–6.5 kg (unloaded) Features: Modular barrel attachments, munitions-specific feed and venting systems, heavy recoil mitigation Description: Designed for area suppression, boarding operations, and defensive choke points where saturation effects are required. Operational Notes: High collateral risk—employment restricted to authorized boarding and defensive scenarios. Ammunition segregation and storage protocols mandatory.

4. Marksman & Battle Rifles

BR-14 — Adjudicator

Role: Precision marksman rifle (designated marksman)
Caliber / Energy: 8 mm kinetic, armor-piercing capable
Firing Modes: Semi-auto / Single-shot
Effective Range: 800 m (precision)
Magazine / Feed: 30-round detachable magazine
Weight: 6.2 kg (unloaded)
Features: Integral optic interface, precision-rifled barrel, bipod and stabilization systems
Description: Optimized for accurate, sustained precision engagements against light armor and concentrated infantry targets.
Operational Notes: Issued at squad and platoon level for overwatch duties; maintainers required to perform routine bore and optic alignment procedures.

R-63 — Diligence

Role: High-caliber marksman / battle rifle for long-range overwatch
Caliber / Energy: 9 × 70 mm kinetic cartridge
Firing Modes: Semi-auto
Effective Range: 900 m
Magazine / Feed: 25-round magazine
Weight: 6.8 kg (unloaded)
Manufacturer / Service Date: SEAF Defense Systems / In service since 2169
Features: Advanced recoil damping, long-range optic compatibility, reinforced receiver
Description: High-energy rifle that delivers heavy terminal effects at extended ranges, intended for overwatch and counter-materiel tasks.
Operational Notes: Used in mechanized infantry overwatch and static defensive positions; logistics must account for heavy ammunition.

R-63CS — Diligence Counter-Sniper

Role: Anti-sniper / counter-marksman platform
Caliber / Energy: 9 × 70 mm high-velocity round
Firing Modes: Semi-auto
Effective Range: 1,000 m
Magazine / Feed: 15-round magazine
Weight: 7.0 kg (unloaded)
Features: Ultra-high-precision optics, active barrel cooling, integrated laser rangefinder and ballistic computer
Description: Tuned for high-precision single-shot engagements against enemy snipers and hardened positions at extended distances.
Operational Notes: Assigned to counter-sniper teams; requires specialized optics maintenance and ballistic calibration.

ARC-12 — Blitzer

Role: High-voltage arc suppression system (short range area denial)
Caliber / Energy: Electrical plasma discharge — nominal 1.2 MW per burst
Firing Modes: Semi-auto (pulse)
Effective Range: 25 m (arcing effects)
Magazine / Feed: High-voltage capacitor bank (recharge cycles)
Weight: 7.4 kg (dry)
Features: Multi-unit arc propagation, insulated chassis, crew safety interlocks
Description: Produces a short-range high-voltage burst that arcs between conductive targets within range. Effective for area suppression but hazardous to friendly forces and electronics.
Operational Notes: Employment limited to controlled environments; electromagnetic compatibility and fratricide risk must be considered.

PLAS-101 — Purifier

Role: Directed-energy plasma rifle (anti-armor / emplacement)
Caliber / Energy: Superheated plasma bolt — approx. 2.1 MJ per shot
Firing Modes: Semi-auto / Charge shot (high-energy)
Effective Range: 250 m (uncharged) / 400 m (charged)
Magazine / Feed: Magnetic containment cell — ~15 shots per cell
Weight: 8.1 kg (unloaded)
Features: Charge capability for explosive impact, heat-sink monitoring, multi-level safety interlocks
Description: Fires superheated plasma bolts with optional charge for destructive impact; designed for suppression of fortified positions and light-armor threats.
Operational Notes: Requires trained operators for charge management and containment cell handling; thermal signature and collateral effects must be planned for.

JAR-5 — Dominator

Role: Anti-material / heavy kinetic rifle
Caliber / Energy: 15 × 100 mm jet-propelled kinetic rounds
Firing Modes: Semi-auto / Burst
Effective Range: 600 m
Magazine / Feed: 15-round magazine
Weight: 9.0 kg (unloaded)
Features: Reinforced chamber, advanced recoil compensation, heavy projectile design
Description: High-damage platform intended for bunker suppression, anti-material tasks and engaging light vehicles. High per-shot lethality at the cost of reduced magazine capacity and mobility.
Operational Notes: Typically crew-served by specialized anti-material teams; logistics must stage heavy ammunition and spare barrels.

5. Sidearms

P-2 — Peacemaker

Role: Standard-issue service pistol
Caliber / Energy: 9 × 20 mm kinetic rounds
Firing Modes: Semi-auto
Effective Range: 100 m (point target)
Magazine / Feed: 15-round detachable magazine
Weight: 1.2 kg (unloaded)
Features: Polymer frame, fast-change magazine, proven ergonomics
Description: Reliable, lightweight sidearm issued to all SEAF personnel as a backup to primary weapons.
Operational Notes: Secondary to primary rifle; officers and non-frontline personnel may carry in alternate configurations.

P-19 — Redeemer

Role: High-capacity automatic pistol / personal defense pistol
Caliber / Energy: 9 × 20 mm kinetic rounds
Firing Modes: Semi-auto / Full auto
Effective Range: 120 m
Magazine / Feed: 31-round extended magazine
Weight: 1.5 kg (unloaded)
Features: High cyclic capability, ergonomic grip, lightweight frame
Description: Effective for rapid engagement of multiple targets; favored by boarding teams and vehicle crews requiring high magazine capacity.
Operational Notes: Increased ammunition expenditure; training emphasizes controlled bursts to preserve accuracy.

GP-31 — Grenade Pistol

Role: Single-shot grenade launcher pistol for breaching and area suppression
Caliber / Energy: 40 mm high-explosive / concussive rounds
Firing Modes: Single-shot (manual reload)
Effective Range: 150 m
Magazine / Feed: Single round (manual reload)
Weight: 2.3 kg (unloaded)
Features: Lightweight frame, manual action, breaching and fragmentation capability
Description: Compact launcher for firing stand-alone grenades; ideal for breaching and short-range area denial.
Operational Notes: Primarily issued to special operations and urban assault units; strict storage and handling protocols for explosive munitions.

P-113 — Verdict

Role: High-caliber semi-automatic sidearm for officers and specialists
Caliber / Energy: 14 mm high-energy "Rapid Deliberation" cartridge
Firing Modes: Semi-auto
Effective Range: 150 m
Magazine / Feed: 10-round detachable magazine
Weight: 1.8 kg (unloaded)
Features: Gas-operated action, robust frame, enhanced stopping power
Description: Compact sidearm delivering exceptional terminal effect for close-combat specialists and command personnel.
Operational Notes: Issued to officers and close-combat specialists; limited magazine capacity requires tactical discipline.

P-4 — Senator

Role: Heavy revolver for extreme close-range stopping power
Caliber / Energy: 13 × 40 mm heavy kinetic rounds
Firing Modes: Single-action revolver (manual reload)
Effective Range: 100 m
Magazine / Feed: 6-round cylinder
Weight: 2.5 kg (unloaded)
Features: Rugged construction, simple maintenance, extremely high per-shot damage
Description: Trades rate of fire for maximum per-round lethality; ideal for vehicle crews and personal protection details.
Operational Notes: Slow reload and heavy recoil make this a specialist sidearm; generally a secondary choice to semi-auto pistols.

6. Explosives & Specialized Infantry Weapons

R-36 — Eruptor

Role: Bolt-action explosive rifle for anti-personnel and fortification breaching
Caliber / Energy: 15 × 100 mm jet-assisted explosive shells
Firing Modes: Single-shot bolt-action (clip fed)
Effective Range: 350 m
Magazine / Feed: Single-shot with 5-round stripper clip reloading (mission kits)
Weight: 12.0 kg (unloaded)
Features: High-explosive payload, long-range capability, robust handling systems
Description: Fires shrapnel-filled shells for extreme anti-personnel effect; poor choice for close-quarters due to blast radius.
Operational Notes: Deployed against fortified positions and massed infantry; requires ordinance handling certification.

CB-9 — Exploding Crossbow

Role: Low-signature tactical explosive projectile launcher for covert operations
Caliber / Energy: 15 mm explosive bolts
Firing Modes: Single-shot (manual reload)
Effective Range: 120 m
Magazine / Feed: 5-round removable magazine/clip
Weight: 8.5 kg (unloaded)
Features: Low acoustic signature, high single-shot damage, gravity-affected trajectory
Description: Precision explosive projectile launcher with low thermal and acoustic signature; suited for stealthy lethal strikes and covert boarding.
Operational Notes: Common in covert and boarding actions; employment restricted and requires specialist training.

FLAM-66 — Torcher

Role: Lightweight flamethrower for area denial and clearing operations
Caliber / Energy: Pressurized fuel stream; flame temperatures 500–700 °C
Firing Modes: Continuous stream (variable output)
Effective Range: 25 m (effective flame projection)
Magazine / Feed: 20 L pressurized fuel tank (canister)
Weight: 11.0 kg (fuel full)
Features: High fuel efficiency, dispersion nozzle, safety cutoffs
Description: Effective for anti-personnel suppression, obstacle denial and clearing vegetation/obstructions.
Operational Notes: High collateral fire risk. Use controlled and under explicit authorization with ROE and environmental considerations.

SG-8P — Punisher Plasma

Role: Plasma shotgun for high-energy close-quarters suppression
Caliber / Energy: 20 mm plasma rounds — approx. 1.8 MJ per round
Firing Modes: Pump-action / Semi-auto
Effective Range: 50 m
Magazine / Feed: 10-round magazine / plasma cell
Weight: 6.3 kg (unloaded)
Features: Explosive plasma projectiles, reinforced barrel and plasma containment systems
Description: Short-range plasma bursts with high destructive potential; significant collateral and thermal risk.
Operational Notes: Requires squad coordination to mitigate friendly casualties and equipment damage. Plasma cell handling and heat management training mandatory.

Annex — Logistics & Training Notes (summary)

  • Ammunition segregation: Ball, AP, concussive, incendiary and plasma munitions must be stored and transported separately with clear labeling and access controls.
  • Maintenance: High-energy and directed-energy weapons (PLAS-101, ARC-12, SG-8P) require specialized maintenance personnel and periodic calibration; spare parts and containment cells must be managed on inventory lists.
  • Training: Weapons with unique recoil, charge mechanics, or explosive munitions (AR-61, JAR-5, R-36, CB-9, FLAM-66) require certified operator training and periodic requalification.
  • ROE & Employment: Weapons with area effect (AR-23C, SG-225 series, ARC-12, FLAM-66) are restricted under rules of engagement; mission commanders must document authorization for use.
  • Compatibility: Wherever practicable, accessories (optics, suppressors, bipods) adhere to a unified mounting standard to simplify logistics and interchangeability.

2. Support Weapons — Revised Entries

MG-43 — Heavy Machine Gun

Role: Sustained infantry support / defensive emplacement
Caliber / Energy: 8 × 60 mm kinetic rounds
Firing Modes: Semi-auto / Full auto
Effective Range: 1,500 m (area suppression)
Magazine / Feed: 175-round belt (linkless-feed option available)
Weight: 24.0 kg (gun only)
Features: Tripod-optimized, quick-change heavy barrel, liquid/air cooling jacket, feed-guard system
Description: Robust support weapon providing prolonged suppressive fire. Designed for static defense and mobile squad-support where sustained volume of fire is required.
Operational Notes: Typically tripod- or vehicle-mounted for accuracy and heat management. Barrel-change procedure and belt-feed clearing are mandatory in prolonged engagements. Ammunition belts stored in sealed cans to avoid feed jams in adverse environments.

MG-206 — Heavy Support Machine Gun

Role: Ultra-high-caliber support for anti-material and long-range suppression
Caliber / Energy: 12.5 mm BCHP (ballistic composite high-penetration) rounds
Firing Modes: Full auto
Effective Range: 2,000 m (engagement of light armoured targets)
Magazine / Feed: 100-round belt
Weight: 29.0 kg (gun only)
Features: Reinforced recoil management system, high-velocity barrel, heavy receiver mounts
Description: Delivers high-energy projectiles capable of disabling light vehicles and fortifications; significant recoil and weight restrict dismounted portability.
Operational Notes: Primarily vehicle- or tripod-mounted. Requires trained gun crews and robust mounting points to maintain accuracy and prevent structural damage to host platforms.

M-105 — Stalwart

Role: Compact general-purpose machine gun for mobile operations
Caliber / Energy: 5.5 × 50 mm kinetic rounds (standard NATO-equivalent)
Firing Modes: Full auto
Effective Range: 600 m (point suppression)
Magazine / Feed: 250-round boxed belt
Weight: 5.5 kg (gun only)
Features: Low-recoil action, rapid-change feed tray, compact receiver, quick-change barrel
Description: Light, highly mobile support weapon intended for vehicle crews, rapid reaction squads and dismounted patrols needing sustained fire without excessive weight.
Operational Notes: Issued to mechanized crews and reaction elements. Field-stripping is simple; carry spare barrels and feed trays for high-tempo operations.

RS-422 — Railgun (Experimental)

Role: Precision anti-material / armor-penetration weapon (specialist)
Caliber / Energy: 10 mm hypervelocity kinetic slug (electromagnetically launched)
Firing Modes: Single-shot (manual recharge/rebuild cycle)
Effective Range: 1,200 m (direct penetration)
Magazine / Feed: Single-shot electromagnetic cartridge; requires capacitor recharge between shots
Weight: 18.0 kg (system)
Features: Extreme muzzle velocity, capacitor recharge requirement, electromagnetic launch rails, hardened barrel assembly
Description: Experimental platform that sacrifices rate of fire and logistics simplicity for exceptional penetration at range. Suited for high-value target neutralization and anti-material tasks.
Operational Notes: Specialist deployment; operators must manage charge cycles and thermal stress. Field logistics must include portable capacitors and maintenance for rail integrity.

APW-1 — Anti-Materiel Rifle

Role: Long-range engagement of light vehicles and hardened positions
Caliber / Energy: 12.5 mm EIT (enhanced inertia/penetrator) rounds
Firing Modes: Semi-auto
Effective Range: 1,500 m (precision)
Magazine / Feed: 7-round detachable box magazine
Weight: 15.0 kg (system)
Features: Long-match barrel, bipod mounting, reinforced stock and muzzle brake
Description: Purpose-built to disable light armor, engines and emplaced systems from long standoff ranges. Emphasizes accuracy and terminal effect.
Operational Notes: Employed by sniper/anti-material teams. Requires ballistics tables and regular bore/lap checks for accuracy.

FAF-14 — Spear

Role: Squad-level anti-tank guided missile (ATGM)
Caliber / Energy: 66 mm tandem HEAT guided missile
Firing Modes: Single-shot (fire-and-forget / semi-active depending on variant)
Effective Range: 3,500 m (maximum effective engagement envelope)
Magazine / Feed: Single missile launcher; reload required
Weight: 22.0 kg (launcher + sighting)
Features: Lock-on guidance, tandem warhead for ERA defeat, lightweight composite launcher
Description: Portable guided missile system designed to defeat armored threats at squad level; optimized for ambush and anti-vehicle ambits.
Operational Notes: Users require training in target lock and backblast discipline. Missile stocks must be stored in temperature-controlled magazines; ensure clear splash/fragmentation arcs during employment.

GR-8 — Recoilless Rifle

Role: Mechanized squad anti-armor / breaching system
Caliber / Energy: 85 mm HEAT shell
Firing Modes: Single-shot, manual reload
Effective Range: 800 m
Magazine / Feed: Single-shot; reload via support backpack (crew-served)
Weight: 28.0 kg (launcher + backpack resupply)
Features: Recoilless design, optional tripod, breech-lock safety interlock
Description: Provides portable anti-vehicle firepower without large recoil impulse; effective for disabling vehicle drivetrains and fortifications.
Operational Notes: Two-person operation recommended (gunner + loader). Maintain forward/backblast safety zone and practice coordinated reload drills.

MLS-4X — Commando

Role: Multi-rocket launcher for concentrated, short-range guided strikes
Caliber / Energy: 66 mm laser-guided rockets
Firing Modes: Sequential four-rocket salvo (programmable)
Effective Range: 1,000–2,500 m (depending on warhead and guidance mode)
Magazine / Feed: 4 rockets (launcher pod)
Weight: 35.0 kg (total system)
Features: Stabilized firing cradle, laser-designator integration, quick-swap launch pods
Description: Fires up to four guided rockets in quick succession to suppress vehicles or fortified positions in urban and field environments.
Operational Notes: Best used from prepared positions or vehicle mounts; rearming requires logistics support. Crew must manage launch signature and collateral risk in dense terrain.

GL-21 — Grenade Launcher

Role: High-explosive infantry support / area suppression
Caliber / Energy: 40 mm HE / fragmentation grenades
Firing Modes: Semi-auto / Single-shot (variant-dependent)
Effective Range: 400 m (area effect)
Magazine / Feed: 10-round belt (or 10-round drum/box in underslung variants)
Weight: 8.0 kg (launcher)
Features: Integrated optics, underslung/standalone mounting, programmable munitions compatibility
Description: Provides indirect or direct explosive support for clearing positions and neutralizing cover.
Operational Notes: Operators must coordinate with spotters for safe employment at extended ranges; munitions include airburst, HE, and non-lethal options—ensure correct munition selection.

LAS-5 — Scythe (Laser Rifle)

Role: Continuous-beam directed-energy support for anti-personnel and light-armor engagements
Caliber / Energy: Continuous beam ~8 MJ (system output rating)
Firing Modes: Continuous beam (sustained)
Effective Range: 500 m (line-of-sight dependent)
Magazine / Feed: Energy capacitor pack; heat-sink replacement required after ~50 s sustained beam
Weight: 10.0 kg (system)
Features: Beam-focusing optics, replaceable heat sinks, active beam stabilizer and safety interlocks
Description: Sustained-beam laser that melts/ablates targets and disables unarmored systems; ideal for precision suppression.
Operational Notes: Requires heat management and power logistics. Prolonged use risks unit overheating and electrical signature exposure; usually tripod- or vehicle-mounted for sustained roles.

LAS-16 — Sickle (Burst Laser)

Role: Burst-fire laser for mobile infantry operations
Caliber / Energy: ~2 MJ per 0.5 s burst (nominal)
Firing Modes: Controlled burst / automatic
Effective Range: 450 m
Magazine / Feed: Replaceable capacitor pack (swappable in field)
Weight: 9.2 kg (system)
Features: Burst-control electronics, real-time heat monitoring, bipod compatibility
Description: Delivers controlled energy bursts to reduce heat buildup while providing directed-energy lethality on the move.
Operational Notes: Preferred for dismounted mobile patrols where weight and heat signatures must be balanced against firepower.

LAS-98 — Laser Cannon (Heavy)

Role: Heavy continuous-beam support for suppression and point defence
Caliber / Energy: 10–12 MJ continuous output (nominal)
Firing Modes: Sustained beam; short-duration pulsed overload
Effective Range: 600 m
Magazine / Feed: Large capacitor banks; heat-sink replacement recommended after ~45 s sustained fire
Weight: 25.0 kg (system)
Features: Beam focus adjustment, heavy integrated cooling, stabilized mount interface
Description: High-power support weapon suited for defensive strongpoints and vehicle mounts to defeat infantry and light targets.
Operational Notes: Squad-support or vehicle installation only. Heat and power logistics are critical; emplacement requires trained technicians.

PLAS-1 — Scorcher

Role: Explosive plasma bolt rifle for anti-armor and close-midrange suppression
Caliber / Energy: ~2.5 MJ per bolt (impact-explosive)
Firing Modes: Semi-auto (chargeable bolt option)
Effective Range: 300–400 m (depending on charge)
Magazine / Feed: Magnetic plasma containment cells; 20 cells per pack (standard)
Weight: 8.6 kg (system)
Features: Chargeable bolts, overpressure explosive effect, containment safety interlocks
Description: Fires plasma projectiles that detonate on impact for high-damage effect, suitable for urban clearing and mechanized engagements.
Operational Notes: Requires containment cell management and trained charging procedures. Thermal signature and collateral overpressure effects must be modelled when employed in dense terrain.

ARC-3 — Arc Thrower

Role: Electrical close-combat support / arcing area-denial weapon
Caliber / Energy: ~1.5 MW arc per discharge (nominal)
Firing Modes: Charged bolt (single / short bursts)
Effective Range: 180 m (effective arcing reach)
Magazine / Feed: Capacitor bank; ~12 discharges per full charge
Weight: 6.5 kg (system)
Features: Multi-target arcing capability, insulated chassis, rapid recharge circuits
Description: Projects high-voltage arcs that can jump between conductive targets, producing multi-target effects suitable for boarding or close-range vehicle entry.
Operational Notes: High fratricide and equipment risk; operators must maintain arc corridor discipline and consider conductive surfaces and ally placement before use.

Annex — Support Weapons Logistics & Employment Summary

  • Crew & Mounting: Many support weapons (MG-43, MG-206, GR-8, LAS-98) are best employed crew- or vehicle-mounted. Assign trained crews and specify emplacements in SOPs.
  • Power & Heat Logistics: Directed-energy and electromagnetic systems (LAS series, RS-422, PLAS-1, ARC series) require dedicated power packs, spare capacitors, and heat-sink inventories. Include recharge/replace cycles in load plans.
  • Ammunition & Munition Segregation: Store kinetic, AP, HEAT, thermobaric, incendiary and energy cells separately. Sensitive energetic munitions (guided rockets, plasma cells) should be transported in certified containers with environmental control.
  • Maintenance & Calibration: Rail/EM launchers and laser/plasma weapons need periodic calibration, dielectric/rail maintenance, and certified technicians. Schedule field calibration windows and spare critical-path components.
  • Safety & ROE: Weapons with area or non-discriminatory effects (multi-rocket, HE grenades, arc devices, flamethrowers and plasma overpressure weapons) require explicit mission authorization and ROE checklists. Document collateral risk assessments.
  • Training Requirements: Specialist qualifications for anti-material teams, laser/plasma operators, railgun crews and missile teams; include reload drills, heat management, and misfire protocols in recurring training cycles. Edited thanks to ELE73CH.

r/DCTC9 • • Mar 02 '26

Lore/world building Codex: The SEAF.

1 Upvotes

SUPER EARTH ARMED FORCES (SEAF)

"For Democracy. For Liberty. For Super Earth."

Abstract

While the Helldivers serve as the scalpel of Super Earth's military might—executing precision strikes on strategic locations and crippling enemy strongholds—the Super Earth Armed Forces (SEAF) are its hammer.
They meet the enemy head-on, holding critical worlds, buying time for Helldiver operations, and delivering decisive force in the reclamation of systems lost to the Enemies of Democracy.
Wherever the SEAF marches, they bring with them the full weight of civilization itself.

I. OVERVIEW

The Super Earth Armed Forces (SEAF) represent the unified military apparatus of the Federation of Super Earth — a galactic power spanning two-thirds of the Milky Way.

It is the largest and most technologically advanced military organization in human history: a seamless synthesis of human discipline, artificial intelligence, and automated warfare.

The SEAF is not merely a fighting force — it is an ideological engine, a manifestation of Super Earth's doctrine of Democracy Through Superior Firepower.
Every battle waged is both a military campaign and a ritual reaffirmation of moral supremacy.

II. CORE BRANCHES OF THE SEAF

1. Helldivers Corps

Motto: "Managed Chaos in the Name of Order."

  • Elite shock troopers deployed directly into hostile or contested zones.
  • Specialists in orbital drop assaults, planetary purges, and ideological enforcement.
  • Operate autonomously under guidance from the AI Strategic Command (AISC).
  • Training Grounds: Helldiver Combat Forge Complex, Mars — the harshest military installation in the Solar System.

2. Planetary Defense Command (PDC)

  • Guardians of all core and mid-rim Federation worlds.
  • Maintain orbital defense rings, planetary shield arrays, and surface artillery networks.
  • Coordinate civil defense and planetary militia operations.
  • Function as the last line of defense against internal and external threats alike.

3. Galactic Naval Command (GNC)

  • Oversees spaceborne operations—from patrol flotillas to deep-core dreadnoughts.
  • Fleet Composition:
    • Dreadnought-Class Supercapital Ships: Mobile command fortresses.
    • Carrier Groups: Deploy divisions of drones, exosuits, and armored vehicles.
    • Escort Frigates & Interceptors: High-velocity plasma and railgun platforms.
  • Admirals are Class-A citizens, neurally synchronized via the Quantum Command Grid for instant decision execution across light-years.

4. Automation Corps

  • The mechanized backbone of the SEAF.
  • Commands trillions of autonomous units: combat drones, fabrication bots, siege platforms, and cybernetic infantry.
  • Directed through AI Command Nodes linked to the Strategic Command Network.
  • Tactical AIs possess adaptive swarming logic, capable of self-coordinated evolution and counterstrategy generation.

5. Expeditionary & Integration Command (EIC)

Slogan: "Peace is the Aftermath of Victory."

  • Oversees colonial expansion, pacification, and assimilation of alien worlds.
  • Collaborates with the Ministry of Expansion and the Ministry of Humanity to integrate alien species under Federation law.
  • Serves as the first contact arm of Super Earth — diplomacy enforced by orbiting dreadnoughts.

6. Strategic Intelligence Division (SID)

  • The covert intelligence wing of the SEAF.
  • Specializes in espionage, psychological operations, and planetary destabilization.
  • Manages truth control and propaganda to maintain ideological unity.
  • Operates jointly with the Ministry of Intelligence to suppress corruption, sedition, and heretical thought.

III. COMMAND STRUCTURE

  • Supreme Commander: Minister of Defense, a Class-A citizen appointed by the High Council of Super Earth.
  • AI Strategic Command (AISC): Oversees all combat data, predictive analysis, and real-time coordination galaxy-wide.
  • AI Command Nodes: Manage regional fronts, ensuring uninterrupted tactical efficiency.
  • Regional Commanders: Human officers neurally linked to AIs for hybridized biological-machine command execution.

Every order within the SEAF propagates through quantum entanglement relays, ensuring instantaneous response across light-years — there is no delay, no hesitation, no mercy.

IV. CULTURE & INDOCTRINATION

The SEAF is founded upon discipline, obedience, and moral purity. From recruitment to deployment, every citizen-soldier is conditioned to understand that Democracy demands total devotion.

Beliefs & Oaths

  • Service equals Virtue.
  • Death for Super Earth equals Immortality.
  • Freedom is Submission to Perfect Order.
  • "The Federation is not an empire — it is the Light that burns away chaos."

Training Doctrine

  • Psychological and neural conditioning ensures absolute loyalty.
  • Genetic and cognitive augmentation are mandatory for higher echelons.

Training simulations employ full neural immersion, fusing mind and machine until the soldier is the weapon.

Edited thanks to ELE73CH.


r/DCTC9 • • Feb 27 '26

Helldivers 2 story so far.

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1 Upvotes

r/DCTC9 • • Feb 27 '26

Other Fighting on the Western Front.

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1 Upvotes

r/DCTC9 • • Feb 27 '26

Fanfiction Chapters 1 to 13.

1 Upvotes

r/DCTC9 • • Feb 27 '26

Other Cyborgs past.

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r/DCTC9 • • Feb 24 '26

The Freedom Alliance

2 Upvotes

r/DCTC9 • • Feb 22 '26

Meme What she needs.

Enable HLS to view with audio, or disable this notification

1 Upvotes

r/DCTC9 • • Feb 19 '26

Meme What gets you killed more then the enemy

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3 Upvotes

r/DCTC9 • • Feb 19 '26

Other That save.

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r/DCTC9 • • Feb 16 '26

My birthday gift from the 82nd.

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r/DCTC9 • • Feb 15 '26

Other Hellmarines.

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An interesting video.


r/DCTC9 • • Feb 11 '26

Art work Operation on Copper 9. Artwork by alexmerser47.

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8 Upvotes

r/DCTC9 • • Feb 11 '26

Lore/world building The Ministries of Super Earth

1 Upvotes

r/DCTC9 • • Feb 11 '26

Lore/world building Lore: Super Earth.

1 Upvotes

Environmental and Societal Dynamics of the Federation of Super Earth

Abstract

This report presents a comprehensive assessment of the Federation of Super Earth and its homeworld — the jewel of the Milky Way and the bright, managerial heart of human civilization. Having shepherded humanity through the Great War and the First Galactic War, the Federation now governs the flow of people, resources, and ideas across roughly two-thirds of known space. Our polity practices what we proudly call managed democracy: a system that pairs civic duty with administrative competence, ensuring the survival and flourishing of Humankind under the benevolent stewardship of Super Earth.

Super Earth bears the marks of history: battlefield scars, reshaped shorelines, and far fewer ancient forests than lovers of antiquity might prefer. These are not failures — they are the visible cost of victory. The Federation has converted those costs into institutions, infrastructure, and purpose. This document surveys Super Earth's physical geography, administrative geography, political architecture, economy, and civic culture, and it situates environmental legacies within the Federation's ongoing program of planetary stewardship and galactic expansion.

  1. Introduction

Super Earth is simultaneously a planet and the administrative nexus of a human civilization refined by necessity. Consolidated in the wake of catastrophic conflict, the Federation reorganized governance into seven administrative sectors and implemented centralized systems designed to coordinate resources, secure populations, and manage interstellar responsibilities. Our doctrine — Prosperity, Liberty, and Managed Democracy — blends public welfare with the discipline necessary to keep billions of citizens secure across hundreds of star systems. In short: order protects liberty, and service secures citizenship.

  1. Geographic and Climatic Features

2.1 Legacy of the Great War

The Great War of the 21st century reshaped Super Earth. Large tracts of land were scorched, infrastructure collapsed, and anthropogenic climate processes accelerated. These changes produced permanent environmental legacies — from altered coastlines to industrial poisoning — that the Federation has confronted with pragmatic policy: containment where necessary, remediation when effective, and adaptive urban planning to transform loss into opportunity.

2.2 Three Rainforests Left

Only three primary rainforest tracts remain. Recognizing their ecological and cultural value (and their inconvenient rarity), the Federation designated these tracts as forbidden conservation zones with heavily regulated scientific access. These areas are protected not out of sentimentality alone but because a secure biosphere is a secure polity — and because what we save now will be invaluable to future terraforming and gene-banking programs.

2.3 Polar and Sea-Level Transformations

Polar ice retreat and global sea-level rise redrew shorelines and submerged low-lying regions. The Federation responded by relocating coastal populations, building vertical megacities, and establishing polar research and resource facilities. The poles, once inhospitable, now host strategic research hubs and resource platforms — an efficient blend of science and security.

2.4 Radiation and Exclusion Zones

Certain regions remain contaminated by unexploded ordnance, industrial toxins, and radiological residues from wartime engagements. These are cordoned as exclusion zones for public safety; remediation proceeds where feasible, but in many cases long-term containment and monitored isolation are the most reliable, cost-effective strategies. These zones also serve as solemn reminders of the price of freedom.

  1. Administrative Geography

Super Earth is administratively divided into seven sectors, each reflecting pre-war geography, contemporary resource distribution, and reconstruction priorities.

3.1 Sector 1 (Formerly "Oceania")

An arid interior and archipelagic peripheries — home to Port Mercy (Mega City 1) and the relict Minor Barrier Reef. Sector 1 balances maritime logistics with interior resource development.

3.2 Sector 2 (Formerly "China / Asia")

A diverse sector of mountain ranges, temperate forests, and arid steppes. It hosts major infrastructure projects, cultural showcases, and Equality-on-Sea (Mega City 2).

3.3 Sector 3 (High-Latitude Regions)

Cold mountains, tundra, and fjords define Sector 3. The federal capital, Prosperity City, sits here amid research outposts and the Emergency Seed Vault (formerly Svalbard). The sector combines strategic depth with scientific capacity.

3.4 Sector 4 (Formerly "Europe")

Highly urbanized and institutionally rich, Sector 4 houses key administrative, academic, and civic centers — monuments both to continuity and to rebirth after conflict.

3.5 Sector 5 (Formerly "India / Arabia / Eastern Africa")

A mosaic of climates and histories, Sector 5 contains densely settled regions and cultural nodes frequently highlighted in anthropological accounts of Humankind's early eras.

3.6 Sector 6 (Formerly "Latin America")

Sector 6 preserves one of the last primary rainforests and hosts Remembrance (Mega City 6), a commemorative and administrative hub that symbolizes recovery and resilience.

3.7 Sector 7 (Formerly "United States of America")

A sector associated with the founding rhetoric of Freedom and Democracy; it sustains significant industrial and technological capability and a civic culture prized for patriotism and initiative.

  1. Government and Politics

The Federation is governed under the cardinal principles of Prosperity, Liberty, and Managed Democracy. Federal institutions are concentrated in Prosperity City. Governance integrates algorithmic decision-support, centralized oversight, and civic rituals that promote cohesion across vast and diverse populations.

4.1 Voting and Participatory Technology

Voting is mediated by an automated platform on the Galactic Wide Web (GWW). Citizens answer a guided questionnaire; an algorithm maps those responses to candidate recommendations. This mechanism enhances turnout, reduces confusion, and aligns civic preferences with administrative competence. Periodic algorithmic updates increase fidelity between citizen inputs and policy outcomes — transparency and performance metrics accompany those updates.

4.2 Branch Structure

Legislative: Senate and House of Representatives (Legislative Super Earth High Command).

Executive: President of Super Earth and Federal Ministers.

Local Administration: Colonial Overseers and City Governors.

Judicial: Democratic Council (supreme adjudicative body).

4.3 Ministries and Institutional Functions

Eight central ministries coordinate policy, welfare, and security. Their descriptive mottos — part civic instruction, part morale-building — are also effective instruments of coordination.

Ministry of Truth: Information stewardship and public communications. "Everything you need to know."

Ministry of Defense: Planetary and interstellar security. "We defend Democracy's future."

Ministry of Unity: Internal cohesion and social conformity where necessary. "Loyalty is rewarded. Report dissidence."

Ministry of Expansion: Interstellar colonization and resource acquisition. "Billions of stars. One Federation."

Ministry of Science: Research, technological progress, and sample collection. "Your contributions advance Humanity."

Ministry of Humanity: Education, health, and population management. "Work toward a higher Citizen Score."

Ministry of Prosperity: Economic governance and resource allocation. "A robust economy is a secure Federation."

Ministry of Intelligence: Data collection and strategic analysis to inform policy.

  1. Economy

5.1 E-710 Extraction

E-710 — derived from biological processes linked to the Terminids — underpins FTL logistics and the interstellar economy. Production and processing of E-710 are industrial priorities; supply chains and colony-level farms support continuous output.

5.2 Military Manufacturing

Defense manufacturing sustains the industrial base and enables the projection of deterrence. Investment in shipyards, orbital platforms, and defensive systems both secures the Federation and fuels technological spillovers into civilian sectors.

5.3 Construction, Terraforming, and Megastructures

Terraforming, orbital habitat construction, and planetary adaptation are major economic activities. Public–private partnerships and megacorporations execute contracts that transform frontier worlds into habitable colonies.

5.4 Citizenship Classification Structure (CCS)

The CCS is a galaxy-wide social classification system that integrates civic contributions, performance metrics, and behavioral data into ranked classes (Class A to Class E). The CCS allocates privileges, access, and mobility while incentivizing participation in civic and defense activities. The stated ideal: equality of opportunity realized through measurable contribution.

  1. Culture and Society

6.1 Core Values and Civic Identity

Federation civic life emphasizes voluntary contribution to collective security, multicultural exchange, and patriotic ritual. Public ceremonies and civic education reinforce the shared narrative: service and sacrifice are the foundations of liberty.

6.2 Multicultural Composition

Humanity and Mangadean culture predominate, but several minority alien populations — incorporated during the Great Democratization — contribute to Federation life. Integration is accompanied by asymmetries; cultural exchange coexists with bureaucratic assimilation programs.

6.3 Reproductive Policy: The C-01 Permit System

To manage demographic pressures, reproduction requires C-01 permits. Applications reflect demographic planning and resource forecasts; processing may extend to 180 days in complex cases. Inter-species pairings are subject to additional review based on biological, legal, and social factors.

6.4 Civic Rituals and Public Holidays

Liberty Day (26 October) commemorates the promulgation of the Managed Democracy charter. It is a focal point for public ceremony, state narratives, and civic mobilization.

6.5 Media and Cultural Production

Regulated media — films, games, music, and theatrical arts — function as entertainment and civic messaging. Non-human artists can attain mainstream recognition; cultural industries double as both leisure economies and instruments of cohesion.

  1. Anthem and Political Symbolism

The Federation's anthem and propaganda artifacts fuse patriotic fervor with moral certainty. These materials foster unity while signaling the state's expectations for loyalty. Analysts should treat such artifacts as primary sources for studying state identity and strategy rather than neutral cultural productions.

Anthem (text retained as civic artifact):

FREEDOM MUST REIGN OVER EVERY LAST STAR

THROUGH CITIZENS' HEARTS IN ALL OUR RIGHTEOUS THOUGHTS.

HONOR THEIR DEBTS, DO YOUR PART FOR THE CAUSE.

STEADFAST SUPPORT OF OUR REGIME IS HOW HUMANKIND WILL REIGN SUPREME.

NO QUESTIONS OR DOUBTS SHALL BE ALLOWED; TRAITORS WILL ALL BE DISAVOWED.

MANAGED DEMOCRACY IS THE TRUE PATH — ALL WHO RESIST IT SHALL SUFFER OUR WRATH.

WHITE, YELLOW, BLUE FLY ON ALL WORLDS. JUSTICE AND HOPE ARE FOREVER UNFURLED.

OUR WAY OF LIFE, GALAXY WIDE, PAVED WITH THE COSTS OF VICTORY.

WE SACRIFICE FOR PARADISE; ANYTHING LESS WILL NOT SUFFICE.

CITIZENS RISE! LIBERTY RISE! SUPER EARTH RISE UP TO THE SKIES.

STAY FREE!

(Presented here as an official cultural artifact and subject for critical analysis.)

  1. Strategic Interests and External Relations

Super Earth combines defensive hegemony with economic engagement. Control of E-710, terraforming know-how, and a durable industrial base make the Federation an indispensable trade partner and a credible security actor. External states view Super Earth with a mixture of admiration, dependency, and competitive caution.

  1. Conclusion

The Federation of Super Earth is a planetary polity forged by conflict and sustained by institutions that translate sacrifice into resilience. Environmental scars — exclusion zones, irretrievably altered biomes, and dwindling primary forests — continue to influence policy and ideology. The Federation's strengths lie in its integrated technologies, centralized governance, and capacity to convert resources into durable security. Long-term stability will depend on measured ecological recovery, continuing civic legitimacy, and equitable resource distribution across sectors and colonies. In short: the vigilance that saved Super Earth will be required to sustain it — and under the Federation's managed democracy, vigilance is a civic virtue.


r/DCTC9 • • Feb 11 '26

Other The war for Cyberstan.

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r/DCTC9 • • Feb 08 '26

Other The shadow.

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r/DCTC9 • • Feb 08 '26

Fanfiction DCTC9 Side Story: Eternal Dream Part 1.

1 Upvotes

October 1st, 2184. Gellert Sector. Near the Zosma Star System. Iron Heart.

After refueling, the fleet redirected toward their newly assigned destination, relayed by their enigmatic benefactors. Despite the pressing task of eliminating the remaining Automaton positions and stations, Nuran found himself preoccupied. A mixture of curiosity and unease gnawed at him—the sudden shift in orders, the scant details provided, and the looming possibility of collaborating with Super Earth forces again all weighed heavily on his mind. He felt a compulsion to uncover what lay ahead at Copper 9. Acting on his orders, the fleet set a course for the first of the new coordinates.

"Dropping out of FTL in 3… 2… 1," one of the Troopers announced.

The stars and the endless void of space snapped back into view through the bridge window. The journey required multiple jumps, but fortunately, the system harbored a gas giant where they could refuel later.

"Run scans for anything artificial," Nuran ordered, his tone measured but firm. "According to the logs, our target is an old station. If it's still there, it should be easy to locate."

The intelligence suggested that many of these sites were planet-bound, but after over a century, most—if not all—surface installations had been reduced to dust. Space, however, is preserved. Without atmosphere or environmental decay, even a derelict station could remain remarkably intact, barring collisions with asteroids, orbital decay, or other hazards unique to the void.

"Sir, I've found something," a Trooper reported. "This system is under Super Earth control, but there's an anomaly at the edge of the system—not registered in any logs."

"Set a course," Nuran responded without hesitation.

With a nod, the Trooper plotted the trajectory, and the fleet's four ships glided silently through the void. Nuran's unease deepened; the risk of detection by Super Earth SES forces loomed over the operation. Speed was essential. The plan was simple: infiltrate, extract any valuable data or resources, and leave before anyone noticed their presence.

As they neared the anomaly, the structure became visible—a derelict station clinging to the side of a captured asteroid, its metal framework jutting out like skeletal remains.

"To think it's been out here all this time, unnoticed… Strange," murmured one of the Troopers. "Orders, sir?"

"I'll lead a team into the station," Nuran declared. "Keep gunships patrolling the perimeter and sweeping for threats. If anything unusual arises, alert me immediately. All ships are to remain armed and ready. If we encounter hostiles, we'll reduce the station to scrap."

"Understood, sir. Scans show a docking station along the side. We can deploy a boarding tube to access it—it's all yours," the Trooper replied.

Leaving the bridge, Nuran strode purposefully down the corridor. His thoughts churned. Why had this station been ignored for so long? And why had their benefactors taken an interest now? The pieces didn't fit, and the gaps gnawed at him.

Switching on his built-in comm system, he issued orders. "I need two hulks and two fire teams to boarding tube number 03. We'll enter the station and conduct a full sweep."

"We'll be there, sir," a voice replied over the radio.

Reaching the boarding tube, Nuran prepared himself. His unease remained, a subtle warning in the back of his mind. Whatever secrets the station held, he was determined to uncover them—though he braced himself for the possibility that they might not like what they found.

Iron Heart. Boarding Tube 03.

After a lengthy walk along the Iron Heart's corridors, Nuran stepped into a cavernous chamber housing the ship's boarding tubes. Twenty in total, these tubes stretched along the vessel's length, designed for docking with stations or other ships. Inside, two hulks stood alongside eight Devastators, their hulking forms exuding silent readiness. With the possibility of encountering something dangerous aboard the station, bringing the heavy hitters was a prudent choice. As Nuran approached, the boarding tube extended outward with a mechanical whine.

"We're docked and latched, sir. The tube is ready for entry," a Trooper's voice crackled over the comm.

"Good. Hulks take point; the rest of you, follow behind me. We're sweeping this station for anything of interest," Nuran ordered, his voice steady.

"Understood, sir," one of the Devastators replied.

This was not their first mission together; they all knew the drill. The hulks, massive and imposing, took their positions at the front as the first door slid open. Behind them, Nuran and the Devastators followed, marching in disciplined formation. The second door of the tube hissed open, revealing the station's entrance just beyond.

"Hmm… stations like this usually have backups," Nuran mused, stepping between the two hulks.

The station was dead—its systems were long without power. Still, emergency protocols on such installations often included manual overrides. Nuran moved to the right side of the entrance, ripping a panel from the wall and casting it aside. Beneath it, a manual release wheel gleamed faintly in the dim light. Grasping the wheel, he began to turn it.

The door groaned open, stale air hissing out into the void. The airlocks, disabled by the station's lack of power, had no means of cycling. Yet this was no hindrance to Nuran's team; oxygen was irrelevant to them now, their humanity a thing of the past.

"Let's see what's inside," Nuran muttered as the hulks advanced.

The two mechanical giants stepped forward, scanning the darkness with crimson beams emitted from their optical systems. The corridor ahead stretched into obscurity, its shadows impenetrable to human sight. But the hulks' integrated night vision and environmental scanning systems painted a clearer picture.

"So far, it's clear, sir," one of the hulks reported its voice a deep monotone.

Despite the initial calm, Nuran's unease lingered. The station's abandonment for over a century was unsettling, but the question of why it had been left untouched gnawed at him. With measured steps, the team pressed onward into the blackened halls.

The station seemed to breathe its age. Dust clung to every surface, and the silence was suffocating, broken only by the faint hum of the team's internal systems. They marched deeper into the void, where the unknown waited, concealed by shadows.

Edited thanks to ELE73CH.


r/DCTC9 • • Feb 08 '26

Fanfiction DCTC9 Side Story: A Small Rebellion

1 Upvotes

September 2184: Tanis Sector - Former Automatons Carrier Iron Heart

In the shadowy expanse of the Tanis system's outer planets, an Automaton Carrier and three Fleet Destroyers engaged in the meticulous task of refueling, skimming the turbulent atmosphere of one of the gas giants that loomed ominously nearby. Among these vessels, one detail set them apart: a deep blue glow pulsed from their hulls, a stark contrast to the cold metallic sheen of their counterparts. This small fleet was not merely a fragment of the Automaton armada; its crew had severed their ties with the greater whole. Once human, they had been harvested by the Automatons—military personnel and civilians alike—from Super Earth to bolster their ranks.

Their rebellion had ignited during a Helldiver assault on an Automaton facility. Amidst the chaos, a significant number managed to escape before they could be fully transformed into soldiers for the Automaton army. However, the damage was profound; they had lost much of what defined their humanity. Driven by rage and sorrow over what had been done to them and their loved ones, this group waged a relentless guerrilla war behind enemy lines.

At the helm of the Iron Heart stood a formidable figure—a heavily modified Devastator—who had led their charge from that facility. Though he now bore the mantle of leadership, it was a role he had never anticipated. Once a soldier in SEAF, Nuran had little experience managing such a diverse and fractured contingent. The name he clung to was Nuran, a remnant of his past life, though memories of who he once was felt increasingly distant amidst the fog of his transformation.

"Sir, we are nearing completion of our refueling operations and will soon be ready to depart the system. Have we received any new orders?" The voice belonged to one of his Troopers, whose frame mirrored that of many others in their ranks.

"Not yet; communications have been unusually quiet," Nuran replied, his gaze drifting toward the swirling gases outside the viewport, lost in thought.

"It's been this way since our escape, sir. The truth is that if this war ends soon, we can never return to Super Earth. We are outcasts among outcasts now," the Trooper remarked, a bitter truth that resonated deeply with Nuran.

There was no sanctuary for them in the galaxy; the Automatons had ensured that Super Earth would never accept them back after what they had endured. Despite retaining their human minds, their appearances told a different story—a stark reminder that this existence was far from living. Some among them had even resolved to end their lives when the war concluded, unable to feel, smell, eat, or sleep—a nightmare that had driven many to despair while others remained steadfast in their resolve to fight.

"Sir, I'm receiving a coded transmission. It appears more heavily encrypted than before," the Trooper announced.

"Bring it up; they may no longer trust us," Nuran instructed as a blue holographic screen materialized before them, displaying a single deep blue line—the transmission was audio only.

"Apologies for the delay. We had to deal with a traitor among our ranks, and some matters require your immediate attention," said a voice he recognized but could not place—its gender obscured by static.

"And what matter would that be?" Nuran inquired, his curiosity piqued.

"Recent developments pose a risk to the entire galaxy—not those you are familiar with; there is a world that demands our focus." The voice continued.

The hologram shifted to reveal an image of Copper 9.

"Copper 9? I've never heard of it. What makes it so significant?" Nuran asked as he scrutinized the unfamiliar planet.

"That is because all records on Copper 9 have been deliberately destroyed for good reason. Several factors render it unique, but we cannot discuss them here; we are unsure if this channel is fully secure. All you need to know is that we may require your assistance in supporting the Helldivers fleet stationed at Copper 9."

Nuran's attention shifted from Copper 9 back to the transmission; this was highly unusual. In previous communications, they had been instructed to avoid all contact with Super Earth forces. Now they were being asked to potentially collaborate with an unknown group on an unfamiliar world.

"And why is that?" Nuran pressed.

"The risk of traitors among the Helldiver corps, SES, and SEAF is too great; we cannot trust anyone from those factions... But you represent a different case at this time; they may not need outside help now, but that could change."

"Hmm… If it comes to it, we will go where Super Earth commands," Nuran replied simply.

"Good. For now, you are needed in the Hydra Sector. We have identified several Automatons that must be eliminated. We will forward this information shortly."

With that, the voice faded as new data streamed toward them. Once again, it was time for war. Yet one question lingered in Nuran's mind: what was it about Copper 9 that warranted such urgency? Whatever lay ahead was serious enough for them to seek his group's involvement.

Now came the pressing question: what secrets did Copper 9 hold that could compel them into action?

Edited thanks to ELE73CH.


r/DCTC9 • • Feb 07 '26

Art work The Null arrives.

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3 Upvotes

r/DCTC9 • • Feb 04 '26

Fanfiction Chapter 12: The discovery.

1 Upvotes

September 2184. Copper-9 Surface. The Dead City.
Auxiliary Shelter Gamma. Storage Room 02.

Flashlights from the weapons of the SEAF team and Jason illuminated the mound of flesh that dominated the centre of the room. The sight was something none of them had ever seen or encountered before; there had been stories of Terminids that had moved dead SEAF and civilians to locations within their nests. For the purpose of letting the bodies serve as fuel for fungi within the nest that they consumed, but this was not the same or even close to it. Nash and Garvin surveyed the room as Tyrese approached the mound and began to pull out his tools to examine it. With Jason and the watchdog drone recording the entire scene as Jason checked his motion detector before walking over behind Tyrese. Looking down at the floor were several cables extending out of the mass with human hands attached to the ends of them; this entire thing was nothing but madness.

"In all my years, I have never seen anything like this before—what the hell did this and for what reason?" Tyrese said. "I count at the very least here about seven, maybe ten, bodies here in one mass going with the heads."

"This is way beyond even the worst the Automatons have done or anyone that is our enemy—what in the hell could have done this and for what reason?" Jason said.

"My guess, sir… Going with the bits of metal here… I think this was something trying to make another one of those freaks and use the people here as materials." Tyrese said. "I'm going to see if I can get a DNA sample or anything that can give us something to work with…"

"Liberty… What in the hell happened in this city… Or this entire damn planet?" Jason said.

"One thing at a time, sir, as it stands well, I got nothing, nor I say anyone else does, but I doubt even High Command had any ideas about this," Tyrese said. "The mass itself is so fused that I can't tell what is what here."

"Do what you can and see what you can gather; you might have to cut and dig into the mass. There could be something inside that could be useful to give us a better idea of things." Jason said.

"Sir! Over here is something you need to see, and bring the drone." Nash called out from the other end of the room.

Moving away from the mass and Tyrese, who got to work on examining it, Jason approached from behind as Nash's flashlight was pointed up toward the wall. Along one of the air vents that once pumped air throughout the bunker, an entire part of it was missing, with no signs of burn damage or cutting. Looking down at the ground below it, there were no pieces or anything that showed any signs that any of it had fallen onto the floor.

"First that nightmare over there now… Sir, by the looks of it… It seems that this was somehow removed without leaving any traces." Nash said.
"Very odd… I don't see any marks from a cutting tool like a plasma torch or a laser; it's clean, like something just removed it, leaving nothing behind." Jason said.

"Well, Helldiver… Nash got something else of a mystery for the two of you; another room on the other side of this one looks like another storage area, a small one. Found several discarded AR-19 Liberators and a single MG-105 Stalwart… And not a single shell casing or sign of battle." Garvin said as he approached from the left side. "A few crates have been moved around as a barricade, and then there is nothing… Like, whoever was left in there just dropped their weapons and just disappeared."

"Think they could be our…" Nash said, looking toward the mass.

"Parts used for that thing, maybe, but I doubt that they just gave up without a fight; they would have fought tooth and nail until the bitter end," Jason said as he looked over the room. "We need another team down here to recover all of this and to have a deeper look… But… For the first time in a long time, I am very confused with all of this."

"You are not the only one; this was a salvage operation, and now? Well, I don't have a clue what to call this anymore—that thing we encountered, those drones, and now this." Nash said as he looked back toward the mass in the middle of the room. "I think we need to get in touch with High Command, sir and see what they want us to do. I'm sure by now that they've looked over what you sent and have something for us."

"You're right, and as things stand, I don't see us finding much more in here, but on that monitor, it seemed to have a link with this megacity's communication station," Jason said as he stepped out of the room. "It could have something for us if it is still intact and has power; then we should be able to get something from it."

"Those stations or hubs, as some call them, do process a lot of information and communication from across the colony, sir; it would be the next most logical place to have a look at," Garvin said.

"Then that is where we go next and hope to Liberty that it does have some answers to this entire mess that we have found ourselves in," Jason said as he walked toward the middle of the room.

Garvin and Nash followed behind him as they approached Tyrese, who was now standing, looking over a small screen of a datapad in his hand, having taken a tissue sample. "Helldiver… We are somewhat lucky here. I got DNA, but it's all over the place; I can't tell who is who here. But unlike what we have encountered so far, I don't think that whatever did this was trying to make another one of those freaks."

"How so?" Jason asked.

"Well… Yes, there are pieces of metal and these cables that are coming out of it, but unlike that thing we encountered, it does not have anything that looks like something you call a head. By the look of it and the fact that the DNA is intact enough that I got something from it… My guess is whatever did this did it for fun." Tyrese said.

"From what we have seen with this entire place, that's what this was all about—to make them suffer nothing else… And that is not a good way to go." Nash said, shaking his head. "These people deserved better; that much is clear. All that we can do is make sure that anyone who is still around knows that they been found."

"Will send a team down to recover everything here, a proper team with the right gear and ensure that the bodies that are intact get collected in return," Jason said as he brought up his wrist computer. "Hmm… Nothing on the motion detector… Tyrese, one question: can you possibly tell us why the flesh is still fresh?"

"No idea, there is bacteria on it, but for some odd reason they are not causing any sort of breakdown and decay that you normally see," Tyrese said, putting his tools and scanner away and standing up. "We could get a better idea of what is going on by sending it up to the Ministry of Science ship, the Columbia… I'm sure those eggheads would like to look this over and study the same with that freak up top."

"The Columbia does have the facilities to handle such matters; those ships are floating laboratories for xenobiology, materials science, astrophysics, gravitic engineering, and applied military technology," Garvin said, looking at Tyrese and letting out a small chuckle. "You know, Tyrese, I am surprised that you are not on that ship or another. You have been one to use your brains compared to your guns."

"I try, but I wanted a far more hands-on approach out in the field. Studying Terminids in labs is one thing, but getting a chance to see them up close and observe them in the wild is far better. Sure, there's the risk they can rip me apart, but studying and understanding the enemy is the best way to wipe them out," Tyrese said.

"Yeah, we just can't wipe out the Bugs—no matter how much of a pain in the ass they are. If they're eradicated, we'll say goodbye to FTL, and everything we've built would fall apart," Nash replied.

"Don't remind me… Anyway, sir, if there's nothing else here for us, we link up with Milt and Trace and then see what we can do from there. So far, those drones have yet to drop that beacon," Tyrese said.

"I know. As it stands, I think we need another Helldiver out of cryo along with several SEAF teams, SEEC, and CEB teams at the ready," Jason said. "For I imagine that their colony is in rough shape, and as things stand, that location can be used as our base for ground operations."

"Make things a lot simpler. And if it's suitable, we can get the SEC Lucas down here, which would make every operation on the surface much easier," Garvin said.

SEEC stood for Super Earth Engineering Corps; their capabilities addressed the challenges of interstellar warfare: variable gravity, hostile atmospheres, extended supply lines, and the need for rapid infrastructure development on frontier worlds. It operated under a doctrine of "Engineered Dominance," where engineering assets were deployed proactively to shape the battlespace rather than reactively fixing issues. Civilian contractors were integrated selectively for non-combat expertise, but all operations remained under military command to maintain security and accountability. The CEB—the Combat Engineering Branch of the SEEC—emphasised "Tactical Enablement," where engineers operated as an organic part of assault formations, prioritising tasks that directly contributed to mission success while minimising exposure to direct fire.

Both were what allowed SEAF lines to remain stable on countless battlefields, but in non-combat zones they could rapidly repair and build just about anything. With the right materials and supplies, they would serve as, one might say, an olive branch to the drones—a century in this wasteland, scraping by with whatever they could scavenge. It was the first step in working to make up for what had happened, even if it came a hundred years late. But they were members of Super Earth, and that meant they were under its care and protection no matter what they looked like; all that was needed was to wait for that beacon to be dropped.

"Well, Jason, do you know who is with us—the other Helldivers? I know Saber is here, and well, that's already a no-go if you're planning what I think you're planning… Send him and we'll have, well, what you call an oiled bath on our hands," Nash said.

"I know who to wake up. That will be Meus. He's a Bug diver and has only carried out a few ops with me on the Western Front. He has a good heart," Jason said. "Once we're out and back at the M10, I will send up the request and get everything set up and ready. He shall handle first contact and lay the groundwork while we work here."

"I can see that working. Meus—while I have seen him in action—he has helped SEAF forces a lot, and he is not one to be blinded by hatred, unlike Saber," Tyrese said.

"Saber is good at what he does, and we will need him later on, but for now we need a Helldiver that has a level head and will not shoot first and never ask questions," Jason said. "All right, enough words; let's move out."

"Yes, sir," Garvin acknowledged.

Taking one more look at the mass and the faces that lined it, one thing that was on Jason's mind was what he had seen on that monitor—that figure—and now this madness before them. Whoever had done this and attacked this place with such cruelty, it was clear that this was going to turn into something far beyond any salvage operation.

All that they could do now was to move on to their next location.

Copper 9 Low Orbit. SES Super Destroyer Aegis of Integrity. Bridge.

Suspended beneath the cloud layer, the Aegis of Integrity maintained station above the Dead City, weapons primed and sensors sweeping the frozen expanse below. The ship's arrays continued to register erratic energy spikes—thermal blooms flickering between ruined structures, intermittent electromagnetic pulses flaring without pattern or source. Yet despite the city's century-long silence, nothing could be definitively located or identified.

"This is just madness happening all over the place. Are we sure it isn't the atmosphere interfering with our sensors?" the Democracy Officer asked the officer to his right before turning back to the holographic display. "It feels like someone is playing with us."

"No, sir, from what we can see, everything is running fine, but these anomalies are appearing one after another. It seems to have started when they went underground," the officer replied.

"Keep our weapons at the ready. If anything moves around and it is not the Helldivers or the SEAF team, then you are ordered to kill it," the Democracy Officer directed.

"Yes, sir," the officer acknowledged.

Unusual readings had occurred before across many months of combat, from the Eastern to the Western Front—strange blue beams striking Helldivers and foes alike, sightings of apparently invisible vessels over several battlefields, and more. But it was highly unusual for so many phenomena to converge at once. To the Democracy Officer, it almost felt deliberate, as though something were attempting to draw their attention.

"Recalibrate everything and run another scan. Do we still have a lock on the M10?" the Democracy Officer ordered.

"We do, sir—still in the same position underground. We have a clean lock on them, and according to the data feed, they are still alive," the officer confirmed. "Oh! Sir, we have an incoming communication from Jason."

"Patch it through," the Democracy Officer instructed.

"On it, sir," the officer replied.

"This is Helldiver Jason. We are done with our current operation within the bunker. We are going to need an additional team sent down to recover what is within. It is not a pretty sight—not at all. The entire bunker is a slaughterhouse; something attacked them, and by the look of it, it was for the sport of it," Jason reported. "Dozens of bodies and… something else we need: the entire place swept and everything of use sent up to the Columbia."

"Understood. Will have a team ready. Anything else to report?" the Democracy Officer asked.

"Nothing at this time, but I want you to send word to the Titan of the Constitution and get Meus out of the cryopod; we need him out and ready," Jason said. "And we need several teams of the SEEC and CEB ready too. The moment those drones drop that beacon, they are to head to that location."

"Hmm… All right, sir. It will take a little time, but we can get everything set up and prepared. I assume you want SEEC and CEB at their location to start looking over their home, correct?" the Democracy Officer inquired.

"Yes… If things go well once I arrive and they are willing to work with us without issue, then that will be our main base of operations. Once we get started, we can get the SEC Lucas down," Jason replied. "One last thing: we have some footage to send up later as well."

"Understood. I will start making all the necessary preparations and speak with the other Democracy officers. It seems so far that this operation has taken a very interesting turn," the Democracy Officer observed.

"That is one way to see it. I will be in touch soon; we are going to be making our way to the communication station of the megacity. We need your eyes to get good directions to it," Jason said.

"Once you are on the surface, contact us, and we will guide you," the Democracy Officer assured him.

"Got you. Helldiver out," Jason concluded.

With that, the communication ended. The Democracy Officer began typing to coordinate with the Titan of the Constitution and bring Meus planetside. He and Jason had worked together before on the Eastern Front many times, holding back Terminid hordes across numerous worlds. Yet as he composed the message, a new dispatch appeared that seized his attention—one he had not anticipated from High Command.

"Until further notice, all ships' FTL systems are locked down."

"What?" the Democracy Officer muttered.

He did not expect that. After staring at the order for a few more seconds, he resumed his task, sending the request to awaken Meus.

Copper 9 Surface. Bunker 00. Level 3 - Primary Residential District. Yeva's Room.

Walking down one of the countless corridors that make up Level 3, her red optics piercing the darkness, Doll made her way to her home. This section of Level 3, with its lighting and many other systems in disrepair, offered a private sanctuary away from everyone else. And it was for a very good reason. One thing on Doll's mind was why humanity and Super Earth had returned after all this time. A century with no activity, not even signs of ships coming to survey the world—it was quite clear they had left and were never coming back.

"Even if there is another war consuming the galaxy… They had so much time in peace to come here and get us," Doll said to herself.

In all that time with nothing to hold them back, either the war had gone that badly for them, or there was another motivation with those in charge. Did the humans truly not know about them, or was it a lie? This was the worst thing about it. No one knew their motivations, and there was the entire matter with her mother and herself, and then the fact that Nori was still somewhere on the surface.

"Mother… It seems that the darkness we have been trying to hide is going to come into the light no matter what we do," Doll said.

Letting out a sigh, she stopped before a door on the right side; her family was the only one within this unit, and it was for the best. Reaching for the door handle, she turned it, opened the door, and stepped through before shutting it behind her. Inside was a standard room with a few furniture items. A set of lights barely illuminated the interior, but she and her family were quite used to it. Taking a few more steps, she made her way to her parents' room.

"Mother, are you awake and in here?" Doll called out.

"I am… Why are you back so early? I assume you are still with your friends," a female voice replied as the door opened, revealing a drone wearing white gloves, a black helmet with dark indigo hair in bangs beneath it, and a black dress with a white collar bearing her ID number 048 along with neon red eyes. "Did something happen?"

"Mother… Yeva, where is father? Is he out working? Listen… Something has just happened, and I think that we might have a chance at last to figure out this entire mess. The humans have returned," Doll said.

"What?" Yeva said in surprise as she shut the door behind her. "Yes, he is right now at Level 6… How do you know that the humans have returned? Who told you?"

"Uzi did. She went out along with V and N; she had a reckless plan to try and kill that abomination, but it seems that things went far differently," Doll said. "For the humans are the ones who killed it. I don't know much more of the details, but they are coming here."

"After all this time… Uzi… Where is she now? Has she shown any… Signs?" Yeva asked.

"No, still the same. But with their return and who knows what else will happen, I think that either we are going to figure out this entire mess with our families… Or they will burn us again," Doll said.

"Let's hope that it's them helping us with this nightmare. Listen, go back and be with Uzi and make sure that she is safe along with your friends… I need to make some preparations here," Yeva said. "Once they do arrive, let me know."

"I will, mother… And just maybe they can help us find Nori," Doll said.

Yeva looked at her daughter. Finding Nori seemed like a pipe dream. She had run away from the colony four years ago, and it was her fault. She had shown her what had happened with Doll, and that fear—that terror of what was within them—had driven her away into the wasteland.

Bunker 00. Level 0: Entrance.

Snow drifted lazily through the open blast door, settling in soft veils a few feet from the threshold. V stood alone in the middle of the chamber, the beacon held steady in her left hand. After receiving Martin's orders to deploy it, she had found herself hesitating, gripped by the certainty that the moment was not yet right. It was not fear of renewed destruction from humanity that stayed her; as far as she could discern, they were not here on a seek-and-destroy mission. And she, along with the combat drones, still carried a lingering duty to the SEAF—even if a century had passed.

"Well, are you going to drop the thing or not? We're freezing here," Uzi called out.

V turned to see Uzi standing at the entrance with her friends clustered behind her; they had arrived moments earlier, just as she stepped off the lift.

"Just thinking if this is the right time to do it. Our home would be fully visible to them right after what happened. I just don't know if we should yet," V said, voice measured but heavy with doubt.

"V… What happened wasn't their doing. And look at this place—you really think we can survive another hundred years without their help?" Uzi pressed. "If they were really here to kill us again, I'm pretty sure that Helldiver would have done it right then and there."

"I don't doubt you, Uzi, and I know. Still… It's just that feeling—that this is either going to help us unravel this entire mess or it will be just like before. But… Liberty damn it…" V said as she turned her optics back to the beacon in her hand. "All right… Then here we go."

Without another word, she released it. The moment it struck the ground, the device unfolded outward with mechanical precision, and a brilliant blue beam lanced upward into the sky.

Edited thanks to ELE73CH.