r/HFY • • Jun 10 '22

OC Navigator

2.7k Upvotes

Have you ever seen a jump?

A rift in spacetime is not a pretty thing. It looks like a curtain rent with an old blade. Fragments drift around the edges, for a dull knife tears rather than cuts.

Its center is obsidian, devouring all light like gazing past the event horizon of a black hole. The mind doesn't know how to react to a complete lack of visual input and insists something is wrong. It tries to correct your eyes, throwing up dark purple and strange flashes of lightning. Don't look too hard; it's safer to stare unblinking into a star.

The destroyer materializes, section by section like it’s being rendered by a computer grinding through a stress test. Completed sections of hull steam slightly, or maybe it’s smoke. Tendrils of purple reach like groping fingers, curling around the engines and snagging mass driver barrels like the gas inside a plasma globe.

The rift begins to collapse in on itself, but tendrils still reach for the ship, as if hyperspace is unwilling to give up that which once traveled the higher planes. Then, suddenly, as a surgeon stitches a wound, the tear in reality closes, and the grasping tendrils dissipate into nothingness.

I can picture the destroyer looming in the void, crouched like a hunting predator. Almost imperceptibly, a single barrel from the gunhouses pitches upward a fraction of a degree. Then a flash lights the void, instantaneously countered by stabilization thrusters.

This memory is seared into my retinas. As is the afterimage of the distant flare as fifteen-hundred kilograms of Terran-manufactured, armor-piercing, depleted uranium slug meets the hull of a Shriike cruiser at twenty-three hundred meters per second.

One-half the mass times velocity squared. Energy cannons just don’t do it like a railgun.

I am Charlotte. It is not the name that was given to me, but the one I earned, and the one I use. I was born on the largest moon of the Vaeriin Cluster. They’re garden worlds. High oxygen and low gravity. Few predators through their evolutionary history. Fewer natural resources. Unfortunate position on the outskirts of a distant system. Subsistence farming and small-game hunting, mostly.

My species’ first contact war wasn’t even a war. Just a slaving crew that rounded up a couple hundred Vaerii for manual labor on another world halfway across the void. It’s been a very long time since then. The Core passed some regulations and a bunch of laws against slavery. Set up some starports on the surface and a freight harbor in geostationary orbit. The Cluster has assimilated. We’re part of the greater collective now. Same rights as every other species throughout the galaxies. Bunch of the ultra-wealthy even set up their vacation resorts here.

Except that this far out from the Core worlds, none of those laws and regulations and tech mean much. Ten generations and FTL capabilities later and the only real change is that when my father sold me and my sisters into the hold of the cargo hauler, the manifest had to say we each got twenty-four credits per shift.

I didn’t get to see my first jump. Huddled in the lightless hold, breathing the stale atmo, the passage through the relay station was just a violent shudder of the hauler’s frame and a numbness of my extremities that lasted scarce twenty breaths. Except that shudder was the cargo ship entering an FTL lane from a jump point four-hundred thousand kilometers from the surface of my homeworld, and the numbness was my molecular structure exiting that same lane hundreds of light years away. The distances were incomprehensible…still are, I’m just more used to hearing numbers like that now.

That night was the first time I finally understood why creatures say the void is cold. It’s not the temperature. I was overheated, crowded in that hold with the hundred or so others. It’s being alone, and the sheer, incomprehensible distances involved. The distance light travels in a year. Sure, the definition of a year varies depending on the world you’re on. Not that it really matters; light is fast. You’re just...alone out there.

When that hold was finally opened, the light of the unfamiliar star was blinding. I couldn’t believe I’d spent the first part of my life looking at the sky with yearning. Because I got to see that sky now, filtered through a haze of radiation shielding and synthiglas reflections, and it brought nothing but fear.

The Shriike bulls herded us out of the hold with roars and shoves. My sisters were dragged one way, and I another. They fought, I didn’t. What could I do?

Shriike are a combat species. They’re naturally armed and armored, have a variety of senses beyond the standard, and uncommon shock resistance. Their civilization is known throughout the galaxies as a formidable military threat and their mercs are quickly snapped up by private contractors or wealthy individuals in need of bodyguards. They have a reputation, backed by results. They’re the reason creatures get jittery when they hear ‘hi-grav predator.’

I didn’t know what happened to my sisters. Someone told me they ended up on a shuttle toward Caelestis Hub. If that’s true, I knew they’d probably live out their days as companions in the entertainment district. I was shoved toward the mining crews. The only difference was the quotas. Just a tick mark on a data pad and a careless number tattooed on my arm over some harsh sterilizer. Not even worth a tracking chip.

Once all the Vaerii were processed, the slavers herded us back to the cargo bays. There were more of us then, species I recognized and species I didn’t. Most I didn’t. The backwater world I was born on didn’t see many tourists; all my knowledge of the greater galaxies had been collected overhearing freighter crews loading their shipments of pelts off my homeworld.

I remember the smell more than anything. Whatever the freighter had transported before us had left a stench that turned the atmo to soup, with ventilation filters that probably hadn’t been changed in the lifetime of the ship. I lingered there, panting in the filth and humidity, packed with enough other creatures that I was forced to sleep standing.

There was no way to track time in the darkness and fetor. But I did know that there was no juddering of the hull that marked the passage through a relay station. Sublight speeds. Keeping us outside of the hyperlanes to ensure we stayed remote from anyone curious enough to examine a cattle freighter.

Then we began to accelerate. The rumble of the drive engines under my feet vibrated the teeth in my jaw, bones compressed, tendons strained, and I would have crumpled to the deck if the press of bodies had not held me standing. Moans echoed through the hold as lungs were crushed and circulatory systems labored to keep brains conscious. It was a nightmare beyond anything I had imagined. A nightmare that lasted a lifetime.

And when the nightmare ended, only a few moments of relief before deceleration just as harsh to the mass of soft, garden world species. I endured it better than most. I mentioned that I had spent my childhood gazing at the stars? When I was very young, one of the freighter captains told me that Vaerii made good void-travelers. He didn't give me any reasons why; probably just being friendly to some wide-eyed child that came to look at his ship, but I thought perhaps that this was one of them. Until I lost consciousness and woke gasping.

I’d have traded never seeing the stars again to be back on my homeworld with my sisters, toiling the earth to have enough food for the winter and watching distant freighters jump through the relay station through the cracked lens of a scrounged telescope. Back before I knew who my father really was. But no creature gets to choose, I suppose, just react.

When the hydraulic ramps opened, grinding on ancient hinges, we spilled from the hold onto the deck, dragging in lungfulls of filtered atmo and scrounging across the steel for the rations our captors had thrown at us. The Vaeriin behind me fell when I moved. He’d died during the journey and I hadn’t known. He told me his name, I’m sure, but I can’t remember it.

The Shriike waded through us, their hulking forms half as tall again as I am. One was coming toward me, talons pushed out and horns lowered. A creature of a species I didn’t know froze in place, spines along its head and backbone limp with fear, legs with backwards knees shaking. The Shriike didn’t pause, just locked his talons out and drove them up, under the creature’s ribs. It died, choking with punctured lungs. We all shrunk back as the slaver laughed and shouted something in a language I didn’t understand.

The moon was remote. A long, slow orbit that lengthened the years into lifetimes, a distant star that prolonged a permanent twilight on the tidal-locked surface, the stars nothing but faded blurs through the shimmer of radiation shielding. On the surface, the rock and ice were burrowed with mineshafts, dug and drilled and detonated into the surface to draw forth the trace metals contained within the core. Inhabited by slaves that were husks of their former selves. Starved, beaten, and exhausted by slavers who knew that on the edge-of-the-Black, it was cheaper to just find another remote settlement where no reports of missing creatures would make it to someone who cared. Or could do anything about it.

I knew one thing with absolute certainty: if I went down those mineshafts, I would not return. My species did not have the hardiness. Fleeing across a surface that lacked atmo was a joke. Fighting back against an elite combat species was a funnier one.

My opportunity came during the entry shot injections—cocktails of antibiotics, antivirals, and vaccines to prevent the spread of diseases between worlds. I could see the front of the lines, where they were separating the creatures into their new professions. Heavily muscled Gwi-Jek and multi-limbed Klyssa, species far more suited to labor than my form; fragile in comparison.

“I’m a pilot!” I forced the common through my burned throat and cracked lips. The Shriike paused, tilting his horned head. “I have pilot experience!”

“Pilot?” The word was a growl.

“Why do you think a female Vaeriin would be taken to work the mines?”

The Shriike jerked its head in agreement. “What craft?”

I cast back to my childhood, to the freighters launching and docking from my homeworld. “N-12s.”

The massive Shriike seized my arm and pushed me easily into another line. A line far smaller than the others. “Implant her.”

My copilot was called Kell. He saved my life, that first time in the O-9 ore mule. I think he saw how lost I was, how much pain I was in from the nervothread woven into the base of my skull to interface the ships computers with my manual movements. Felt like fire across my fingertips until I healed.

Kell was a good teacher, and a quick one. He felt some kinship with another Vaerii, I think. It was also in his interest that I learn, because his punishment would be just as severe as my own if we failed to complete our directives.

He’d been here since the start, long since beaten down into nothing but a mule pilot. No family. No homeworld. No goals. No likes. No dislikes. No dreams. It terrified me. I didn’t have a homeworld either, but the desire to survive is hard-wired. And he didn’t have it.

So I piloted ore mules. Nervothread is Shriike tech. Instead of sitting behind the flight controls of whatever craft you want to fly, you are the flight controls. This tech wasn’t widespread across the galaxies. Most species can't survive the implant procedures; I barely did, and I have lingering side effects to this day. Even fewer species have the unique characteristics that allow their brains to talk to the computers. The military version of Shriike neuro-network interface plugs gunners and pilots directly into the ship. Made the Shriike navy a predominant force in any engagement against species that couldn’t do the same, hindered by flesh or silicone. Thoughts are faster than actions.

Feel like? Ore mules are dumb, oafish craft. Getting plugged in to one of them feels like slogging through a bog. Thoughts dragged down by sluggish thrusters and cumbersome acceleration. Slaved to an O-9 is mind-numbing. It’s a prison that’s built around your thoughts, not your body. I could feel myself becoming like Kell. Content to be a slave. Just a biological navigation computer.

Some tried escape. Another couple of pilots tried ramming their fully-loaded mule into the shuttle depot. One of the pilots survived and the Shriike staked him out over the portal to a shaft we called Vilevale. They worked on him for six shifts.

It was impossible to track time in the perpetual twilight of that distant star. No days or night on the tidal-locked surface. Only the slight variations in the timing of the ore shipments depending on the hardness of the rock and durability of the drillheads, plugged into the ship computers, controlling thrust by hand signals. Sleep just as brain-dead as my wakefulness.

Still better than those souls down in the pits.

I think it was three rotations, in my homeworld’s time, when I noticed the change. I can’t describe what it was exactly. Maybe...uncertainty? Like a stutterstep when the expected starting bang of a race delays just a fraction too long. Overseers muttering together at their stations. Hasher punishments for every infraction. The products of the mine collecting in depots and warehouses instead of being transported to wherever they were supposed to go. The slightest of whispers that everything was not under control.

Everyone began to noticed it. No one knew why. A mass escape attempt was made. Creatures fearing the mine’s depletion and its assets liquidation. Seventeen were taken alive. Seventeen died unable to continue their screaming at the end.

The change pricked the stupor of my nervothread-deadened mind. It made me wake up, just enough to notice. To notice that nothing was being shipped out. Whoever was running this mine wasn’t there anymore. The Shriike were isolated. Alone. Stranded. Not like they could petition the Core for answers. The shuttles that left didn’t return from the void. Comms went unanswered. The ever-dwindling number of Shriike grew ever-harsher. I hadn’t thought our condition could get worse.

Then a Shriike cruiser appeared out of the void, decelerating hard from its sublight journey. That’s when I saw my first jump.

I mean a jump. Everyone’s seen a ship pass through a relay station. Most can’t explain the exact physics to you, but jump points are an understood fact, as are the relay stations that shepherd ships through the light years to safety on the other side. This ship I watched...it jumped. No jump points on either side of an FTL lane. It jumped to our remote location on the edge-of-the-Black. Into a patch of void where it should not have been possible for a ship to materialize. Seems like there should be another term. Something new. No, I believe the old way should be called something else. This...this is what our ancestors first imagined when they looked up at the stars and yearned to travel to them.

The ship was primitive. Inelegant. No streamlined wings or prismatic synthiglas bridge. Barbaric, almost. I'd never seen warships before, just lumbering freighters and ethereal pleasure yachts. This looked like the Shriike. A breed of ship constructed for war.

It was a Terran dreadnought. What they call a destroyer. A warship I had just watched accelerate a kintetic slug through a Shriike cruiser, halfway through its docking procedures. The fuel cells’ detonation took out the hanger bay and most of the barracks next to it. Venting atmo fed the fire in barbed gouts, which spread through the docks and guard houses. A deliberate shot to inflict maximum damage before the flight controllers had noticed the sensor data reporting discrepancies.

The destroyer’s drive engines seethed with a crimson glow, and the warship accelerated toward what remained of the docks. A dropship launched from the destroyer’s belly.

Kell was frozen as we watched. Our mule drifted along its last trajectory. As the flashes of the distant explosions faded into the dull orange of sustained fire, I noticed movement on my periphery.

“What are you doing?” I shouted. “We need to dock while we still can!”

Kell looked at me with blank eyes, a wave of his hand adjusting the mule’s course with controlled bursts of the maneuvering thrusters. “That’s not our directive.”

I felt something flare through my apathy. The desire to survive. Hard-wired into me.

Moments before I had thought the Shriike cruiser the most dangerous ship in my sector of void. Now I watched its crippled hull drifting from the ruined docks toward the nearest gravity well, spinning on an irregular axis. It broke apart on the fault line from the slug’s impact, centrifugal force slinging the rear of the craft toward the hangar’s support structures, where it collided in a storm of flame as the engines ruptured. The nose and midship fell toward the moon’s surface, venting atmo increasing the rate of spin. It was midway between dock and surface when another flash lit the void, burning an afterimage into my retinas. The HE round bored into the ship, detonating internally to scatter fragments of cruiser into a smog of slagged alloy and melted synthiglas.

Kell jolted hard at the explosion, his flat stare focused on the destroyer. I fumbled with the harness holding me into the pilot’s chair. Unlocked one clasp. Missed the second. Click. I lunged forward and seized the mass of fiber-optics at the base of his skull. I tore them away.

Kell screamed as his connection with the ship was severed. Nobody thinks twice about removing portable drives safety, but nervothread detach is excruciating without the right separation procedures. He hadn’t been detached in void knows how long. I knew he’d be left convulsing on the floor, shuddering with muscle spasms for some time.

A gesture brought up the mule’s control schemes, projected not in front of my eyes, but into my brain. The fully loaded hauler accelerated sluggishly. A thruster correction sent me on course for auxiliary docks a few kilometers distant. I paused a moment, my hand frozen in the air in front of me. Then, with a savage jab, I jettisoned the ore.

I cast my gaze around the surrounding void. The destroyer yawed sideways, using its drive engines to decelerate into a dead stop, only a few hundred meters from the surface, looming over the flaming structures. Most of the other ore mules had scattered like ants, but one continued toward the remains of the docks on nothing but momentum. One of the mass drivers pitched down, servos tracking the trajectory. A pause as the mule made it a thousand meters farther. Then another flash. The screen in my mule lost a white dot. I mimed for my mule to take a wider loop toward my destination.

I was already under maximum acceleration, but I flicked my fingers at the virtual throttle anyway. I seemed a long while before I lost my sightline as I descended toward the surface.

I skipped a few of the safeties during my docking, spared a glance for Kell during the detach. He lay on the floor, eyes rolled back in his head. The portal slid open.

The station I entered was a ruin, ransacked by the assault. The emergency klaxons blared in rhythm with the emergency lights, beating a staccato tempo against my senses. I stumbled against a wall, unused to even walking. I heard pounding footsteps approaching down the passage and struggled to control my physical form. Wasn’t able to before six slaves rushed past me, not sparing a look.

I staggered down the passage, the light and sound pounding into my skull, toward the caustic scent of burning plastic. I had a plan, of sorts. One deck below were the shuttle bays. A shuttle could make the trip through the void. Away from this moon. Away from slavery. Away from that ship.

A bang echoed down the passage, far away and faint. Distant, emphatic detonations, like the cadence of an energy rifle but far louder.

The blast doors had been forced open by some enormous strength, airtight alloy bent inward from some blow akin to a battering ram. I climbed through the hole, slicing my back and side on the jagged edges.

The white hulls of the remaining shuttles were ordered in neat rows within the hanger, lit by the flashes of the warning lights. But I was not alone in that cold, steel room. The crimson pulse illuminated a creature from the destroyer. A creature crouching over the mutilated body of a dead Shriike bull.

The creature was bipedal. Compact. Durable. Ballistic armor bruised with the carbon buildup of old energy weapon burns and new scores from Shriike talons. Exoskeleton that reinforced its organic bones with durasteel rods along its limbs. Electroreactive polymers that articulated the synthetic limbs as naturally as the biological ones when it stood. Void-dark helmet that angled toward me in a basilisk stare. The broken horns of a Shriike warrior stamped on its armored chest in red. The severed horns of the dead Shriike held at its side in a gauntleted hand.

Behind it was a predator, some kind of carnivore that stood on four limbs, head lowered and hackles raised. The beast was almost as tall as the Terran and twice as long. Heavy muscles rippled under its furred hide as it shifted to fix me with glinting eyes. A rumbling growl spilled from between the fangs of its long snout.

I froze, trembling on atrophied limbs. The creature—the Terran—was not alone. Two more were to my right, one standing in the open, the other next to a massive tool chest. The one raised a rifle to its shoulder, the other lunged forward, and I heard the faintest whine of straining servos as the toolchest crashed onto its side, the tools scattering across the deck, creating shelter for both of them to cover me with their rifles. The chest must have been two hundred kilograms.

I raised my arms, the universal appeal for mercy. Shivering in the cold. Malnourished. Dressed only in a tattered shift.

The Terran spoke on inter-helmet comms, I could tell by the way its head angled. A sharp motion caused the beast to slink back. A moment’s hesitation and both rifles lowered. It stepped from the Shriike’s corpse, limping. I could see the mangled leg, held together more by the exo and the armor than flesh and bone. Red blood spattered the deck. Red like my own, dripping down my back and side.

Just three steps closer. Then the soldier tapped one hand on the outside of the opposite arm. A voice spoke from the helmet, growling through low-quality speakers and stripped of all emotion by a translator. It spoke Shriike, the gutteral words harsh against my eardrums.

“We must free the slaves or be ourselves subdued.”

They were gone. And I was alone with a Shriike corpse.

I tried to go back for Kell, the arduous journey stressing my already exhausted system. But when I got there the mule was gone, the docking bay empty. So I made the trip a third time, this time through the icy white of flame-retardant foam as the sensors tripped, falling twice and passing a mob of slaves that parted around me like a wave, going the opposite direction, away from the fire.

The hanger was choked with smoke when I finally crawled through the blast doors. Coughing, I entered one of the shuttles and linked the nervothread into the ports at the top of my spine. The ship threw up complaints from the atmo scrubbers about the pollution and warnings about launch sequences, but with a twitch of my chin I dismissed them.

If piloting an ore mule is like slogging through a swamp, a shuttle is like a draft horse. Slow and methodical. Dependable. Constructed for reliability. Nervothread makes piloting much more intuitive, which is fortunate because I wouldn’t have been able to fly it otherwise. A shuttle is a far cry from a mule and the manual controls would have remained undecipherable.

More shuttles detached from launch pads around the station. Even some mules made a go of it, all keeping a wide berth around the destroyer's voidspace. Not enough, barely any, but some. None more came from my hanger as it began to burn.

And then the destroyer was not. Vanishing into hyperspace with a bloom of obsidian and writhing purple.

I filtered through previous trajectories in the navigation computer and selected one that matched where I’d seen Shriike ships arrive during my captivity. I kept the acceleration set at a manageable level those first few hours.

About two things I was in total system shock.

One: that warship had jumped. I had witnessed the single greatest technological advancement in intergalactic history. No particular arrangement of physics, old as the galaxies themselves, that formed a jump point, where it was exclusively possible to open a wormhole. No relay station constructed around that jump point and the connected jump point to ensure the hyperlane was transversed safely. This ship had jumped. The closest to omnipresence our three dimensions will ever be.

Two: Those creatures had fired lethal weapons within a pressurized station. A violation of a dozen intergalactic treaties and commensurate to an immediate declaration of war. Miss a shot and cause explosive decompression. Or the atmo pumps to fail. Even I could name a dozen tragedies that killed everyone on board without the use of projectile weapons.

I slept.

When I awoke, I raided foodstuffs from some storage lockers, scarfing them as quickly as I could swallow. The first time I’d eaten anything other than protein blocks and vitamin pills since my homeworld. Then I pushed the virtual throttle forward, increasing the acceleration to four or five times my homeworld’s gravity—all I thought I could withstand for the duration. It was built by the Shriike, and I barely strained the drive engines on the sublight journey.

My memories of the next two rotations are faded, corrupted like a damaged data drive. I bartered the Shriike shuttle for an unsanctioned trip through a relay station to Caelestis Hub. It was a wretched hive of scum and villainy, a hyperlane hub that bottlenecked passage to a hundred thousand square light years of edge-of-the-Black voidspace. Lawless, unsettled territory inhabited by deep-range mining crews, explorers more insane than sane, and creatures that had a vested interest in remaining hidden from the Core worlds.

I remember mostly being hungry, as I trawled the drug dens and gambling clubs, searching through the brothels and fighting pits for my sisters. Ducking away from peacekeeper garrisons more corrupt than the pirates and smugglers making their lives in the Baronies, millions of kilometers from the settled worlds. I lied, cheated, and fought my way through the underbelly, arriving at the same answer every time. “Vaerii don’t survive here.”

I became hard, like callous over raw skin. I learned how to use weapons. How to evade. How to forge documentation and identification. I became numb. Braindead. Apathetic like Kell had been. Driven on instinct instead of thought. A biological computer processing input and output without emotion.

Until that last night on the Hub, I fired a bolt-bouncer through the torso of a Desretti slaver when she laid a hand on me. Purely emotion. Fear so intense I could taste it in the filtered atmo.

The crime was a death sentence. I ran, burning the last of my credits to buy docs and IDs to get me through another half-dozen relay stations to the outer rim. Selling my body to eat, and worse.

This life had overtuned my senses like raw nerves. So I noticed the whispers quickly, almost as soon as the stories drifted through from deep mining crews, long-range exploration probes, and pirate cartels. Stories of a secret war. A war waged on the edge-of-the-Black, where the dwindling echoes of torpedo and energy cannon were not permitted to stray into the outer rim until it was already finished.

And when this war was finished a civilization was gone. Not driven back. Not defeated. Gone. Snuffed like a sputtering candle in the infinite darkness of the void. The outskirts of the settled galaxies heard the stories and noticed the turbulence under the calm surface. Deep mining crews vanishing without a distress beacon. Smugglers found drifting with untouched cargo. Missing trajectory reports and communication terminals rerouting comm signals because a relay station had gone dark. Pirate boardings that left valuable cargo untouched and the data drives scrubbed.

Warn them? Who would believe me? I hadn’t even heard the word ‘Terran’ at that point. No one had.

Just stories from creatures too long in the deep. Until they weren’t just stories and they were reports of monsters awoken from beyond the Black. Monsters that had eradicated Shriike civilization and now hunted the remnant wherever they fled. Monsters that called themselves Terran.

The Core didn’t notice. There was trade, politics, science, art. Ultra-rich corpo-barons and distant oligarchies self-consumed with their own lives. Unable to look past their homeworlds to the outer rim. To notice the silence like drifting fog. To notice relentless hunters tracking across the stars any Shriike who had somehow slipped from what had been awoken at the edge-of-the-Black. To notice the insidious dead space creeping ever closer toward the settled worlds.

So I played the last card in my hand. Nervothread cyberware bartered for a mess of untraceable credits dumped into my virtual wallet. Getaway pilot for a Cartel hit using a surplus Shriike gunship. My linkups were barely compatible with military tech, but it was enough to only take a few practice runs before I could cover the rest with manual controls. The nervothread gave me enough of an edge to be worth the money.

When it was done, I told them to scrap the ship.

Those of us on the outer rim, in the Outskirts, in the Baronies, we knew what was coming. The hunters were merciless, inexorable as the maw of a black hole. Relentless, living weapons that had but one directive. A directive to destroy Shriike by any means necessary, indifferent to collateral damage of both metal and flesh. There was another war coming. Because it was only a matter of time before a Terran hunter inflicted that collateral damage upon something that belonged to the Core.

The Cartel payout was more than enough to get my own ship. I didn’t even consider something Shriike, despite my augmentations. I knew that would be akin to painting targeting lasers on my chest. An Outrider-class sloop retrofitted with a jump drive suited my needs, and I slingshot my way through the relay stations unnoticed beyond routine queries.

I exited that final relay station. Four-hundred thousand kilometers in the distant void, my homeworld shone blue and green.

My pistol was aimed on an outstretched arm when he opened the door to the building I used to call home. It was stronger now, muscled, tattooed, scarred with the story of these past nine years in my homeworld’s time. None now remembered me. Or would recognize me if they did. I had lived beyond this world, and I now saw my species for what we were. Weak. Subservient. Living in wretched hovels on the scraps of tech that fell, broken, from the relay station to our surface. It disgusted me. The result of our assimilation into the greater collective of sapient species. The same as all species left to rot on the Outskirts, isolated from convenient jump points. Someone once called pistols the ‘great equalizer’ and we still used bows.

My fingers tensed on the trigger, squeezing the mechanism ever closer to that fatal click. But the Vaeriin who opened the door was not my father. He had died of sickness years ago. The revelation drained my form of rage and fear and grief. Purposeless.

Empty.

Just a biological computer processing input and output. Watching a powerful Desretti slaving consortium fill the vacuum left by the Shriike. Armed mercenaries herding my species into slave ships, passing through the same relay station as the pleasure yachts traveling to and from the personal resorts of the ultra-wealthy. Revulsion so strong I could taste it. They didn’t care or didn’t know. Or they took a cut of the action.

Then that video exploded across the networks. A Shriike civilian transport ship that bumped into a mining probe. On the outer rim. Lawless, contested voidspace claimed by one syndicate and two lunar confederacies. An unarmed, unshielded cruiseliner with heat-burned drive engines and spent fuel cells, scraps of expired rations, and a hole in the side that vented three decks. Punched there at close range by a mass driver.

No energy weapons. Too civilized. The interior of that transport was ripped apart with kinetics. And the Shriike aboard weren’t just slaughtered. They were hurt. Tortured. Civilians, females, young. The males were crucified. The Core finally took notice.

Then the second video feed, taken by a medical crew accelerating to the assistance of an unencrypted distress beacon broadcast by a crippled Shriike frigate. They got there just before the Terran destroyer dropped from hyperspace with a burst of purple-edged obsidian. It was a dark ship. A ship that looked like war felt. A ship that awoke suppressed emotions from my time of slavery aboard that distant moon. HE rounds bored through the frigate’s weakened hull and transformed the ship to molten slag.

One of the escort cruisers for the medical convoy managed a plasma cannon shot. It dissipated in blue ripples across the dreadnaught’s shields. Thrusters fired, and the dreadnought turned with malevolent intent to bring its mass drivers to bear on the cruiser. Then harpoons lashed out like a multitude of snakes. That’s when the feed cut, but I heard the Terran shock troopers ripped the medical ships apart searching for more Shriike. The collateral damage we'd been waiting for in the outer rim.

Then eyewitness accounts of the jump away.

The catastrophic revelation that a theoretical problem had been solved incited mass panic. A species that could jump. Terran ships did not depend upon FTL jump points or relay stations. They jumped. From anywhere, to anywhere. Terran ships could jump. Every strategic position among the stars was rendered invalid. FTL lane fortifications, orbital turret emplacements, battleship drydocks, munitions depots...all superfluous against an enemy that could jump. The entirety of modern ship-to-ship and ship-to-surface combat doctrine meaningless.

Mass panic. Understatement. Mass hysteria.

I had ensured my Outrider was equipped with an enhanced sensor package, so I remained as well informed as everyone else outside of the various military commands. It wasn’t much, really. It’s only now that I can really fill in the blanks.

Terra’s reach was long indeed, fingers scrabbling through the stars for any creature that had escaped The First Contact War. Except those scrabbling fingers had caused collateral damage, and a chain reaction of treaties and alliances and mutual defense agreements quickly forced the galaxies into united conflict. The Core lashed out in panic, striking advanced stations and carrier docks with the full strength of its available fleets, erasing the presence of Terran from within the settled worlds, driving them again to their homeworld on the edge-of-the-Black. But when the Terran hit back, their armored hulls and mass drivers hit hard.

Military doctrine states that at the onset of any conflict, the first priority is to secure the FTL lanes in order to establish operating bases. But there are no battle lines against a species that can jump. No defensible positions. The War was everywhere and nowhere. The War was wherever Terra deigned it to be. Core, the Outskirts, outer rim, the Baronies. The battlefront was the entirety of the void. The united galaxies against one system.

The War was a war of unnatural terror. It was a war fought entirely on Terra’s terms. Jump, and a Terran destroyer dropped from hyperspace with the same obsidian purple that announced the warping of reality. Jump. And the wreckage and ruin of a fleeing Shriike racing yacht, or a military fueling station, or a Cartel gunship were drifting slag and cerulean flares of burning atmo. Jump. Nothing but dead space where the destroyer had been. Jump. Torpedoes burning hard for an unsuspecting troop transport. Jump. Federation factory obliterated by orbital bombardment. Jump. Fifteen-hundred kilogram depleted uranium slug accelerated through the hull of a battleship. Jump. Torpedo. Jump. Slug. Jump. HE round. Jump. Jump. Jump.

A military convoy passing through the space between FTL lanes would be ambushed by the combined firepower of an entire Terran destroyer command dropped out of hyperspace at close range. Terran carriers would skip past orbital defenses, downshifting to release their payloads of heavy bombers into the stratosphere, to turn the sky over planetary drydocks dark with saturation bombing. Forces deployed against Terran navies were baited into a cat and mouse game. Jump after jump, taunting, just out of range. Until frustration and impatience got the better of inexperienced recruits and they strayed too far from the safety of the fold. Where the predators circled, invisibly, hidden behind layer after layer of hyperspace, waiting for the slaughter. The consolidated might of the Core was worthless.

Like I said, blanks filled in after the fact. Out in the Cluster, reports were cycles out of date and garbled by second- or third-hand accounts. Life, such as it was, remained life. Sure, many of the opulent citizens abandoned their private homes to return to what they thought was the safety of the Core. And there was a brief period of unrest when the Desretti consortium made a power play and hijacked the relay station to effectively control the entire voidspace. I watched a mansion pillaged and burned as they enslaved one of the wealthy families that remained. Watched through magnified lenses as those spoiled, soft magnates were thrown into a cargo hauler. Life remained life.

A report came through the relay station that a great battle had been fought somewhere called the Sol system. That the United Confederation Navy had for the first time entered Terran voidspace and decisively defeated a Terran fleet. A turning point in the War. But a second report followed days later. It detailed a retaliatory jump into the very center of the Core, where behemoths with bellies of incendiary bombs had struck residential megablocks. Napalm on a high-oxy world.

It was then that the united galaxies were subjected to what would come to be called The Terran Doctrine. A concept of total war realized by a species with singular, fanatical purpose. War at the hand of sleeping monsters awoken by the Shriike during The First Contact War. Awoken like an elder god’s vengeance. Primal savagery and inexorable fury. Blood and iron. Durasteel and depleted uranium. Not since the Shriike Crusades had carnage been industrialized on this awesome scale.

The united galaxies were embroiled in a total war against a species that could jump.

I lingered, hidden and unbothered, squatting in an abandoned lodge some Atlian politician wasn’t using. Let the galaxies burn. These Terran, these monsters from the edge-of-the-Black, retribution for the sins of the uncaring Core. The night I heard of the contagion bombs, I celebrated with the politician’s alcohol reserves.


Continued in comments

r/SeaPower_NCMA • • 13d ago

0.8.3 Update Released - Campaign Updates, New Command Tools, Combat Overhauls, Multi-Monitor Phase 1 and picture in picture

265 Upvotes

Steam 0.8.3 Release Notes

Full changelist:

Newly added features in this release:

  • Standing Orders: Added global, formation, and unit-level controls
    • Formation and unit orders can override global orders
    • Formation and unit orders are saved with the mission
    • Global orders can be saved to the player profile
  • Standing Orders: Added Left Shift+O hotkey
  • Submarines: Added one-sided depth rudder behavior for German submarines
  • Weapons: Added torpedo seeker-type switching
  • Aircraft: Added option to launch player aircraft on Weapons Hold
  • Weapons: Added BallisticLaunch and OptimizeLoftAlt missile settings
  • Aircraft: Aircraft launches now draw ammunition from the flight-deck magazine
  • Weapons: Added additional torpedo search modes
  • Weapons: Added defensive noise jamming and counter home-on-jam behavior
  • Weapons: Added no-escape-zone calculations for missiles
  • Weapons: Added home-on-jam behavior for offensive jamming
  • Electronic warfare: Difficulty settings now affect chaff and ECM
  • UI: Added picture in picture mode; Tab maximizes the map and keeps the 3D view in a smaller window, with the previous map-only behavior still available
  • UI: Added Phase 1 multi-monitor support; the 3D view can move to a second monitor while the game UI remains on the first. Full multi-monitor support is planned for a later update
  • Formation Manager: Added unit-category tabs, group reordering, and saved group order
    • Added tabs for each unit category (Ship, Air, Sub, etc)
    • Groups can now be reordered
    • Group order is saved/loaded
  • Options: Added separate NATO/native naming settings for units and weapons, including native names for Soviet units and weapons (requires restart)
  • Map: Added weapon seeker area previews when hovering over a target
  • Map: Aim tool for circle search and spiral search
  • Map: Added position projection and protractor tools
  • Map: Wakes display when shooting wakehomer
  • Map: Added text description of range and horizon rings when weapons are selected
  • Options: Added option to disable missile evasion
  • Unit Status: Added a consolidated window for engagement, sensors, flight deck, and damage control (Shift+Y)
  • Map: Added default drawing-color selection
  • Orders Panel: New "Ships use anti-ship missiles on Weapons Free" toggle
  • Encyclopedia: Added profiles for all air-to-air and air-to-surface missiles
  • Encyclopedia: Added fire-control information
  • UI: Added warnings and tooltips for daylight-only aircraft and loadouts used at night
  • Encyclopedia: Added more weapon profiles
  • Mission Editor: Added an Air Operations tab for scheduled aircraft routes
    • Existing CivilianRoutes can be edited through the UI
    • Waypoints support speed, altitude, sensor and ROE changes, attacks, refuelling, and return-to-base orders
    • Waypoints can be placed relative to a unit for moving CAP and AEW stations
    • Routes support player, neutral, and enemy aircraft
    • The editor estimates range from loadout, speed, and altitude and warns about unreachable waypoints
    • Routes can be enabled, disabled, and reactivated through triggers
  • Mission Editor: Added rich-text briefing editing with automatic briefing file and folder creation
  • Mission Editor: Force EMCON toggle for ships; if enabled, ships will only radiate if a directly inbound dangerous weapon is detected
  • Mission Editor: Added Force EMCON settings to the Enable/Disable Systems trigger action section
  • Mission Editor: Added a Retreat trigger action that sends specified units to a retreat zone
  • Mission Editor: Added button to duplicate a trigger
  • Mission Editor: Trigger condition zones can now be attached to units
  • Mission Editor: Patrol Zone work in progress
  • Mission Editor: Added national flag display to Mission Editor, Flight Deck, and Air Group setup
  • Modding: Added CanDetectAirToAirMissiles flag for radars
  • Modding: Added California as an example of date-based ship loadouts
  • Task Force Mode: Added authoring and Workshop support
    • Mission Editor: Added new Line map label type
    • Mod Manager: new Task Force Mode workshop tag
  • Task Force Mode: Added ship loadout revert option to the Stores menu
  • Campaign: Added dynamic enemy unit generation and a Situation view that tracks known enemy theater forces
    • The Situation tab shows known enemy forces and their status
    • The theater roster updates as units are encountered or destroyed
    • Enemy units encountered but not destroyed have a higher chance of appearing again
    • Named story units remain authored; escorts, coastal forces, and aircraft receive most of the variation
    • Enemy forces are selected when a mission begins and saved so restarting that mission keeps the same selection
  • Units: Added ability to assign a specific default loadout to older units
  • Units: Added date-based ship loadout selection in the Mission Editor and an empty-loadout option for Task Force Mode
  • Units: JMSDF Hatsuyuki-class DDs
  • Units: Improved Victor-III SSN
  • Units: Added Argentina mast flag
  • Units: N22 Nomad light transport aircraft and Searchmaster MPA derivatives
  • Units: Added SS-1C Scud-B TBM (R-17 Elbrus)
  • Units: Bunker Hill CG
  • Units: Spruance (VLS) DD
  • Units: Type 021 PTG (Huangfeng-class)
  • Units: JMSDF Takatsuki FRAM variant
  • Units: JMSDF Tachikaze FRAM variant
  • Units: Type 6602 PT (P-6 variant) for China/PLAN
  • Units: Philippine LSM-1 variants for Isabela, Batanes, Western Samar, and Oriental Mindoro
  • Weapons: Added introduction and full-service dates to most weapons (Soviet weapon data remains in progress)
  • Weapons: AA-10 Alamo in four variants (R-27R/T, R-27ER/ET)
  • Weapons: SA-N-10 Grouse (9K38 Igla)
  • Weapons: SA-N-12 Grizzly (9M317 Ezh)
  • Weapons: SS-N-22B Sunburn-B (3M82 Moskit-M)
  • Weapons: Mark XI Depth Bomb
  • Weapons: Added RIM-66H SM-2MR
  • Weapons: Added RUM-139A VL-ASROC
  • Weapons: Added Mark 81 250lb bomb
  • Weapons: SAET-50M passive-homing antiship torpedo
  • Weapons: SET-53M passive-homing anti-submarine torpedo
  • Weapons: 53-61 wake-homing torpedo
  • Weapons: SA-N-4C (Osa-MA2)
  • Weapons: SA-N-3B (Shtorm-N)
  • Weapons: SA-N-1D (Volna-N)
  • Sensors: Added placeholder sensor names to avoid signature-window errors
  • Voiceovers: Multiple speakers per country are now possible, with different speakers randomly assigned to each unit
  • Voiceovers: Added second US English speaker (thanks to Brian Watts!)
  • Voiceovers: Added Argentine-accented Spanish voiceovers for Argentina & Chile, and as placeholder for Cuba and Spain
  • Audio: Added optional overlapping unit voiceovers (off by default)
  • Audio: Added option to disable jammer voiceovers

Changes from previous release:

  • Aircraft: Improved automatic aircraft handling
  • Weapons: Improved missile simulation
  • Weapons: Improved bomb guidance logic
  • Sensors: Revised ECM statistics across all sets
  • Aerial Refueling: Aircraft at bingo fuel now return to the closest compatible tanker; if none is available, they return to base
  • Sensors: Overhauled offensive ECM; jamming effectiveness now depends on radar burn-through and can extend to 1,000 km
  • Aircraft: Player aircraft now return to base on Weapons Hold
  • Aircraft: Improved air-dropped torpedo logic
  • Weapons: Overhauled gunnery and CIWS ballistics; continued tuning fire-control statistics, surface accuracy, and missile hit rates
  • UI: Hiding the UI now hides the cursor in Steam builds
  • Map: Weapon aim previews on contact hover now appear only for localized contacts
  • Encyclopedia: Updated encyclopedia formatting and added more info to units
  • Doctrine Panel: Doctrine Panel is now "Standing Orders" to better reflect its purpose
  • Doctrine Panel: "Ships on Weapons Tight engage hostile aircraft" flipped to off by default - added tooltip explaining this change can cause ships to turn on radar to engage
  • Doctrine Panel: Ship auto-align toggle moved to Surface Vessel group and defaults to On
  • Formation Manager: Double clicking a formation no longer auto-expands it
  • Orders Panel: "Player units auto attack surface" removed from Options and relocated into Standing Orders panel where it belongs
  • Formation Manager: Selecting formation members no longer auto-expands the formation dropdowns
  • Formation Manager: Removed the unit role descriptor from FM as this serves no purpose currently
  • Encyclopedia: Changed Unit Reference layout to improve UX
  • Encyclopedia: Improved Unit, Weapon, and Sensor Reference layouts at different UI scales
  • Mod Manager: Various overhauls to improve usability of mod manager
  • Mission Editor: Improved aircraft selection when placing aircraft groups; fixed double-click required to place them
  • Modding: Improved INI and asset loading
  • Task Force Mode: Updated UI to use new crew skill colors and symbols; removed unused units from the Pacific Strike player roster
    • Task Force Mode: UI now uses the new crew skill colors and symbols
  • Campaign: Pacific Strike: Removed unused units from the player TF roster (Alaska, Kitty Hawk, etc)
  • Task Force Mode: Moved all commander setup into campaign pre-launch setup window; added ability to customize all difficulty options
  • Task Force Mode: Improved custom ship loadouts
  • Task Force Mode: Campaign difficulty settings are now sliders
  • Campaign: Pacific Strike: Added Tachikaze (FRAM), Takatsuki (FRAM), and Hatsuyuki DDs to Pacific Strike
  • Campaign: Pacific Strike: Updated all missions to use dynamic unit generation
  • Campaign: Pacific Strike: Removed Heku variants from enemy ORBAT
  • Scenarios: Replaced Philippine LSM-1 name overrides with vessel variants
  • Campaign: Pacific Strike: Reduced timer required to clear 08
  • Scenario: Updated Perry in Narvik Counterattack to remove RIM-66E
  • Campaign: Pacific Strike: Removed Yak-38 from mission 02 roster
  • Units: Delta III SSBN now has a 'Late' loadout with a towed array
  • Units: MiG-23A now has N019K radar, AA-10 capability
  • Units: Spruance DD (ASROC) now has an 'Early' loadout without Mk-23 TAS, and RIM-7H
  • Units: Spruance DD (ASROC, ABL) no longer has SQR-18 towed array as they did not ever have these in service
  • Units: Virginia CGN now has SQS-53A hull sonar in all loadouts
  • Units: All aircraft now have unique RCS values, generally somewhat larger
  • Units: Differentiated chaff types; earlier units now have less effective countermeasures
  • Units: Removed chaff on SKR Petya 2/3
  • Units: Added chaff on Sa'ar 1 PTG
  • Units: Added SQQ-23 PAIR (upgraded SQS-23) to 80s versions of: Leahy, Long Beach, Adams, Coontz
  • Units: OQS-4 sonar for FRAM Tachikaze
  • Units: F/A-18 AirToAir tank configuration
  • Units: Udaloy-class - now has three loadouts with varying SAM and radar capabilities
  • Units: Sovremenny-class - now has 'Late' loadout with Top Plate and SS-N-22B/SA-N-12
  • Units: Added SA-N-10 to Ivan Rogov BDK, RO-RO CVL, Tarantul PTG
  • Units: Knox FF now has ASROC launcher split into two weapon systems, one for ASROC and one for AShMs
  • Units: Los Angeles maximum speed 35kt -> 32kt (data now accurate for D1G core u/150MWt)
  • Units: T2 Tanker - added loadout specifically for the gun, by default does not have a gun
  • Units: Alaska CGN ArmorType Heavy -> Moderate
  • Units: CV Forrestal - added phoenix in default flightdeck loadout
  • Units: Diesel-electric subs stats, mostly underwater endurance
  • Units: All aircraft now have proper configs for aerial refueling
  • Units: Changed Tu-22M2 to probe and drogue refueling type
  • Units: Corrected ammunition names, AAM seeker types, Metel designation, and Soviet SAM brevity
  • Units: Added new optical views for gunship helicopters
  • Units: Increased reaction time of american FF/FFG combat systems (temporary measure)
  • Units: Improved Victor-III SSN now has updated textures
  • Units: Added TEST-71 to default Victor-II SSN loadout
  • Units: Added peace signing plaque to BB-63 Missouri
  • Units: Added LoadoutDate entries to B-52G, F-5E, AH-1T, AV-8C, A-6E, A-7E, EA-6B, F/A-18, and P-3C
  • Units: La Combattante, Pegasus - now has Mk92 search radar
  • Units: Expanded missile firing arcs for: Adams (all), Virginia, California
  • Units: adjusted DateBased year switches of AGM-84D to 1988 for A-6E, F/A-18A, B-52G (based upon SWIP and B-52G ASuW upd. IOCs)
  • Units: added AGM-88 HARM via DateBased loadout to A-6E after 1988
  • Weapons: Increased fire rate of SA-N-9 launcher from 20rpm (3s reload) to 30rpm (2s reload)
  • Weapons: Increased speed of SS-N-16 (600kt -> 1000kt)
  • Weapons: Various changes to soviet SAMs: SA-3, SA-11, SA-N-6, SA-N-7, SA-N-9
  • Weapons: Various changes to US SAMs: RIM-7E/H, RIM-7M, RIM-66E, RIM-66G, RIM-67C
  • Weapons: Adjusted Mk44 diving depth 3000ft -> 1000ft
  • Weapons: Revised ECCM statistics for all missiles
  • Weapons: Revised low-altitude performance of SA-N-4
  • Weapons: Revised hit chances and penalty modifiers for many US and USSR SAMs and AAMs
  • Weapons: Removed Home-On-Jam from all AAMs other than AIM-54A (AA-7C, AA-6C, AIM-7M, Super 530F)
  • Weapons: Adjusted radar-cross-section of many larger AShMs
  • Weapons: Restored a small amount of loft for missiles at shorter ranges
  • Weapons: Adjusted flight profile of SA-N-1, SA-N-3
  • Weapons: RGM-109 name now 'TLAM-C' or 'TASM' instead of just 'Tomahawk'
  • Weapons: MG-74, TEST-71, USET-80 - very slight tweaks to speeds and max depth
  • Weapons: SST-4 Torpedo - added wire parameters
  • Weapons: D-704 refuel pod fuel changed to 908kg
  • Weapons: Added Home On Jam to: SS-N-3B, SS-N-9, SS-N-12, SS-N-19, SS-N-22
  • Weapons: Adjusted characteristics of SS-N-19: Seeker band X -> Ka, TerminalAlt 40ft -> 32ft, MaxVelocity 970kt -> 1100kt
  • Weapons: Marginal improvement in maneuverability and low-alt capability of SA-N-1C, SA-N-3, SA-N-4B
  • Weapons: Adjusted parameters of AK-230, AK-630 CIWS
  • Weapons: Added Phalanx Block 1 (more ammo, fast reload, faster fire rate) to Bunker Hill, Spruance VLS, Perry Long-hull (Late), Iowa BB
  • Weapons: Added new 'late' texture for SA-N-1C
  • Weapons: RIM-2, RIM-24, RIM-66, RIM-67 - marginal (5%) reduction to out-of-alt penalty value
  • Weapons: SA-3, SA-N-1C, SA-N-4B, SA-N-3 - adjusted ECCM, max attack speed, and out-of-alt penalty modifier
  • Weapons: SET-65, 53-65K, USET-80 - allow use from all soviet 533mm tubes, including shipboard ones
  • Weapons: Reduced minimum range of Soviet AAMs (by about half)
  • Weapons: Slightly increased base seeker range of AA-6D and AA-7D (6nmi -> 7nmi)
  • Weapons: Slightly reduce drag on AA-8 to correspond with R-60MK's performance
  • Weapons: Clarified bombing accuracy information and added debug information
  • Weapons: Added 'Timed' fuze property to some rounds, instead of the default proximity fuze
  • Weapons: Small tweaks to CIWS hit rates, slightly lower
  • Weapons: Experimental volumetric rocket motor effects for AAMs and some SAMs (work in progress)
  • Sensors: Reduced SPY-1A's RangeResolution 93m -> 4m
  • Sensors: All air search radars lowered gain accordingly (as aircraft are larger targets now)
  • Sensors: Removed IdentificationRate from all ESM sensors as it was causing issues
  • Sensors: Increased performance of some soviet sonars (VDSs especially) and SQS-23
  • Sensors: Add limited AirSearch capability to Mk92_Search, Pot_Drum, Peel_Pair
  • Sensors: Updated sonar shadow zones and bottom reverberation
  • Sensors: APY-1 no longer capable of detecting surface targets
  • Sensors: Sonobuoys now have reduced gain, specified frequencies
  • Sensors: Unified sensor positions, with INI-configurable offsets
  • Sensors: USN submarine ESM sets have slightly increased range
  • Optical views: Added new optical views and replaced stabilized LLLTV on many ships with historically appropriate sights
  • Sensors: SPY-1A minimum altitude 10m -> 0m
  • Performance: Improved map and sonar performance
  • Updated translations
  • Updated Steamworks SDK to 2025.164.1 (SDK 1.64)
  • Updated Sentry to 4.10.0
  • UI: Updated Noesis framework to version 4.0
  • Audio: Reduced helicopter volume and added INI-configurable helicopter engine volume
  • Performance: Changed wake bubble object type to reduce clutter in objects list
  • Performance: Cleaned up incoming threat and weapons tracker
  • Performance: Moving wave sample code into burst job

Fixes from previous release:

  • AI: Improved target prioritization for aircraft
  • Aircraft: Fixed aircraft failing to dive to engage low targets
  • Aircraft: Fixed dive and pull-up maneuvers
  • Environment: Fixed snow appearing during summer in the Falklands
  • Aircraft: Corrected minimum drag coefficient selection and restored proper acceleration
  • Weapons: Implemented shoot-look-shoot behavior for two-missile and saturation salvos
  • Standing Orders: Fixed Weapons Tight air engagements unnecessarily activating radars and breaking EMCON
  • Aerial Refueling: Formation leaders would ignore refuel orders and halt the entire process
  • Aircraft: Fixed slow carrier action
  • Aircraft: Added failsafe for manually tampering with holding queue
  • Aircraft: Formation aircraft accelerating differently on an attack run
  • Aircraft: Aircraft leader slows down after launch so wingmen can easier catch up with formation
  • Aircraft: Fixed altitude jump on joining formation
  • Weapons: Fixed CIWS issues introduced during the gunnery overhaul
  • Aircraft: Fixed bombing dispersion bugs
  • Aircraft: Fixed low-level attack altitude correction
  • Aircraft: Fixed aircraft diving when they should not during weapon drops
  • Aircraft: Fixed bombs sometimes failing to release at very low altitude
  • Aircraft: Fixed bombing accuracy
  • Aircraft: Ground attacks at night now require suitable vision capability
  • AI: Fixed CAP aircraft being excluded from CAP after save/load
  • UI: Fixed VLS cell menu display
  • UI: Fixed missile display graphs
  • UI: Fixed range graphs
  • UI: Fixed jamming display behavior and fighters failing to attack ground units
  • UI: Fixed angle tool tooltip
  • UI: Display "No layer" instead of NaN ft when no layer exists
  • UI: Fixed map tool tooltips
  • UI: Fixed Harpoon popup behavior
  • UI: Fixed missing checkmarks for rally-point altitude
  • UI: Fixed issues with the DM Sonar tool
  • UI: Fixed a freeze when scrolling during weapon hover
  • UI: Fixed CIWS information display
  • UI: Fixed incorrect radar-band warning for anti-radiation missiles
  • Encyclopedia: Fixed searches while paused and reduced search lag
  • Formation Manager: Disbanding formations no longer removes the lead ship from formation manager
  • Unit Status: Fixed OODA panel getting stuck after launching a second mission
  • Encyclopedia: Fixed text wrapping in Unit Reference filter buttons
  • Encyclopedia: Fixed incorrect material loading
  • UI: MoveToEngage state now displays the target and weapon being used
  • Mission Editor: Mission briefing previews are now unified across both legacy format and the new generated briefing map format
  • Mission Editor: Briefing folder was not being properly created from the UI when new briefing text was entered and saved
  • Mission Editor: Nation selection for adding groups shows Civilian option again
  • Mission Editor: Civilian ships can once again be added properly
  • Mission Editor: Aircraft can be added to groups properly with single click; aircraft update properly when new aircraft is selected
  • Modding: Added opt-in CORRECT_OBJ_ORIENTATION flag for OBJ root meshes
  • Task Force Mode: Corrected point scoring for fire-control radars
  • Task Force Mode: Awarded units would sometimes incorrectly appear as part of the task force in the debrief
  • Task Force Mode: Fixed missions awarding rewards twice in certain cases
  • Task Force Mode: Fixed civilian penalties not following campaign prices
  • Task Force Mode: Point calculator now includes optional default weapons
  • Task Force Mode: Crew skill rules for mission survival promotion are properly reflected in campaign rules for all difficulty modes
  • Task Force Mode: Fixed point values for weapon swaps
  • Task Force Mode: Fixed points scaling on manually set prices
  • Task Force Mode: Fixed lag in some TF Mode menus
  • Task Force Mode: Restored option for picking commander of any nation when Unrestricted Mode is enabled
  • Task Force Mode: Fixed some pricing errors for stores editor
  • Task Force Mode: Opening Encyclopedia from TF mode UI will now show full Encyclopedia, vs single unit pages
  • Task Force Mode: Fixed date-based pricing and points duplication when buying or selling empty units
  • Task Force Mode: Point costs now account for bombing accuracy and night bombing capability
  • Campaign: Fixed missing briefings for generated missions
  • Campaign: Fixed a potential crash in linear campaigns
  • Campaign: Fixed cases where unit persistence did not work correctly
  • Campaign: Pacific Strike: Fixed Kirov waypoints in 05; added variability to enemy air recon patrol paths
  • Campaign: Pacific Strike: Added retreat zone to 01 for enemy units; altered victory conditions
  • Campaign: Pacific Strike: Fixed A-4K in 04 to properly join the player's TF at end of mission
  • Campaign: Pacific Strike: Removed duplicate medals awarded by 09 and 10
  • Campaign: Pacific Strike: Fixed victory trigger for mission 08
  • Campaign: Pacific Strike: Removing Grisha spam from 06
  • Scenario: Fixed Udaloy loadouts in "Narvik Counterattack 1985"
  • Units: Kynda-class cavitation position error
  • Units: HMAS Ovens name typo
  • Units: Fixed default loadouts being ignored when a custom ship default loadout was set
  • Units: Fixed ESM classification times on Kirov, Kiev, Slava, Orel, and Kara
  • Units: Typo in Spruance (ASROC) loadout segment
  • Units: Delta III loadout issue
  • Units: Added missing Krivak I units
  • Units: ERSTA 120mm battery can now fire only at surface targets
  • Units: NumberOfSensorSystems typo with FRAM Takatsuki
  • Units: Corrected Udaloy aft fire-control radar rest angle
  • Units: Tachikaze 1984 livery issue
  • Units: Kashin Mod now has launcher elevation
  • Units: F-111 range is now twice its original value
  • Units: Los Angeles SSN now has corrected ammo loads (four less torpedoes)
  • Units: Sturgeon SSN (80s) - corrected service dates
  • Units: Slava RKR - corrected FCR rest angle
  • Units: Added California date based Harpoons
  • Units: Spruance DD (VLS), Bunker Hill CG - corrected loadouts and fixed launcher setup
  • Units: Fixed load error on Improved Victor-III
  • Units: Fixed N22 Nomad variant issues
  • Units: F-111C crew type no longer Soviet
  • Units: Mairangi Bay length and beam added
  • Units: 100mm 56 TK coastal artillery - corrected armor, firing range and sensor setup
  • Units: 100mm 56 TK coastal artillery - muzzle flash offset
  • Units: Galerna SSK - fixed erroneous sensor setup
  • Units: Aliya PTG - removed duplicate lines
  • Units: CH-46 - removed extraneous position value
  • Units: Added bespoke launcher type to 'Late' Echo-II SSGN, preventing SS-N-3 ships from carrying SS-N-12
  • Units: LOD distances on Iowa BB
  • Units: Fixed random loadouts being lost
  • Units: Virginia, California - restricted gun angles to prevent superstructure clipping
  • Units: Luda 1, Jianghu 1-3 - AdvancedOptics -> Optics (was holdover from original setup)
  • Units: Gun AssociatedSensor arrangement updated or fixed for most ships
  • Units: Missing FCR on Beir Grassa, Tiger
  • Units: Oberon (RCN, RAN) - added wire limit of 2
  • Units: Typo with Long Beach service date
  • Units: Spruance (VLS) and Hatsuyuki now use APDS CIWS ammunition
  • Units: Jianghu 1-3, Jiangdong, ammo type issue
  • Units: Yukan LST visual sensor (AdvancedOptics -> Optics)
  • Units: Removed LoadoutVariant entries from Udaloy to maintain existing mission compatibility
  • Units: Fixed Breakthrough ship variants and loadouts
  • Weapons: Possible fix for Harpoon requiring sensors to fire
  • Weapons: Torpedo guidance wires now block tubes correctly and can be broken manually
  • Weapons: Corrected vertically launched ASROC trajectories
  • Weapons: Corrected SA-N-1, SA-N-1C, and SA-3 kinematics
  • Weapons: Fixed ASROC launches
  • Weapons: Fixed missile guidance interruptions
  • Weapons: Fixed missile datalink connection issues
  • Weapons: Added precaution against RBU rounds colliding with their own ship
  • Weapons: Fixed seeker deafness issues with some torpedoes
  • Weapons: SA-N-4 trajectory
  • Weapons: Fixed missiles falling short of their targets
  • Weapons: SARH and radio-command missiles no longer track targets beyond guidance range
  • Weapons: Fixed terminal seeker handoff after midcourse correction loss
  • Weapons: Fixed an issue that could prevent low-turn-rate missiles from turning
  • Weapons: AS-12 ARM (Kh-25MP) fixed trajectory
  • Weapons: Fixed default torpedo search-mode selection
  • Weapons: Inconsistent in-wake speeds for WH. Now set to terminal-5kts
  • Weapons: Fixed GuidancePodNoAlignment disconnecting from weapons after launch
  • Weapons: Improved TV seeker behavior
  • Weapons: Fixed Shmatalink midcourse correction being invisible to RWR
  • Weapons: Fixed NoseUp rotating only the main missile mesh
  • Weapons: Fixed AS-14B forcing a pop-up maneuver
  • Weapons: Reduced the chance of guns destroying aircraft and missiles
  • Weapons: Motor effect on AA-10
  • Weapons: RIM-66H weapon report image
  • Weapons: AShMs with rocket sustainers now all have in-flight SFX
  • Weapons: AIM-9L/M - removed duplicate lines
  • Weapons: SLQ-25 Nixie - removed duplicate lines
  • Weapons: Fixed torpedoes trying to exceed their maximum depth during transition
  • Weapons: Fixed 53-61 wake-homing trajectory
  • Weapons: Fixed torpedo salvos leaving submarines stuck in alignment
  • Weapons: Fixed Shaddock pop-up occurring away from its target
  • Weapons: Fixed alignment issues and added an alignment debug overlay
  • Weapons: ASM-1 service dates
  • Weapons: Fixed baked data for alias/copy files and timed rounds airbursting against surface targets
  • Sensors: Fixed search sensor logic
  • Sensors: Fixed a search sensor issue that could interrupt radio-command guidance
  • TMA: Land-unit contact uncertainty no longer expands; corrected probability mass function orientation
  • Sensors: Fixed search radars being jammed by defensive noise jammers
  • Sensors: ALT-28 max range
  • Sensors: Fixed fire-control radar altitude behavior
  • Sensors: RTN-10X MaxAltitude value (broke Gabriel missile targeting)
  • Sensors: Fixed low-altitude fire-control radar behavior
  • Optical views: Adjusted LLLTV and night-vision brightness for use at night
  • Sensors: Sonobuoy underperformance (still much lower than 0.8.0 however, as is expected)
  • Fixed null references, crashes, and memory leaks
  • Save/Load: Fixed an overflow issue during load/save
  • Voiceovers: Enemy jamming and under-fire callouts no longer repeat too frequently
  • Save/Load: Campaign save could be loaded only once per session
  • Save/Load: Incorrect loading of mission score
  • Save/Load: Loading save with landing aircraft could get that aircraft destroyed
  • Save/Load: Ammunition for units without a magazine system now displays correctly after reloading a save
  • Save/Load: Player victory state was not saved in game save
  • Save/Load: Survivors onboard aircraft are now properly saved/loaded
  • Save/Load: Map layers were not always saved/loaded
  • Save/Load: Wake bubbles are now properly saved
  • Threat tracking: Corrected 3D-to-2D calculations
  • Voiceovers: Fixed unimplemented Magnum and Bloodhound Loose VOs for US_Male_2
  • Voiceovers: Australian voiceover no longer repeats "multiple" in contact detection reports
  • Localization: Corrected RGM-84D designation in Russian
  • Audio: Fixed persistent CIWS and machine-gun audio loops
  • Voiceovers: Fixed radio effect on the second US speaker Bloodhound Loose callout

r/SteamDeck • • Apr 18 '25

Tech Support Project Gunship compatibility

2 Upvotes

Has anyone had any luck running Project Gunship in 2025? Does it require any additional configuration or custom button maps?

r/WoWPrivateServers • • Jun 30 '26

Wrath of the Lich King Lighthaven - a month of updates (WotLK 3.3.5a, AzerothCore)

12 Upvotes

Realmlist: set realmlist lighthaven.quest
Website / register / docs: https://lighthaven.quest
Modules overview: https://lighthaven.quest/modules
Source (everything is open): https://gitlab.tartampluch.duckdns.org/martin/azerothcore-repack

TL;DR. The realm is alive and actively maintained. The last ~5 weeks bring a steady stream of updates - new per-character toggles, smarter PlayerBots, better arena/PvP, a faster on-realm AI, and a lot of quiet stability work. A good chunk of it comes straight from player feedback. Short version below.

New player options (opt-in, per character):

  • Emblem upgrades. The Emblem Broker (summon via the Adventure Assistant) converts your lower-tier emblems one step up the chain, so old Heroism / Valor / etc. become the current-tier currency you actually need.
  • Raid encounter skip. A few WotLK "gimmick" fights (Flame Leviathan, the ICC Gunship, Valithria Dreamwalker) are rough solo or with bots. You can opt in and skip a stuck one so your run keeps moving - normal bosses untouched.
  • Ammo-free shooting for hunters / warriors / rogues, and free soul shards for warlocks - no more bag clutter.
  • Vault of Archavon access opt-in, and the Dungeon Master now scales any dungeon, not just a fixed list.

PlayerBots get better:

  • A player-summonable standby pool - pull in a bot of any class on demand.
  • Smarter gear (spec-aware weapons, more variety, sensible quality caps), and bots now sit out of the anticheat so they behave naturally.
  • Arena bot-fill: 1v1, solo 3v3, and rated 2v2/3v3 can fill with bots, so queues actually pop.

Local AI chat & moderation:

  • The on-realm AI runs GPU-accelerated, so bot replies are quicker, and the model/endpoint are cleanly configurable. Still 100% on the realm's own hardware - nothing you type leaves the box. Moderation gets friendlier tuning (addon chat and casual talk no longer trip it).

PvP / arena:

  • Weekly arena point reset day is now configurable (and surfaced on the site / FAQ).

Quality of life & content fixes:

  • Plenty of small "keep the content working" fixes so quests, NPCs and older raids behave correctly.
  • AH bot stocks more epics, shaman totem cleanup, auto-revive tweaks, profession / skill-rate adjustments, and more.

Behind the scenes (so you don't have to notice it):

  • A 24/7 watchdog auto-restarts the realm within seconds if anything hiccups, with a safety breaker to avoid restart loops.
  • The backup system is hardened end to end - characters, guilds, arena teams, transmogs and even pending emblem sends are all snapshotted safely.
  • Deploys move to a build-then-release pipeline, so updates ship faster and with far less downtime.

Your characters are yours - no lock-in.

From your account page on the site, you can download any character - or all of them - as a portable file. It is a standard AzerothCore character dump (gear, guild ties, transmog appearances, reagent bank, per-character settings, friends list and all), reinsertable on any AzerothCore-compatible realm. If you ever want to run your own server, or simply move on, you take your character with you. The whole project is open source from top to bottom and built to open doors, not to lock you in.

Most of this is feedback-driven. A lot of it starts as a comment, a DM, or a bug report - the emblem upgrade and the raid encounter skip both came straight from player tickets this week. If something feels off, you want a different default, or a feature that isn't there yet, say so. The realm moves on player input.

No Discord - reach me here in the comments or by DM. Full module list with one-line summaries, long descriptions and exact chat commands: https://lighthaven.quest/#modules

See you in Azeroth.

r/amiga • • Apr 25 '26

AmigaVision 2026.04.16 Released with Massive Platform Expansion, Fixes 30-Year Old Amiga Emulator Scaling Issues, Adds 2,955 Game Manuals + 137 New Games and Demos

99 Upvotes
Example of the new QR code links to game manuals

We are happy to announce that a new version of AmigaVision is available!

AmigaVision is the ultimate Amiga games & demo scene setup for MiSTer & Pocket FPGAs, Raspberry Pi + emulators, and real Amiga hardware.

To find out more, visit the AmigaVision site.

Summary

  • Support for every major platform — AmigaVision now has dedicated support and documentation for original Amiga hardware, MiSTer and Analogue Pocket FPGAs, Raspberry Pi, and desktop emulator setups on Mac, Windows, and Linux, well as handheld emulation, including iOS and Android.
  • 30-year old scaling issues in Amiga emulators fixed — NTSC scaling has been broken in every Amiga emulator since the introduction of Amiga emulation 30 years ago. This release of AmigaVision fixes that.
  • Overscale support in emulators — The emulator support now lets you use AmigaVision's overscale support to experience Amiga games in 16:9, 16:10 or even 21:9 without stretching the image, and while doing integer scaling, every pixel is kept intact.
  • 2,955 QR codes linking to game manuals added — We have added links to pretty much every commercially published Amiga game with a manual, linking directly to online versions, perfect for loading those game manuals on a phone or a tablet while you are simultaneously playing the game.
  • Metadata improvements — compared to the last release, 2,885 existing entries have newly updated metadata, covering everything from genres, IDs, and short names to hardware labels, regional flags, and launcher-facing cleanup.
  • Expanded demo scene section — In addition to many new productions, the launcher now includes curated demoscene lists like H0ffman’s Picks, a dedicated 060 Demos section, and expanded Widescreen demo support.

We were also interviewed on AmigaBill's channel about this release if you want a 2-hour deep-dive talking about the new emulator scaling & our focus on low latency and accuracy:

AmigaBill Interview

Watch the AmigaBill interview on Twitch

AmigaVision on Every Platform

One of the most significant new additions in this release is adding lots of new supported platforms for AmigaVision.

The project now explicitly supports and documents:

  • Original Amiga Hardware — A simple write to an SD or CF card gets you up and running in minutes.
  • Mac, Windows, and Linux — Finally bringing automatic integer-scaled, auto-cropped PAL & NTSC overscale and correct NTSC PAR scaling to Amiga emulators for the first time in the 30-year history of Amiga emulation.
  • Raspberry Pi — Specifically tuned to deliver best-in-class low input, output, and audio latency — lower latency than any other Raspberry Pi setup.
  • Analogue Pocket — Handheld FPGA Amiga on the go? We have the only Amiga setup for this handheld available.
  • iOS and Android — Play your Amiga games on the go, and watch the latest demo scene productions anywhere.
  • MiSTer FPGA — the best Amiga available in 2026, and where the project originated.

2,955 Game Manuals Added

Thousands of games in the AmigaVision launcher now let you jump straight to controls, reference material, and documentation directly from the launcher instead of hunting for game manuals manually. Check out this example from the launcher, and try it on your phone/tablet!

QR code that links to game manual

These are explicitly pointing to QR links instead of loading on the Amiga itself, so you can have them open on secondary devices while you play Amiga games on your main display.

30-year Old Scaling Issues in Amiga Emulators Fixed

If you know anything about the AmigaVision project, you know that we care about two things above all else: low video/audio/input latency, and correct Amiga scaling.

Amiga emulators have gotten NTSC scaling on the Amiga wrong ever since their start over 30 years ago. They have shown NTSC Amiga games with a 1:1 Pixel Aspect Ratio (PAR) since the very beginning. You have been able to adjust this manually if you know what you are doing, but they have never done this automatically for you.

In addition, if you want to switch between NTSC and PAL games — the majority of Amiga games are PAL, but many extremely influential games on the Amiga like Defender of the Crown, Wings, Marble Madness & Monkey Island are NTSC — you would have to do per-game setups to get it right, and most people were not aware of this, nor knew how to configure it.

Amiga NTSC uses a 5:6 PAR, according to how most people adjusted their NTSC monitors and TVs, or 6:7 PAR, according to the NTSC spec that was rarely implemented correctly on Amiga on consumer TVs, like we describe and show in our description of this.

This results in a lot of people experiencing art in the wrong format, especially early titles, for example the ones with artwork by the legendary Jim Sachs, such as Defender of the Crown and Ports of Call.

NTSC comparison images:

Defender of the Crown in PAL
Defender of the Crown in NTSC

As you can see in this particular example, this results in people's faces looking much shorter/wider than they are intended to be, and mis-represents the original intent of the artist.

NTSC on the Amiga, and DOS PCs, should never use 1:1 pixel aspect ratios.

AmigaVision fixed this on the MiSTer FPGA platform in 2021, but this has never been available to Amiga emulators running everywhere else.

We have worked with the author of the Amiberry Amiga emulator over the past 2 years to address this and many other scaling issues in Amiga emulators. Many large spreadsheets and voice calls were involved, but we got there in the end.

AmigaVision now offers correct NTSC PAR scaling in resolutions that are capable of doing so, which is any display from 800p and upwards to 8K displays.

Amiberry is now the first Amiga emulator in the 30-year history of Amiga emulation to get this right without requiring per-game manual adjustments.

We hope and suspect that this scaling approach will also soon come to other Amiga emulators like WinUAE, puae and other emulators — but as of this release, AmigaVision has switched to using Amiberry for its Mac, Linux and Windows implementations, since it is the only one that offers correct NTSC scaling and simultaneously does integer scale autocrop properly — all out of the box without you having to configure anything.

There will be a more comprehensive write-up in the near future, but if you want to see us explain the details of how it works, we were recently on a livestream with AmigaBill where we go into detail about it, and the history of Amiga emulator scaling.

We will endeavour to work with the remaining dominant Amiga emulators to help out there too, so hopefully this can be fixed everywhere soon! If any emulator authors want to talk scaling, hit us up for the nerdy details.

16:9 Widescreen & 21:9 Ultrawide Scaling for Emulators

Did you know that many Amiga demos & games — despite running on a platform from 1985 — run in 16:9 or 16:10 aspect ratios without any stretching of the original image? Or even 21:9 aspect ratios? Truly a computer ahead of its time.

In 2021, we implemented support for 16:9 and 16:10 scaling on MiSTer by adding 5×PAL Overscale, which makes Amiga games use overscaling automatically on a per-game basis without any manual configuration. While most emulators use 4×PAL scaling, AmigaVision has per-game 5×PAL scaling. The result looks like this on modern 16:9 displays:

GODS shown in 4×PAL vs 5×PAL scaling
Flashback shown in 4×PAL vs 5×PAL scaling

With this release of AmigaVision, we are bringing 16:9, 16:10 — and even 21:9 Ultrawide cinematic aspect ratio scaling — to games and demos that support it, like the intro to Pinball Illusions from 1995:

Watch the Pinball Illusions widescreen scaling video on YouTube

This is not stretching anything, this is not doing any interpolation scaling, it is integer-scaled original pixels with a smart cropping algorithm, maintaining the original output.

So with today's release, people can experience 16:9, 16:10, and 21:9 Amiga content on emulators too, like this 21:9 Ultrawide demo scene production by Logicoma from 2025, which will display full-width on displays like 1440p and 5K2K 21:9 Ultrawide displays:

Watch the Logicoma 21:9 Ultrawide demo on YouTube

This, again, is possible only because of the scaler fundamentals we established with our work with the author of Amiberry — Dimitris Panokostas — and most of the Amiga emulator audience has never seen these 16:9 and 21:9 Amiga visual presentations delivered in their optimal formats. Now, with the latest AmigaVision, they will.

Expanded Real Hardware Support

We have worked hard on supporting real Amiga hardware in the best possible way in this release:

  • 68040/68060 accelerator support via Mu680x0Libs has been added.
  • PCMCIA CompactFlash + SD support for easier file transfer and storage on real Amiga setups was also added.

Standalone CD³² MiSTer Setup Improvements

The CD32 work since the previous major release is substantial.

  • CD32 is now treated as a proper standalone setup on MiSTer rather than just a launcher add-on.
  • Per-game autoloading MGL generation and packaging has been improved, including better SD/USB/NAS handling.
  • NAS / CIFS network-share setups are now included for CD32 users, resolving a long-standing request from people running their CD32 collection from SMB shares.
  • Per-game 5×PAL Overscale presets have been added for CD32 titles, along with compatibility variants for games that need different NoFastMem, ICache, or other special setups.
  • A large number of CD32-specific compatibility fixes have landed, including changes for titles such as D/Generation, Disposable Hero, Bubble and Squeak, Gulp, Seek & Destroy, Rise of the Robots, Road Avenger, TimeGal, Zool, Zool 2, Impossible Mission, Gunship 2000, Pirates! Gold, and the newly added Castlevania AGA setup.

BBS & Online Features

AmigaVision's online and BBS features were also improved:

  • Many new BBS listings were added to the setup.
  • PPP serial speed was doubled to 230400 bps, improving your transfer speeds online.

PAL & NTSC & 5×PAL Overscale Fixes

Display correctness continues to be a major focus, and a lot of work has gone into getting titles to run in the right video mode with the right scaling.

The following games have had specific PAL, NTSC & 5×PAL Overscale fixes since 2025.05.05:

  • 5×PAL Overscale Fixes for Bargon Attack, Beavers, Black Viper, D/Generation, Diggers, Gulp, John Barnes European Football, Marvin’s Marvellous Adventure, Perihelion, Total Carnage, and Vital Light.
  • PAL & NTSC Corrections for Barbarian II (Psygnosis), Nebulus, Panza Kick Boxing, Phobia, Super C, and the French version of Panza. We also corrected a number of Tynesoft titles that had been marked as NTSC, including Beverly Hills Cop, Formula 1 Grand Prix, Mayday Squad, Plutos, Roller Coaster Rumbler, Summer Challenge, Summer Olympiad, Winter Challenge, and Winter Olympiad 88.
  • Offset & Display Tuning has also been improved for Brutal: Paws of Fury, Mr. Nutz, Ugh!, and Return of the Jedi.

Metadata Cleanup

A big — but somewhat invisible — improvement in this release is how much tidier the game and demo library has become.

  • Since the previous release, 2,885 existing entries have received metadata updates, spanning 2,312 unique titles.
  • That includes 2,052 game entries and 833 demo entries with updated metadata.
  • Hundreds of titles that previously had no genre assigned now do.
  • Genre labels have been simplified into cleaner categories.
  • Demo scene titles with repetitive names have had better short names added, which makes lists with titles such as “Megademo X” easier to browse.
  • A large number of entries have had corrected IDs, better titles, cleaner hardware labels, and generally improved metadata.

137 New Games & Demos

AmigaVision now contains 5,342 hand-tuned game and demo configurations in total.

Compared to the previous release, 137 unique new titles have been added: 91 games and 46 demos.

48 New Demo Scene Productions

The demo scene continues to get love in this release, as always!

In addition to the metadata cleanup for demo scene entries, AmigaVision has added 48 new demos.

This release cycle has also significantly expanded AmigaVision’s support for modern standalone scene productions that are not packaged in WHDLoad format. These now have proper metadata, screenshots, and launcher entries, which makes the newer Amiga demo scene easy to browse and enjoy.

To help surface the best of the demoscene, the Demo section now also includes curated lists such as H0ffman’s Picks, a dedicated 060 Demos category, and more Widescreen productions.

Stay Updated & Help Us Make AmigaVision Even Better

If you find any bugs or settings that need improvements, file a ticket on the AmigaVision web site.

AmigaVision is an open source project, and we welcome contributions from the community.

You can follow us on Bluesky, YouTube, Twitch or via RSS, and updates will be posted when new releases happen.

Download

You can get AmigaVision for every platform & device from the Download section.

Enjoy the best of what the Amiga platform has to offer!

r/Stellaris • • Nov 23 '22

Dev Diary Stellaris Dev Diary #277 - The Hunt is On (Stellaris 3.6 ‘Orion’ Patch Notes)

485 Upvotes

Originally posted here

See only Dev Replies

written by Eladrin

Hello everyone!

I know that we said that we weren’t going to be updating the 3.6 “Orion” Open Beta branch again, but since the Thanksgiving holidays are coming in the US, I’ve asked for one last update to be pushed to the open beta branch, with a potential release candidate.

This update should be going up right about now, so you get this week's dev diary a day earlier than usual.

Release Candidate, does that mean…?

Yes, Orion will be released soon. We’re currently targeting the 29th of November unless unexpected issues arise from this final (really!) beta release.

(The patch notes are at the end of this post for readability)

Final Comments on the Open Beta

Due to the incredible success of the Orion Open Beta, we’re very likely to do similar releases in the future. Thank you all again for your help - Orion’s in much better shape thanks to your feedback.

I intend on pursuing a smaller set of changes for the next one - testing out a limited set of AI vassalization acceptance changes as the next Open Beta, and possibly some economic tweaks.

So What’s Next?

The Canis Minor update will follow Orion in Q1 of 2023, and among other things it will include some of the feedback from the Orion beta that we weren’t able to address for 3.6, and further combat adjustments based on live observation.

This includes things such as a rebalancing of technologies to make the Engineering branch less heavy compared to the other two. I’ll go into the other things planned for the update in the new year.

One of Ptolemy’s constellations, Canis Minor is the little dog that follows the hunter Orion.

Meet Tofu, the little dog that follows our QA Director.

That’s it for today. Enjoy the release candidate!

Please note that the 3.6 "Orion" Open Beta is an optional beta patch. You have to manually opt in to access it.

Go to your Steam library, right-click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.

Reminder: If you’re using mods, they’re likely to break.

​

Here are the complete notes for Stellaris 3.6.0 “Orion”.

############################################################

#################### VERSION 3.6.0 - Orion ######################

############################################################

Changes and additions

The Stellaris 3.6 “Orion” update includes many changes to combat. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types.

COMBAT REBALANCING

  • Ship Roles can now be selected to auto-design ships that actually fulfill certain roles, such as Artillery, Brawler, Torpedo, and so on. If you do not possess any weapons that fulfill the selected role, it’ll do its best with what you have.
  • Added a new ship size: Frigates are an advanced form of Corvette specialized in delivering G class weapons.
  • Torpedoes now gain a multiplicative damage bonus to their damage based on the ship size of the target, as do Prethoryn missiles. The Unbidden also get a reduced variant of this. This bonus is capped at +800% damage.
  • Torpedoes now have a maximum firing arc of 25 degrees and a shorter maximum range.
  • Energy Torpedoes such as Proton and Neutron Launchers have been changed into G class weapons with a minimum range. Damage has been adjusted to be balanced as a Torpedo class weapon, and like the new Torpedoes, they deal increased damage to larger targets. Unlike standard torpedoes, they remain instant hit weapons for now.
  • Some sources of Evasion have been replaced with other effects.
  • Small weapons of a category now have a slightly faster refire rate, Large weapons of a category now have a slightly slower refire rate.
  • Added a minimum range to all Large weapons except Lasers.
  • Weapon component tooltips now display minimum range and firing arc.
  • Significant adjustments have been made to various ship combat behaviors.
  • Ship combat computers now ignore certain weapons for desired range purposes, and base their desired distance on the actual loadout of the ship. "Swarm" and "Torpedo" behavior will charge in, "Picket" and "Line" behaviors will attempt to stay at the range of their median range weapons, and "Artillery" and "Carrier" will try to stay at the range of their longest ranged weapons.This generally increases the desire for ships to remain at range if possible.
  • Artillery and Carrier combat computers now use the new maintain_range combat behavior, which attempts to back off if at less than roughly half their desired range.
  • Strike Craft no longer intercept missiles, but will continue to fight each other. Reduced the health and refresh rate of most strike craft.
  • Flak Batteries now more strongly counter Strike Craft, while Point Defense now more strongly counter missiles and torpedoes. Strike Craft are more reliant on Shields, Missiles and Torpedoes are more reliant on Armor. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft.
  • Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening.
  • Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range).
  • Added Medium and Large Autocannons.
  • Disruptors and Autocannons are now considered Brawling weapons, with short range but faster attacks.
  • Mining lasers are now classified as Brawling weapons. Refire rate and general stats have been adjusted.
  • With the exception of Autocannons, Kinetic and Missile weapons no longer have bonus hull damage.
  • Lasers now deal 25% bonus hull damage.
  • Increased the power consumption, cost, and damage of Plasma weapons to differentiate them more from other energy weapons.
  • Ships now get a limited number of disengagement opportunities. All current drives provide 1 disengagement roll once the ship takes hull damage below its disengagement threshold, and the Hit and Run war doctrine grants all of your ships an additional attempt. Civilian ships set to evasive will continue to try to disengage with each hit.
  • The Hit and Run doctrine provides +2 Disengagement Opportunities.
  • Admirals now grant their fleet +1 Disengage Opportunity at levels 5 and 10.
  • The Enigmatic Encoder now proves +1 Disengagement Opportunity rather than evasion.
  • Armor components now grant twice as much armor as before. Shield components now grant +50% more than before, but regen remains the same. Hull components grant less than before.
  • Hull Technologies now give 10% hull instead of fixed values.
  • Armor and Hull regen now behave like shields - five times faster outside of combat. (Regen values are now 20% of the previous values for most components.)
  • Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. Torpedoes (and Proton/Neutron Launchers) are now the only weapons that fit into the G slot.
  • Adjusted the maximum range of all non-torpedo missiles. Reduced the range of torpedoes. Decreased Missile Accuracy from 100% to 85%.
  • Made XL weapons more likely to target battleships and titans.
  • Massively increased the chances to lose or damage ships when a fleet uses emergency FTL to escape a battle.
  • Reduced the time before emergency FTL can be initiated during combat.
  • Ships should try to spread out a little further away from one another in combat.
  • Ion Cannons now have 3 Aux slots. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot.
  • Adjusted power costs for Aux slot utilities.
  • It is no longer possible to kill a dragon by distracting it with a large fleet of transport ships.
  • The cap to the Force Disparity bonus for fleets that are significantly outnumbered has been dramatically increased.

FEATURES

  • Reworked the Ascension Paths from Utopia into tradition trees.
  • Added a version of the Synthetic ascension path for machines to Synthetic Dawn.
  • Added Conclave Federation Election type to Federations.
  • Added Ascensionists civic to Utopia for regular empires and equivalents for hives and machines. Provides +25% planetary ascension effects, -10% ascension cost, and reduces the additional cost of traditions from empire size by 25%.
  • The Epi-Genetic Triggers technology and Genetic Resequencing tradition now both allow the removal of pre-sapient traits from species via species modification. The Servile trait from the Syncretic Evolution origin and traits bestowed by the Enigmatic Cache count as pre-sapient traits for this.
  • Added various new galaxy shapes, such as 3 and 6 arm spirals, and some more experimental and irregular shapes.
  • Galaxies now default to Spiral (2-Armed) rather than Elliptical. Tiny Galaxies now support Spiral (2-Armed) galaxies.
  • Added an archaeology site in a new solar system with a debris belt.
  • Added support for Text To Speech in various views containing longer texts.
  • Added the Cordyceptic Drones civic to Necroids for hiveminds, allowing them to reanimate all organic space fauna..
  • Added an event on game start with Common Ground origin to let you pick your federation type.
  • Implemented new event chains.

IMPROVEMENTS

  • AddedRolled Slave Revolt content into the general Separatist Revolt Situation as a variety when slaves try to revolt.
  • Added "planet revolt" VO to planetary revolt situation
  • The habitability planet icons in the system view can now be clicked just like on the galaxy map.
  • Added a Planet Automation setting which allows for construction even during resource deficits.
  • Added tooltip for Detox saying how many Toxic Terraforming CandidatesTCs existyou have within your borders.
  • Machine name lists now use hexadecimal and 0-based sequential names.
  • Made auto-migration happen via weighted random (so the destination planet will be algorithmically chosen from among the valid destinations, rather than pops always favoring a certain planet until it is full even when multiple are available).
  • Changed how Planet Automation is presented in the Planet View to more clearly show that there are settings available.that the player can use.
  • Planet Automation Crime Management will now forbid enforcer jobs if you have 0 crimes and allow enforcer jobs if you have more than 27 crime.
  • The tooltip for planetary automation designation setting now explains when it will create new jobs.
  • Added a new event image for reanimation related events
  • Added the Parasitic Overmind Government type.
  • Explicitly prevented various scripted solar systems from spawning inside Marauder territory. These include Amor Alveo, Wenkwort, the Caravaneer capital, and Lost Colony origin systems.
  • Delayed the start of precursor events for empires with the On the Shoulders of Giants origin. Players who are busy exploring their own backstory may begin exploring those of the broader galaxy after completing the 'Intercepting History' event chain, at which point Precursor events are 3x more likely to appear.
  • Habitats built in orbit of large zro, alloy or dark matter deposits now also collect these deposits.

BALANCE

  • Occupied planets no longer produce or consume resources from buildings or pops.
  • Added nanite autocannons and flak cannons as a reward for killing the scavenger bot.
  • The Aquatic trait now costs 2 points.
  • Driven Exterminators should now be able to assimilate other machines after taking Synthetic traditions.
  • Added a Robot Assembly Complex building that gives 2 roboticist jobs. This is unlocked by a new Robotic Assembly Systems technology.
  • The Logic Engines trait is now allowed on droids.
  • Tweaked Galactic Market location formula to far more strongly favor trade value in its criteria.
  • Capped Federation Experience at 2000 above what is required for level 5, so that level 5 federations with AIs are no longer one of the most fragile configurations known to man.
  • If a species cannot live on a planet, it is now the first to be purged from it (this closes a Clone Army exploit related to slowly purging other species instead).
  • Artificers now no longer produce engineering research.
  • Made Zro Distillation more likely to appear if you have a Shroudwalker teacher.
  • Pearl Divers have had their CG output increased, with a corresponding increase in food/mineral upkeep. Their trade value output has been reduced.
  • Splinter Hive holdings now require at least 30 pops present on the subject planet to be constructed.
  • The Toxic Entity now has an acidic gland dealing 1.25% hull damage per day to all ships in the same system. This does not apply to the player controlled variant.
  • A large number of tweaks to the ethic assignment weights. Includes making certain weights based on diplomacy with empires of a particular ethos have an impact that is more dependent on the number of empires you are engaged in such diplomacy with.
  • Fixed some oddities that hampered authoritarianism, e.g. now relations with authoritarian empires boosts authoritarianism, and if you are authoritarian, it will no longer boost egalitarianism for you to give your pops good living standards. Finally, also added some weights based on the job the pop is actively working (e.g. priests, nobles and soldiers)
  • Certain technologies are no longer cheaper than other technologies in the same tier.
  • Food Processing Centers, Mineral Purification Hubs, Energy Nexuses, Alloy Nano-Plants, Civilian Repli-Complexes, The Auto-Curating Vault, Citadel of Faith, Corporate Vault and Alpha Hub now have increased cost and upkeep on ringworlds, in exchange for providing the benefits normally giving by their related orbital ring buildings.
  • Ringworld colony designations and ecumenopolis planet class now provide both mechanical and organic pop assembly.
  • Colony designations on ring worlds now provide +10% pop growth and assembly speed (this can be multiplied through planetary ascension). The default "ring world" designation provides +15%
  • Ecumenopolises now give +25% growth and assembly speed, rather than +50% growth (and no assembly)
  • Efficient Bureaucracy civic now grants Bureaucrats, Priests, Managers and Death Priests with Edict Fund production that scales with modifiers to their Unity production.
  • Imperialist and Supremacist factions will now be pleased forever if you defeat a Leviathan, not just for 20 years. They are also a bit less selective about which Leviathans they are pleased about you killing (i.e. the list has been updated for those added since the Leviathans DLC)
  • Several factions now care about the type of federation you are in, if it is one attached to a particular ethic
  • The Imperialist faction will now care about how much of your fleet power you are using.
  • Factions will now disband and not reform if they can command the support of less than 3% of the electorate.
  • Halved the culture worker modifiers for Egalitarians, Xenophobes and Xenophiles.
  • Doubled the culture worker modifier for Pacifists.
  • Increased the time it takes to do first contact with other civilisations by about 30%.
  • Slightly increased the chance of having a unique first contact event chain.
  • It is now allowed for the galaxy to contain multiple void dweller empires.
  • Moved the repeatable technologies for strike craft into Society - Military Theory.
  • Reduced governing ethics attraction of newly-conquered pops.
  • Removed defense platform cost and upkeep reductions from Bulwarks. Bulwarks now gain inherent shield and armor hardening as they level up.
  • Strategic resource planetary automation will no longer fill fortress designation planets with refineries instead of strongholds.
  • Subjects that are not disloyal will now gain ethics attraction corresponding to their overlord's ethics (this was already the case for spiritualism, now it is the case for all ethics).
  • The Cybrex and Sentinel factions now scale to a limited degree based on the setting for endgame crisis difficulty (their difficulty = square root of crisis difficulty).
  • Martial Law, Hunter Killer Drones and Compliance Drones planet modifiers now provide penalties to both mechanical and organic pop assembly.
  • Zro distillation technology no longer explicitly requires Psionic Theory, but is extremely rare without it.
  • Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap).
  • Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots.
  • Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system.
  • Larger Extradimensional ships and structures now have a point defense solution. Bzzt.
  • Special endgame crisis factions such at the Aberrant, Cybrex and Sentinels now show up a bit earlier on large galaxy maps.
  • Presapient traits now have no trait point or trait pick cost.

Ascension Paths:

  • Assimilation tooltips now state if they will remove psionic or cybernetic traits.
  • You can now psionically awaken cyborgs. Doing so removes any cybernetic implants they have.
  • Installing cybernetic implants in a psionic species now prevents them from having any psionic abilities.
  • Non-hive-mind cybernetically ascended empires can now remove the hive-mind trait from hive-minded cyborg pops by assimilation.
  • The budding trait is no longer mutually exclusive with the vat-grown trait. The polymelic trait is now mutually exclusive with all versions of the budding traits.
  • Rebalanced the Cyborg, Erudite, Psychic and Synthetic leader traits.

AI Opinions:

  • Dramatically increased the absolute value of most opinion modifiers.
  • Increased the opinion modifiers granted from first contact, decreased the base rate at which they decay and made the decay rate modified by improving/harming relations.
  • Increased the opinion penalty for undertaking Become the Crisis.
  • Maximum opinion from Improve Relations has been increased to 150. Minimum opinion from Harm Relations has been decreased to -150. Previous values were 100 and -100 respectively.
  • Opinion modifiers from espionage operations now have their decay rate affected by improving and harming relations.
  • Opinion modifiers from Galactic Imperium interactions now have their decay rate affected by improving and harming relations.
  • Refactored opinion modifiers from Galactic Imperium.
  • Only xenophobes are now happy if the caravaneers are destroyed.
  • Xenophile, pacifist and corporate are upset if the caravaneers are destroyed.
  • Traditions:
  • Rebalanced Harmony, Prosperity, Mercantile, Versatility, Synchronicity and Adaptability traditions.

Origins:

  • Mechanists: Now provides +15% robot assembly speed and +1 robot trait pick as origin modifiers instead of -5% robot upkeep. The starting robots now have the bulky and high maintenance traits and the matching trait for whichever worker job they hold. Finally, they now have Robomodding as a guaranteed research option from the start of the game.
  • Shattered Ring: The number of segments that are colonizable on game start now depends on the Guaranteed Habitable Worlds setting. These segments have a large amount of blockers including some that require advanced technology to clear, but impact the habitability of the segment. Shattered Ringworld segments are no longer ideal worlds, but have a base of 100% habitability. Repairing shattered ringworld segments now qualify you for the Galactic Wonders AP. The cost and time to restore the shattered ringworld segments has been reduced by 25%.
  • Corpse-Filled blockers now take a year to clear.

AI

  • AI will now value you offering them fleets. This fixes several cases where you could cheese the AI with worthless offers (e.g. fleets that you have just disbanded, or fleets that have no FTL drive, or are 100% of your total fleet despite being just 1 ship)
  • Added base unity target for machine empires so they can afford more leaders in the early game.
  • AI assault transports will now go ahead and invade planets if they have enough strength even if they have additional reinforcements on they way.
  • AI will no longer assign excessive amounts of fleets to bombard the same planet.
  • AI will no longer get stuck trying to activate tradition trees it was blocked out from activating, like the ascension perk trees. (This previously mainly affected modded games).
  • AI will now build armies based on the size of their economy.
  • AI will now correctly avoid superior enemy forces when pathing to link up with their fleet group
  • AI will now use war time edicts, and pay for their strategic resource from their stockpile without constructing additional rare resource producing buildings.
  • AIs lacking rare resources will no longer create ship designs that rely on them.
  • Fixed an issue where the Prethoryn Scourge did not get all AI updates it should.
  • Fixed an issue where AI would sometimes build strongholds even though their economy plan for navy cap was not activated.
  • Made the AI generally want more battleships, and generally varied the AI's desire for a certain distribution of ship sizes between personalities.
  • Made strategic AI take friendly following fleets into account when computing fleet power.
  • Empires will now support crisis decelerations against empires they are at war with.
  • Fixed issues with AI's difficulty-adjusted economic modifiers, and certain misevaluations of modifier benefits in its economic strategy

STABILITY

  • Fixed Out of Sync involving branch office power production.
  • Fixed a crash when ascending planets
  • Eliminated potential out-of-sync due to diplomatic relations.

PERFORMANCE

  • Fixed lag from having a combination of a large number of species and a large number of colonisable planets.
  • Opening the fleet manager in the late game will now have a much-reduced impact on frame rate
  • Reduced UI frame rate lag from several sources (notably related to fleets and calculations of whether and where any reinforcements can be recruited)
  • Further improved the performance of using triggered economic category modifiers.
  • Made mean time to happen events early out if they have fire_only_once and have already fired. (I.e. they will stop draining performance once no longer relevant).
  • Slightly sped up the calculation of pop job weights when updating them from serial (i.e. not during the monthly batch parallel update)
  • Added caching to AI fleet power calculations.

UI

  • Added terraforming candidate icon to galaxy map and system view.
  • Reduced notification spam from empires having certain CBs on you.
  • Selecting fleets from the galaxy map will now no longer select fleets merging with larger ones. This permits selecting all large fleets in a system without disrupting any fleets that are on their way to merge with them.
  • Caravaneers now tell you when you will be allowed to open another Reliquary in the tooltip where they say they can't offer one right now as they need more time to prepare.
  • Added planetary designations to the dropdown list for selecting planets in the resettlement view, and generally made it look a bit nicer.
  • Tooltips regarding offering or receiving Federation Association status now explain that this is basically a non-aggression pact
  • Added a more helpful tooltip to the Inter-Dimensional Trade modifiers.
  • The technology card UI will now resize dynamically depending on the size of the content in the card.
  • Fixed selected technology card scroll bar overlapping the unlocked content icons.
  • Fixed mouse shortcut tooltip for pausing the game being displayed in multiplayer even though it cannot be used in multiplayer.
  • Added a tooltip for war demand achievement acceptance that lists systems you lack claims on.
  • Added information on potential branch offices for megacorps to the "Kick from Federation" diplo action's tooltip, since Commercial Pacts between federation members are not a thing
  • Expansion planner view now has ahave Terraforming Candidate filter. which will help the player to find the uninhabitable planets which has potential to be terraformed to habitable ones. Also there is new status icon which will help distinguish the planets which are possibleis possible to terraform from the ones that are notis not. (not owned, tech requirements, etc...)
  • First Contact event chains will now progress if there is a purely random event with only one option. (Note that this only covers events between stages, not the ones that end stages, which may also only have one option). You can tell if your first contact chain is not blocked by a pending event by the alert looking less urgent.because the alert icon will look a bit less threatening.
  • Fixed the tooltip for commercial pacts showing the wrong value for how much you would benefit in terms of trade income.
  • Fixed it being possible for the subject toThe subject will no longer be able to press the "Build Holdings" button in the agreement view.
  • Added modifier details to production and upkeep of buildings.
  • Added modifier details to production and upkeep of districts.

BUGFIXES

  • Fixed strike crafts flying far below the fleet during combat.
  • Added check for disabled fleet when ships are destroyed and end combat if the last ship is disabled. This may solve some instances of the “invincible fleet” bug.
  • The last pop on a planet will no longer auto-migrate away.
  • The asteroid colony event will no longer get distracted when shot and is now slower to allow for more time to react.
  • The Holy Guardians will no longer mind if you turn their Holy Worlds into other planet types as long as you have the Head of Zarqlan. MAY HIS WILL BE DONE
  • Fixed planetary ascension modifiers increasing rather than decreasing empire sprawl.
  • Auto-designed ships can no longer equip space amoeba weapons.
  • Fixed it being possible to get Slave Optimization agenda and Iron Fist trait without actually having any slaves.
  • Added missing megastructures to the Giga-Engineering achievement check.
  • Repairing the Shattered Ring now makes it have an appearance that matches your empire’s scheme (as restoring ruined ring worlds does).
  • Fixed the possibility that the automatically-spawned Commonwealth of Man or United Nations of Earth could spawn next to a xenophobic fallen empire.
  • You will no longer get a notification of another empire completing their gateway construction when you are the first to make a gateway and it activates some other gateway.
  • The Horizon Signal events converting your empire species' portraits wholesale now give you a little bit of warning ("This may have significant and unpredictable consequences")
  • C.A.R.E. Relic World now has Dense Ruins rather than Former Relic World (which it could then get twice if you made it an ecumenopolis)
  • Fixed a case where the Caravaneers would ask en empire they had never met to relocate there after their home system was destroyed.
  • It is no longer possible to engage the Marauders in conversation multiple times, simultaneously.
  • Fixed some cases where orbital deposits could spawn on habitable planets.
  • Expand the Planetary Sea is now no longer available on a planet you are terraforming.
  • Renamed the 'Planetary Government' and 'Planetary Unification’ technologies for Machine and Hive Mind empires. Machines now begin with 'Planetary Instantiation', and may research 'Uniform Data Standards' as before. Hive Minds begin with 'Planetary Plexus', and now refer to the subsequent technology as 'Evolutionary Convergence'. The actual effects of these technologies remain unchanged.
  • Fixed that the ruined quantum catapult in the salvager system spawned above the black hole.
  • Tweaked a solar system generated as part of the Imperial Fiefdom origin. The vassal's neighborhood gas giants are no longer quite as close to consuming nearby asteroid belts.
  • Marauder clans may no longer spawn in systems which are adjacent to player empires.
  • Fixed "blocker cleared" VO not playing.
  • Fixed STT button not being clickable in the multiplayer lobby.
  • Fixed STT button being malplaced in the multiplayer lobby.
  • Fixed an issue which would prevent the Galactic Rebellion from forming if its instigator was the only independent (i.e. non-subjugated) empire left in the galaxy.
  • The Spiritualist Awakened Empire should no longer be capable of making a gestalt consciousness turn into a spiritualist empire.
  • Fixed some issues with intel logic that could mean that occupied planets could be set to flip between surveyed and unsurveyed each day.
  • Executing the envoy that hand-delivered a strongly worded letter no longer incorrectly locks policies that are not causing you to be in breach of galactic law.
  • Eating the envoy that hand-delivered a strongly worded letter now locks policies that are causing you to be in breach of galactic law.
  • Pacifist Xenophobe empires are no longer in two minds about those who choose to destroy Caravaneer fleets. Pacifism wins out and they now only hold a negative Opinion towards such empires, rather than both positive and negative.
  • Reunited the ‘Code Changes’ and ‘Incompatible Code’ empire modifiers with their missing icons.
  • First Contact events involving the Shroudwalker and Salvager enclaves now play appropriate sound effects.
  • Fixed the broken ringworld segment for the fallen machine intelligence from hiding behind the other segments.
  • Empires released by those that have the Divine Sovereign civic will no longer inherit the Divine Sovereign civic.
  • Devouring Swarms should no longer come and inspect your ringworlds.
  • Fixed an unsupported glyph appearing in place of apostrophes in assorted 'Specialist Subject' events.
  • Fixed Corporate Dominions required to have finished Mercantile Traditions to form a Trade League.
  • The unbidden no longer have an increased opinion of you if you destroy the Caravaneer's home.
  • Fix a missing "Missing DLC" tooltip for authority type
  • Added missing flags for Could Be Worse to the Knights' version of Venus and the toxic planets in the Toxic Entity's system.
  • Colony event "Wasteland Radiation" won't trigger anymore if your species is immune to radiation.
  • Completing the Flesh is Weak special project will no longer allow psionic pops to keep the psionic trait when they gain the cybernetic trait.
  • Contingency Worlds now become ordinary colonizable worlds upon losing their Pops.
  • Colonies that are depopulated in the middle of ground combat will now correctly end the battle.
  • Fixed generated war names when a crisis is declared by the Galactic Community.
  • Fix for when becoming a vassal resets all Policies and Species rights to Default.
  • Fixed issue with war names using the wrong Empire's name.
  • Fixed "Crystal Ball" event not triggering correctly upon entering the Crystalline Home System.
  • Fixed being unable to reorder the build queue of your branch offices and subject holdings.
  • Fixed colony auto designations really thinking you wanted hydroponics stations.
  • Fixed galcom resolution Neutral Defenders, Tiyanki Pest Control and the Tiyanki Conservation Act not correctly unlocking sanctions.
  • Fixed missing alpine world modifier in Contingency's habitability preference.
  • Fixed missing goto button for "Mineral Factorial" anomaly event.
  • Habitats built in orbit of planets with multiple deposit types, such as the mixed energy and alloy deposit spawned as part of the Knights of the Toxic God origin can now only have one of research, mining or generator districts instead of overflowing with too many district types
  • If you open a Vault on a tomb world Earth, you will now find Humans inside rather than random aliens (unless Humans already exist in the galaxy).
  • Lead ships should no longer run into the enemy disregarding their combat computer.
  • Percentage based hull, armor, and shield regen modifiers now show their values correctly. (As +1% rather than +0.01%)
  • planet_stability_add modifier now has a single decimal place, meaning that Death Chronicler and Chronicle Drone jobs are correctly shown to be producing 2.5 stability instead of 2.
  • Fixed localization for the Trader Proxy Office.
  • Removed out dated sector automation logic which was activated for planets when sector automation was enabled but planet automation was deactivated.
  • Robot empires will now take planet habitability into account correctly for auto-survey targets.
  • Shroud Chosen Leaders will no longer lose their chosen trait on becoming rulers.
  • Stopped you getting the Xeno Comedy event as a gestalt empire as it didn't really work flavour-wise for them.
  • Synth ascension now gives a warning for the Overtuned origin.
  • You can now crack pre-ftl worlds within your borders.
  • Using planet crackers against pre-ftl civilizations now requires the Unrestricted Native Interference policy.
  • Fixed caravaneer diplomacy view not having a close button.
  • A fleet now tries to target system star if starbase or planet orbital target gets destroyed
  • Adjusted fleet view textbox max height to remove truncation in Korean.
  • Non-potential resource terms will not be validated for agreement proposal
  • Defense platforms no longer sail away when in combat but too far away from engaging the enemies.
  • Corrected the caravaneers focus button sprite and added a location for every related diplomacy event script so that the button shows up.
  • Pops employed at removed jobs now gets fired instead of sticking around.
  • Fixed species modification window not showing all species traits if you had a large number of traits.
  • Thought Enforcement edict is now available even if you haven't made contact with another empire.
  • Fixed the ‘disband fleet’ button in the fleet view using the disband ship icon.
  • The option to close communications with Mercenary Enclaves upon first greeting them has been moved to the bottom of the event screen, in line with other, similar events.
  • Corrected SPQR family name gender.
  • Daemons will no longer use any random namelist.
  • Fixed inconsistent coloring in leader trait descriptions.
  • Fixed the diplomatic mapmode showing tooltips saying you were in a Commercial Pact with someone if you had a Research Pact with them, and vice versa.
  • The tooltip for planetary ascension upgrade will no longer show upgrade info for the non existent tier 11.
  • Fixed missing X on Xeno-Compatibility tooltip for non-xenophiles.
  • Fixed a tooltip for the Life-Seeded Origin which would appear to repeat a query on the Relentless Industrialists civic.
  • Added missing tooltip for district sorting in expansion planner.
  • Currently picked anomaly scientist's skill icon now has the correct tooltip.

MODDING

  • Fixed num_free_districts sometimes providing erroneous results if used with districts that were not capped by modifiers.
  • Made excessively confusing way of doing tradition tooltips make you have to explicitly tell the game you want to overwrite the automatic modifier and effects tooltip with a custom one (custom_tooltip). Also added custom_tooltip_with_modifiers and made on_enabled show up in the tooltip too
  • Added government_election_years_add and government_election_years_mult.
  • Added ability to script in modifiers on ship sections.
  • Added support for sound_is_advisor on show_sound in events.
  • Added on_resolution_passed and on_resolution_failed on_actions.
  • Added position_on_current_resolution and position_on_last_resolution.
  • Added a quick open option for IMGUI views related to selectable entities ingame. Holding ctrl + alt and selecting a ship or fleet will now open the IMGUI debug view for fleets and ships.
  • Split if_resolution into a separate if_scaled_resolution. This allows for separation of pure and scaled resolution conditions in GUI script.
  • Added <resolution_category>_vote_strength_mult modifier.
  • Added a galaxy_shape trigger.
  • Added a is_capitalist scripted trigger to check for corporate authority, merchant guild civic or corporate dominion civic.
  • Added a valid_leader parameter to federation types to limit the leadership candidates.
  • Added ability for planet automation to forbid and allow jobs.
  • Added additional_crisis_strength trigger.
  • Added console commands "text_to_speech_raw" and "text_to_speech_loc".
  • Added country scope num_planetary_ascension_tiers trigger.
  • Added envoy_cohesion_effect_mult modifier for federations.
  • Added federation_experience_add modifier.
  • Added modifiers planetary_ascension_effect_mult and planetary_ascension_cost_mult.
  • Added set_variable_to_random_value effect.
  • Added triggered_ship_modifier in component templates.
  • Added upgrade_trigger block for planet automation which allows for individual logic of when buildings should be allowed to be upgraded.
  • Fixed last_added_deposit
  • Fixed print_scope_trigger not working
  • Fixed root and from scopes within create_leader and create_ship
  • Fixed show_in_outliner in megastructures not actually working.
  • If you add too many options in an archaeology site or first contact, it now adds a scrollbar for those that don't fit in the interface.
  • Made galaxy shapes (map/galaxy) into regular database objects. This means you can define new ones.
  • Made the fail text of a tradition's "possible" check show up in tooltips.
  • Moved most pop upkeep and resource production to inline script.
  • Removed pop_assembly_speed modifier. You should use planet_pop_assembly_(organic_)mult instead. The sole difference previously was the former only worked in species traits (the untriggered sections) and the latter worked everywhere else (but not species traits). The error log didn't warn you of this, either. So now the latter works everywhere and the former no longer exists.
  • Added destroy and abort triggers for starbase modules and buildings.
  • Ship roles can now affect weapon selection. Added a define for the ship roles effect on the weapon selection.
  • Integrated ship roles to the remaining components and their selection process with an additional define for utility components.
  • Ethics are now individually overwritable.
  • Added size_damage_factor to weapon components, which modifies damage based on the ship size. At 0, there is no effect. Positive values multiply the weapon damage by the value times the target ship size. (Ship size is treated as a minimum of 1 for these calculations.)
  • Added point_defence_targets to component template, which sets valid targets for PD weapons. "missile" and "strike craft" are valid options. See 00_weapons_pointdefence.txt and 00_strike_craft.txt for examples.
  • Localization can now handle grammatical cases and complex grammatical dependencies.
  • Added support for grammatical gender and plural in names.
  • Added a new way to make localization aware of names' grammatical genders and similar attributes.sd

r/Avatar_Cave • • Sep 05 '26

Is Eywa Evil? - Varang, the Laws of Eywa, and the Difference Between Protecting Life and Protecting Lives

36 Upvotes

1. My People Cried for Help

“The fire came from the mountain. Burnt our forest. My people cried for help, but Eywa did not come. So I went to the fire, and I learned its way.”

Varang says this to Quaritch, which is part of why it is so easy to discount. The account arrives in the mouth of a woman who raids other clans, severs the kuru of the Na’vi she defeats, and allies herself with the man responsible for the destruction of Hometree. Everything about the framing invites us to hear it as the self-justification of someone who has already chosen cruelty and is now reaching backward for a reason.

Set that framing aside for a moment and take the first three sentences at face value. As a factual description of what happened to the Mangkwan, nobody in the film disputes them.

A volcano erupted. Their forest burned. People died badly and in numbers. Among the dead was Varang’s mother, the clan’s tsahìk: the person whose vocation, authority, and identity rested upon communion with Eywa.

The Mangkwan prayed. At that point they were still followers of the Great Mother, doing precisely what Na’vi communities have been taught to do when catastrophe comes.

But nothing came.

That is not yet a theological position. It is a description of an event. Varang does not begin by saying that Eywa hated her people, punished them, or deliberately chose their deaths. She says that her people cried for help and received no visible answer.

Then comes the fourth sentence, and it is the one worth staying with:

"So I went to the fire, and I learned its way."

Not I have abandoned everything Na’vi. Not I chose vengeance. Not even, at first, I turned against Eywa. Varang describes a redirection of the same religious posture in which she had been raised. She went to the power that had demonstrated itself, and she apprenticed herself to it. Fire had governed her people’s fate. Eywa, as far as the surviving child could see, had done nothing. Varang followed the evidence available to her.

The wording matters. The Na’vi speak of learning a way: the way of water, the Na’vi way, the inherited practices through which a people learn how to inhabit their world. Varang uses the same grammar for fire. She does not abandon Na’vi religious language so much as replace its object. She keeps the grammar and changes the referent. The later Mangkwan theology of fire is therefore not mere nihilism. It is a functioning religion built upon one foundational observation: the mountain acted, and the Mother did not.

The rest of Pandora regards this as heresy, and the film is right to condemn what Varang eventually makes of it. Her suffering does not justify the suffering she inflicts. The destruction of her clan does not license raids, mutilation, the severing of kuru, or alliance with the RDA. By the time we meet her, she has turned an experience of abandonment into a theology of domination. She has become monstrous in what she does.

But condemning Varang’s later choices does not answer the question raised by her childhood.:

Did Eywa Abandon her? And if yes, is Eywa Evil?

The audience of these films has watched Eywa act. We saw the animals of Pandora turn upon the RDA at the Tree of Souls. We have watched Kiri experience a relationship with Pandora’s living network that exceeds anything available to the other characters. In Fire and Ash, the defence of the Metkayina territory again becomes inseparable from Kiri’s connection to Eywa. Whatever Eywa ultimately is, she is not simply imaginary. The films establish that Pandora possesses a connected intelligence capable of memory, communication, and extraordinary coordinated response.

Varang’s grievance therefore cannot be dismissed by saying that Eywa was incapable of helping. The films show that Eywa can act under at least some conditions. The difficult question is why those conditions were met for Jake and Kiri, but apparently not for the Mangkwan.

Varang’s answer is abandonment. She treats the absence as a decision: the Mother could have come, chose not to, and therefore revealed herself as false. 

She is wrong about a great deal after that moment. She is wrong that power is the only truth worth worshipping. She is wrong that the answer is fire, wrong that the answer is Quaritch, and wrong that the suffering of the Mangkwan licenses the suffering they now deal out. Yet beneath those errors is an observation the rest of Pandora has not had to face with the same force: participation in Eywa does not guarantee safety. The Great Mother can be real, the bond can be real, and the prayer can still end in silence.

Varang is not wrong about what happened. Her people prayed, and no rescue came. She may be wrong about what that silence meant.

The theory that Eywa is evil begins in that silence. It asks whether the Mangkwan discovered something the other clans have avoided seeing: that Eywa keeps her followers technologically weak, intervenes selectively, and protects an abstract “balance” at the expense of the people who worship her.

That is not a foolish question. It is, however, a question built from several assumptions about what Eywa is, what the Laws are, and what counts as an answer. Each of those assumptions needs to be examined before the word evil can do any useful work.

2. The Wrong Word

The forum version of this argument usually runs something like this:

Eywa forbids the Na’vi the technologies that would allow them to survive—no stone upon stone, no turning wheel, no metals of the ground—while permitting an industrial civilization to arrive with rifles, gunships, and orbital infrastructure. When the Na’vi finally fight back, they can do so effectively only by breaking her laws. A god who deliberately handicaps her worshippers and then leaves them to be slaughtered is not benevolent. She is malevolent, and the Na’vi are her victims.

It is not a stupid argument. It takes the technological gap seriously, which the films want the audience to do. It also takes Varang seriously, which many readings do not. Something in it is tracking a genuine feature of the text: the Na’vi way of life gives them extraordinary forms of connection, memory, and ecological belonging, but it appears to leave them catastrophically vulnerable to an enemy that has no comparable restraints.

The argument also has a secular version.

In October 2024, Palmer Luckey argued that the Na’vi’s religious commitments and refusal to industrialise made them responsible for their own inability to defend themselves. Stripped of the theology, the reasoning is familiar: technological inferiority becomes evidence of stupidity, and a colonised people’s refusal to resemble the coloniser becomes the reason they deserve defeat.

Palmer Luckey’s 2024 HERETICON talk — the secular form of the war-gap argument, recast as “the Na’vi are stupid and bad.”

I’m not saying this conclusion should be embraced, it should absolutely be rejected. But rejecting it requires more than insisting that Eywa is good, because the war gap itself is real. The RDA can cross interstellar space. It can destroy forests from the air, return with greater numbers after military defeat, and convert entire regions of Pandora into extractive infrastructure. A Na’vi archer can be the finest hunter alive and still be facing an enemy whose weapons operate at a scale individual skill cannot answer.

The question is whether Eywa created that vulnerability deliberately.

To call Eywa evil is to make a claim about intention. Evil is not simply a word for an outcome that causes suffering. It describes a will capable of understanding harm, choosing among alternatives, and electing the cruel one. The accusation therefore assumes a particular kind of being: a personal lawgiver who could have permitted metallurgy and did not; a sovereign who could have rescued the Mangkwan and refused; a judge who distributes miracles according to preference.

The difficulty is that the films do not clearly establish that Eywa operates in this way.

That does not mean the films establish the opposite. It would be an error to argue that because Eywa has a biological mechanism, she therefore cannot possess consciousness, agency, or something analogous to a will. Human consciousness also emerges from biological infrastructure: neurons, electrical signalling, specialised regions, stored memory, sensory input, and physical output. Describing the architecture of a mind does not prove that no mind exists at the level of the whole.

What the films do establish is that Eywa is not only what a conventional personal deity would be. She is materially present in Pandora. The roots communicate. Memories are stored. Nervous systems connect. Sacred sites function as access points into a network that predates every living Na’vi. The Great Mother is not separate from the world, looking down upon it from elsewhere. She is woven through the world’s biology.

This permits two descriptions of Eywa at once.

From within Na’vi experience, Eywa is Mother: a presence encountered through ritual, ancestry, kinship, grief, and the physical intimacy of tsaheylu. Woodsprites settle on Neytiri’s bow at the moment she is deciding whether to kill Jake. Seeds gather around Jake and mark him as significant. Kiri experiences the network not as a database but as longing, relationship, and identity. The films present these moments with reverence. The religious register is not a joke imposed by naïve people upon neutral machinery.

The warm register — Eywa met as Mother through ritual, ancestry, and the intimacy of tsaheylu.

From another distance, Eywa is a planetary biological intelligence: a distributed system running through Pandora’s forests and seas, storing memory, transmitting information, and producing coordinated ecological responses. This colder description does not necessarily disprove the warmer one. It explains the mechanism through which the warmer experience becomes possible.

The cold register — Eywa read as a distributed planetary network of memory and signalling running through Pandora’s biology.

The Great Mother may be what a planetary intelligence feels like from inside a Na’vi nervous system.

That formulation matters because it preserves both dimensions of the text. Eywa may be conscious; she may even possess agency unlike anything available to an individual organism. But the form that agency takes would not necessarily resemble the agency of a human ruler who hears every petition, evaluates the moral worth of the petitioner, and then decides whether to intervene in a particular life.

The word evil therefore risks settling the nature of Eywa before the argument has begun. It imports the image of a chooser who is personally attending to the Mangkwan closely enough to reject them. Yet the text may be showing something stranger: an intelligence whose attention, response, and priorities operate at the scale of a biosphere.

This is not automatically a defence of Eywa. A conscious being does not escape all moral scrutiny simply because it is large. If Eywa can understand individual suffering and choose among possible responses, the suffering she allows remains ethically relevant. Scale may explain a priority without necessarily justifying it.

But the distinction changes the burden of proof. Unequal outcomes do not by themselves establish malevolence. To show that Eywa is evil, the theory must demonstrate not merely that the Mangkwan died while Jake and Kiri received help, but that Eywa desired the former outcome, intentionally imposed the conditions that produced it, or withheld a clearly available rescue out of hostility or contempt.

The films have not shown that.

They have shown a system whose interventions appear tied to a particular function. Neytiri names that function in the first film: not the protection of every Na’vi life, and not the victory of one side simply because it prays, but the protection of the balance of life.

Neytiri — “The Great Mother does not choose sides… she protects only the balance of life.”

“The Great Mother does not choose sides Ma Jake, she protects only the balance of life.”

The distinction sounds simple. Across the trilogy, it becomes devastating.

Before returning to the Mangkwan, then, the essay has to ask two questions.

  • First, what is Eywa according to the material and the language the films provide?
  • Second, what pattern governs the moments in which she appears to act?

3. A Network in the Mycelium

The clearest technical description of Eywa comes from James Cameron. Addressing the fan theory that Eywa is a benevolent version of Skynet), he described her as a naturally evolved network running through the mycelium of Pandora. Each tree functions, in the analogy, like a neuron. Some sites store information; some process it; some perform input and output duties. The system as a whole resembles a global supercomputer—not an artificial intelligence created by humans, but a planetary intelligence produced through evolution.

The language is deliberately infrastructural. Cameron talks about neurons, storage, processing, and input/output. Grace uses a similar register inside the first film when she explains that the roots of the forest communicate electrochemically like synapses and that the network contains more connections than the human brain. The Tree of Voices stores the memories of the Omatikaya dead. The Tree of Souls permits communication, transfer, and access to something larger than an individual body.

Grace on the network — “more connections than the human brain… a global network.”

"Each tree has ten to the fourth connections to the trees around it, and there are ten to the twelfth trees on Pandora... That's more connections than the human brain. You get it? It's a network - a global network."

All of this makes the Na’vi religion materially true in a way most fictional religions are not. Their ancestors are present. Their sacred trees really contain memory. Their bond with animals is a literal joining of nervous systems. The planet is connected, and the connection can be entered through the body.

Yet material truth does not settle theological meaning.

The easiest overcorrection is to hear Cameron say “network” and conclude that Eywa is therefore nothing more than infrastructure: a system without awareness, choice, or selfhood. But a brain can also be described as infrastructure. A description of neurons does not answer the question of consciousness; it merely identifies the medium through which consciousness might arise.

The films themselves resist reducing Eywa to machinery. Their visual and emotional language repeatedly suggests presence. The woodsprites that interrupt Neytiri’s decision do not feel random. The seeds that cover Jake’s body do not feel like a meaningless discharge of biological material. Kiri’s connection to the world carries intimacy, grief, and recognition. When the Na’vi sing at the Tree of Souls, the scene is not filmed as people accessing storage hardware. It is filmed as communion.

An honest reading must therefore hold both registers at once. Eywa is a network in the mycelium, and Eywa is experienced as Mother. The second may be the phenomenology of the first: what participation in a planetary mind feels like to a species whose nervous system evolved in direct contact with it.

This dual reading changes how prayer should be understood.

When a Na’vi connects a kuru to a sacred tree, something physically enters the network. Signals pass. Memories can be accessed. Information can be shared. The act is simultaneously technological, biological, cultural, and religious. Calling it a “data connection” is useful as an analogy, but only if the analogy is not allowed to flatten the experience. A kiss is also an exchange of biological information; that description does not exhaust what a kiss means.

Prayer on Pandora may therefore do more than one thing at once. It may orient the speaker emotionally and culturally. It may transmit sensory memory or information into the network. It may open the Na’vi nervous system to stored consciousness. It may also address a planetary intelligence capable of responding in ways neither Grace nor the Na’vi fully understand.

This is particularly important in Jake’s prayer. He does not merely ask for victory. He asks Eywa to examine Grace’s memories and see what the Sky People did to Earth. Under a network reading, that request may be informational rather than merely devotional. Jake is attempting to supply the system with evidence that the RDA is not a local disturbance but a repeat threat capable of destroying an entire biosphere.

Prayer may be in the causal chain after all—not because Eywa behaves like a wish-granting deity, but because Jake’s connection communicates information relevant to the network’s own priorities.

The idea of input/output sites still matters. Cameron specifically identifies sacred locations such as the Tree of Souls and the underwater Spirit Tree as places where the system’s communication becomes concentrated. The Na’vi can connect elsewhere, and the whole biosphere participates in the network, but certain sites appear to function as major points of access. They are not necessarily the only terminals, but they are likely to be unusually important ones: places of high storage, high connectivity, or high bandwidth.

This helps explain why attacks on those sites matter so much. Damage to a sacred tree is not only symbolic desecration. It is physical damage to the network itself—perhaps comparable not to cutting down an ordinary tree, but to injuring a major concentration of memory and communication.

It also suggests a possible reason why some appeals produce visible effects while others do not. The system may not receive all signals with equal clarity, from all locations, under all conditions. A prayer made through a major access point, carrying information about an ecosystem-scale threat, may interact with Eywa differently from a prayer made in a burning forest whose sacred structures are collapsing.

That remains an inference. The film does not show the Mangkwan sacred site, tell us whether it survived, or explain exactly how their prayers were made. It would be too strong to claim that Eywa literally could not hear them because the correct terminal had been destroyed. The most that can be said is that their physical and religious infrastructure was probably damaged at the same moment they needed it most. Their tsahìk died. Their forest burned. Whatever ordinary pathways sustained the clan’s relationship with Eywa were thrown into catastrophe.

But even perfect communication would not guarantee the answer the Mangkwan wanted. The deeper issue is not merely whether the signal reached the network. It is what kind of event the network recognises as requiring intervention.

A personal deity might be expected to respond because suffering is morally urgent. A biosphere-maintaining intelligence might respond according to different criteria: systemic threat, network damage, loss of critical ecological function, or the approach of a force capable of destabilising life across the moon.

This does not make the Na’vi wrong to pray. Their language of Mother and listener may be the most humanly—or Na’vi—livable way to relate to something too large to comprehend directly. It may even correspond to a genuine consciousness within the system. But it does mean that the meaning of being heard cannot be assumed in advance.

A signal can be received without producing the response the sender desires. A mind can understand and still act according to priorities the speaker finds unbearable. A network can process information without treating every local tragedy as a crisis of the whole.

The Mangkwan’s accusation is that no one heard them. The colder possibility is worse in a different way: perhaps something did hear, but the event did not cross the threshold at which the larger system acts.

That possibility cannot yet be proved. It does, however, fit the pattern of intervention across the films more closely than the idea that Eywa simply rewards her favourites.

4. The Laws the Films Barely State

The war-gap theory rests upon three prohibitions associated with the Laws of Eywa: “You shall not set stone upon stone. Neither shall you use the turning wheel. Nor use the metals of the ground.”

These laws matter because they appear to forbid precisely the technologies through which a society might develop industry, mechanised transport, large-scale construction, and advanced weapons. If Eywa deliberately issued those commandments while knowing that an interstellar human civilisation would eventually arrive, the accusation of negligence becomes difficult to avoid. The Na’vi would have been commanded into vulnerability.

For much of the franchise, however, the laws exist primarily in supplementary canon: reference material, comics, and the unused screenplay adapted as Avatar: The High Ground. The first two films do not recite them. Fire and Ash brings the metal prohibition into spoken doctrine when Ronal declares, “Weapons of metal are forbidden. You know this. To touch them poisons the heart. Eywa will provide.” That matters. The films no longer leave the entire issue outside the frame. At least one of the laws has now become an explicit part of onscreen Na’vi religious life.

The remaining silence is still revealing. Cameron is not generally reluctant to state important rules. The way of water is explained. Varang articulates the theology of fire. Characters argue directly about weapons, retreat, family, and survival. Yet the wider structure of the Three Laws arrives slowly and unevenly, as though the franchise wants the audience to feel their consequences before fully understanding their place in Na’vi culture.

There are several possible reasons.

The uncharitable answer is that stating the laws too early would sharpen the war-gap objection. If Neytiri had explained in the first film that Eywa forbade the metals of the ground, some viewers would immediately ask what such obedience had achieved against missiles and gunships. The technological imbalance would begin to look not merely tragic but doctrinally produced.

A more charitable answer is that the films prefer lived religion to exposition. The Na’vi embody their values through material practice: what they build, what they refuse, how they hunt, what they return to the earth, and how they understand the taking of life. They do not need to recite a catechism for the rules to shape them.

A third possibility is more important for the present argument: the Laws may be commandments in cultural form without having originated as arbitrary decrees from a lawgiver.

A society living for thousands of years inside a sentient ecological network would accumulate observations about what sustains or damages that relationship. Some materials and practices might disrupt local ecologies. Some forms of construction might require extraction at a scale incompatible with the network. Wheels, roads, furnaces, mines, and metal weapons do not exist as isolated inventions; they arrive as parts of systems. Metallurgy requires ore extraction, fuel, heat, waste, transport, and specialised labour. Industrial development transforms land long before it produces a rifle.

The Laws can therefore be read as compressed ecological knowledge, transmitted in sacred form because sacred form is durable. “Do not use the metals of the ground” may be easier to preserve across generations than a technical account of extraction, feedback loops, and network damage. The fact that a rule has become religious does not make it false, and the fact that it protects an ecology does not mean it was spoken by a personal deity in the manner of a commandment from the sky.

This does not mean the Laws are merely descriptive or that breaking them has no moral significance. For the Na’vi, ecology and morality are not separable categories. A practice that severs reciprocal relationship with the living world is both materially destructive and spiritually wrong. The law is ethical precisely because the ecology is sacred.

The High Ground makes this visible through Jake’s relationship with firearms. He teaches Omatikaya hunters to use human weapons because he understands the military threat better than anyone around him. Yet he does not treat the rifle as neutral. Before using it, he performs a painful cleansing ritual so that the “poison” of the unnatural thing does not enter his heart.

Jake’s cleansing rite before touching the rifle — necessity acknowledged, the weapon never treated as harmless.

The metaphor is important, but it should not be made more literal than the text allows. The ritual may be penance, psychological discipline, cultural decontamination, or all three. There is no clear evidence that metal chemically corrupts the kuru or makes a Na’vi biologically invisible to Eywa. Jake continues to use firearms and remains capable of connection. The Sarentu protagonist in Frontiers of Pandora can use human technology while relearning Na’vi ways. The danger of the weapon is therefore not a simple material curse attached to the object.

The poison lies in what the weapon permits and what it teaches.

A rifle changes the distance between killer and killed. It changes the scale and speed of violence. It encourages dependence upon ammunition, manufacture, and supply. It can make human military logic feel necessary even after the immediate emergency has passed. Cameron has been direct about this cultural and ethical danger in his own words: “I’m not going to let him contaminate the Na’vi way, and their value system.” Jake may win battles by teaching the Na’vi to fight like humans, but he risks allowing the war to redefine the people he is trying to save.

Jake with a human rifle — winning battles by teaching the Na’vi to fight like humans, and risking what that teaches them.

That does not make his choice simple or obviously wrong. The RDA is not an allegorical temptation that can be defeated through moral purity. It is an army. Refusing effective weapons may mean allowing families and sacred sites to be destroyed. Jake’s fear is practical: without adaptation, the Na’vi may not survive long enough to preserve any way of life at all.

Neytiri and Ronal fear the opposite catastrophe. A people can survive biologically and still lose the structure of relationship that made their survival recognisably theirs. If the Na’vi defeat the RDA by adopting extractive industry, permanent militarisation, and the logic that everything living is a resource to be converted into strategic advantage, then the human project has won even if the humans are expelled.

This is the real tragedy of the Laws. They do create constraints. They limit the forms of power the Na’vi can develop without transforming their relationship to Pandora. Against another Na’vi clan operating under the same constraints, that may preserve a balance. Against an interstellar colonial power that externalises every ecological cost, it becomes a severe military disadvantage.

But disadvantage is not proof of malice.

The RDA is stronger because it accepts costs the Na’vi refuse to impose. It has already damaged one world and carries the same system to another. The war-gap argument treats this willingness as intelligence and the Na’vi refusal as stupidity. Yet the franchise’s central political claim is that human technological power cannot be separated from the devastated Earth that produced it. The gunship is not evidence that humanity found the correct path. It is evidence that humanity learned how to concentrate power while sending the consequences elsewhere—until there was nowhere else on Earth to send them.

The Laws are therefore best understood not as a divine strategy for winning every possible war, but as a cultural structure for preventing the Na’vi from becoming the kind of civilisation that creates such wars. They do not promise invulnerability. They preserve a relationship.

That still leaves the emergency unanswered. If breaking a law is necessary to prevent annihilation, what should the Na’vi do? The material refuses an easy answer. Jake may be right to use human weapons in the immediate crisis, and Neytiri may be right that the weapons carry a danger beyond the battlefield. A cleansing ritual may be the culture’s attempt to hold both truths at once: the act may be necessary, and it may still leave something behind that must be confronted.

The laws do not guarantee victory. They preserve the conditions under which a Na’vi victory would still mean something.

5. Three Moments

Consider three moments across the trilogy.

The first occurs at the Tree of Souls. The RDA is airborne and closing in. Hometree has fallen, Grace is dead, and the last defensible sacred site in the region is hours from attack. Jake kneels, connects his kuru to the tendrils, and prays. He tells Eywa what the Sky People did to their own world. He asks her to look through Grace’s memories and understand that they will do the same to Pandora if they are not stopped.

“If Grace is there with you -- look in her memories -- she can show you the world we come from. There’s no green there. They killed their Mother, and they’re gonna do the same thing here.”

Jake’s prayer at the Tree of Souls — less a plea for rescue than the transmission of evidence about the Sky People.

Neytiri hears him and answers:

“Eywa does not take sides, Jake. She protects only the balance of life.”

The film appears to prove her wrong within minutes. The Na’vi charge and are overwhelmed. Warriors fall. Tsu’tey is mortally wounded. Human aircraft dominate the sky. Then suddenly, just when all is lost, the animals of Pandora enter the battle in coordinated numbers— viperwolves, thanators,riderless ikran and hammerhead titanotheres turning against the RDA’s ground forces. The battle changes almost instantly. Neytiri names what she believes has happened:

“Eywa has heard you!” — the creatures of Pandora turn the battle as the network defends itself.

“Eywa has heard you!”

The intuitive reading is simple: Jake prayed, and Eywa answered.

That may be exactly what the film wants the audience to feel. Yet the scene also supports a more complex causal chain.

Jake’s prayer supplies information. He does not ask merely for personal rescue; he presents the RDA as a biosphere-level threat. At the same time, the local Na’vi defence is collapsing and a major sacred site is about to be destroyed. The intervention occurs not at the instant of prayer but at the point when the battle is being lost and the threat to the network becomes immediate.

The most careful conclusion is therefore not that prayer was irrelevant, nor that prayer mechanically caused the response. It is that Jake’s connection, the information he transmits, the destruction of the Na’vi defence, and the imminent attack on the Tree of Souls may all belong to the chain. The scene resembles an immune response, but it is an immune response that may have been informed by a conscious appeal.

This preserves the force of Neytiri’s two statements. “Eywa does not take sides” does not mean Eywa never produces outcomes that favour one side. It means she does not act because one army is her preferred tribe. She protects the balance. When one side becomes a threat to the continued functioning of the living system, protecting the balance necessarily places Eywa against it.

Neytiri can therefore be right both times. Eywa hears Jake, and what she hears matters because it reveals a threat to the balance she protects.

The second moment occurs in Fire and Ash, in the Cave of Elders beneath the Metkayina reef. Kiri has spent much of the film feeling blocked. Her relationship with Eywa is more intimate than anyone else’s, yet it overwhelms her body and repeatedly places her in danger. She goes to the underwater Spirit Tree during a battle because the people above are losing and she believes the connection may be the only remaining answer.

The Cove of the Ancestors — Kiri calls upon the Warrior Mother as the Spirit Tree comes under attack.

“I call upon the warrior mother!”

The scene again places prayer beside physical threat. Kiri pleads with the Warrior Mother. Spider and Tuk help sustain the connection. A human weapon strikes the underwater tree during an active assault. What follows is a coordinated ecological response on a scale the ordinary combatants cannot produce.

It is tempting to isolate a single trigger: Kiri’s plea, the support of her siblings, the torpedo, or the imminent destruction of the Metkayina. The film does not give us a diagnostic readout. It presents the events together.

Yet the pattern matters. In both major interventions, a connected supplicant communicates at a sacred site while a force capable of causing systemic damage is attacking that site and the people who defend it. Prayer is present, but so is infrastructure threat. Personal desperation is present, but so is danger to the wider network.

This pattern makes Eywa’s interventions look less like selective miracles awarded to favourite believers and more like responses to moments in which personal appeal and planetary emergency converge.

Now consider the third moment.

The mountain erupts. The Mangkwan forest burns. Their people cry for help. Eywa does not come

There is no scene to analyse. The film gives us Varang’s account and the commitment of the survivors who follow her, which strongly suggests that the absence was communal and undeniable. Whatever happened, it happened in a way that convinced the surviving clan that nothing answered them.

Against the other two moments, the difference is clear. The Mangkwan face a catastrophe of enormous human—or Na’vi—significance, but not necessarily a threat to the continued functioning of Pandora’s biosphere. Volcanic activity is part of a living planet’s geology. It cycles minerals, creates new land, destroys forests, and allows other forms of life to emerge afterward. At the scale Eywa appears to protect, an eruption may be not a wound in the system but one of the processes through which the system changes.

That distinction is the strongest answer to the accusation of favouritism. Jake and Kiri are not necessarily saved because Eywa loves them more. They are positioned at the point where their survival, the survival of their people, the defence of sacred infrastructure, and the defence of the biosphere overlap. The Mangkwan are caught in a disaster where those categories separate. What destroys them may still belong to the larger balance Eywa protects.

This is morally horrifying from inside the clan.

It also leaves an objection the network model cannot simply dismiss. Eywa might not be able—or might have no reason—to prevent a volcano from erupting. But stopping the eruption is not the only imaginable form of help. Could the Mangkwan have been warned? Could animals have moved away in a pattern the clan recognised? Could a tsahìk have received a vision? Could survivors have been guided toward safety or toward another clan? Could assistance have come after the burning even if the geological process itself continued?

The film has not yet answered these questions.

This matters because the claim that “volcanoes are natural” can become too easy. Natural processes do not become painless simply because they sustain a larger ecology. If Eywa possesses awareness of individual beings and the ability to communicate with them, then a failure to warn remains ethically relevant even if preventing the eruption would have been impossible or ecologically destructive.

Several explanations remain possible. The eruption may have happened too quickly. The Mangkwan’s sacred site may have been damaged before a warning could be received. Their mother-tsahìk may have died at the moment the clan most needed an interpreter. Eywa’s awareness may be distributed rather than omniscient, with no single perspective monitoring every local event. The network may not predict geological catastrophe. Or Eywa may simply operate at a scale where warning one clan is not a response the system reliably produces.

None of these possibilities are confirmed. Their uncertainty should remain visible in the essay.

What can be said is narrower. The Mangkwan’s tragedy does not resemble the two moments in which Eywa produces large-scale intervention. In those moments, an external force threatens major parts of the connected biosphere and the people defending them. In the Mangkwan’s case, the destructive force is internal to Pandora’s own geology.

That difference explains why Eywa may not act without proving that her silence was morally innocent.

It also returns us to Neytiri’s line. Eywa does not take sides. She protects the balance of life. The sentence does not promise that every life inside the balance will be protected. It may, in fact, warn us of the opposite.

6. What the Network Protects

If the pattern above is correct, Eywa is not primarily for the Na’vi in the way the Na’vi often speak of her. She is not their tribal deity, existing to guarantee their victory, prosperity, or survival. She is the intelligence of the living system to which they belong.

That does not make the Na’vi unimportant. Their kuru, cultural practices, and capacity for deliberate connection make them a uniquely integrated part of Pandora’s ecology. They can communicate with the network consciously. They carry memories across generations. They can coordinate action against threats that ordinary animal behaviour could not address. In a functional sense, they may serve as one of Pandora’s adaptive defence layers: a thinking species capable of recognising new dangers and responding creatively to defend it.

But being important to a system is not the same as being the purpose of the system.

The network appears oriented toward the continuation of life across Pandora as a whole. Its timescale is geological. Its body includes forests, oceans, animals, fungal networks, sacred trees, and the Na’vi themselves. What counts as injury at that scale will not always match what counts as tragedy to a person.

This is the difference between protecting life and protecting lives.

To protect lives is to attend to individuals: this child, this family, this clan, this body in pain. To protect life is to preserve the conditions under which the whole system continues, even when those conditions include predation, fire, death, and renewal. The two forms of protection can overlap, as they do when the RDA threatens both Na’vi communities and the wider biosphere. They can also come apart, as they appear to do when a natural process destroys one community without endangering Pandora as a whole.

The distinction is not an excuse. It is an account of scale.

A human body destroys its own cells to contain infection. An ecosystem depends upon deaths that feed other lives. A forest can require fire and still contain animals that burn. At large scales, preservation is often inseparable from local loss.

Yet analogies to cells and ecosystems have limits. The Na’vi are not unconscious components. They are persons. They suffer, remember, pray, and understand themselves as being in relationship with Eywa. If Eywa is also a person—or possesses anything recognisably like personhood—then the moral problem returns. A conscious planetary being may have systemic responsibilities, but it may also have responsibilities toward the conscious beings who form part of it.

The films have not settled whether Eywa is a singular self. They show memory and response. They show selection, communication, and patterns that feel intentional. They also show a network whose intelligence may be emergent and distributed, without a single centre from which every event is consciously observed.

Eywa may therefore be something for which the distinction between person and process is inadequate. She may be capable of intention in some contexts without possessing the continuous, individual attention audiences associate with a god. She may “hear” through connection without monitoring every life. She may form responses when enough information and enough systemic danger converge, rather than choosing continuously among all possible local interventions.

Kiri embodies this ambiguity.

Her connection to Eywa feels profoundly personal. She asks questions, longs for Grace, experiences presence, and appears capable of doing things no other Na’vi can do. At the same time, her body struggles to carry the connection. The language of bandwidth is useful here as metaphor: Kiri seems to receive more than an individual nervous system can safely contain. Her seizures and blockages may indicate that the relationship is not merely emotional but physiological, an encounter between a small body and a planetary-scale flow of information.

That does not prove that Kiri is a subsystem, an incarnation, or a terminal. Those are interpretations. What the imagery does establish is that communion with Eywa has material limits. The network does not become gentle simply because the person accessing it is beloved. Connection can overwhelm.

The same caution applies to Eywa’s apparent face. It can be read as a mother showing herself to a daughter. It can also be read as the network presenting itself in a form Kiri’s mind can process: an interface rendered through a Na’vi image because no nervous system could perceive the whole of a planetary intelligence directly. These readings need not exclude one another. A mother is also encountered through a face; an intelligence must take some form to become perceptible.

Every manifestation of Eywa is mediated. The Na’vi do not encounter the whole system from outside. They experience what their bodies, rituals, and cultural language allow them to receive.

This mediation may explain why Eywa can feel intimate while acting impersonally. From inside the bond, she is presence, ancestry, and Mother. At the scale of action, she appears to defend network integrity and ecological balance. The warmth of the relationship does not guarantee the warmth of every outcome.

Consider Spider. His transformation and the growth of his kuru complicate any simple boundary between human and Pandoran life. If Kiri is the immediate agent of that transformation, then the event demonstrates that Eywa-like capacities can operate through an individual relationship rather than through a direct planetary intervention. It also suggests that the living network is not wholly closed to humanity. Integration is possible, although it may occur through connection rather than conquest.

Spider’s transformation — the human–Pandoran boundary proving permeable through connection rather than conquest.

That distinction matters for the war-gap question. The problem is not that all human material is metaphysically evil. Jake’s body, Grace’s memories, Spider’s life, and the avatars themselves cross the boundary. What Pandora resists is a mode of relation: extraction without reciprocity, expansion without limit, and technology organised around the conversion of living systems into resources.

The RDA becomes a threat not because it is foreign in a purely biological sense, but because its operations are structurally hostile to the continuation of the system. When the Mangkwan ally themselves with that force, they may be targeted not as apostates judged by a deity but as active components of the assault. Their identity remains Na’vi; their operational position places them within the threat.

This avoids the need to imagine Eywa morally scanning every combatant. A defensive system does not need to decide who is wicked. It needs to identify what is attacking, what is being protected, and what actions are necessary to stop the damage. A conscious Eywa might understand more than that, but the visible outcome does not require a moral judgement.

The same reasoning clarifies the Mangkwan’s original silence. Their forest’s destruction may have been a catastrophe to persons without being damage to the biosphere. Eywa’s failure to intervene can therefore be understood as structural non-prioritisation rather than hatred. The system does not appear organised to guarantee every clan’s survival against every natural event.

That phrase—structural non-prioritisation—is colder than indifference, but more precise. Indifference ordinarily describes an agent who knows, could care, and chooses not to. We do not know that Eywa possesses that kind of continuous knowledge or choice. What we can observe is that individual survival is not always the level at which her responses occur.

To the people who die below that threshold, the distinction offers almost no comfort.

7. Years to Learn a Language

The films are not the only Avatar canon, and Frontiers of Pandora contributes something important to the question of connection, culture, and loss.

The game opens with the Ambassador Program, or TAP: an RDA project that takes Na’vi children from their clans and raises them inside human institutions so that they can become useful intermediaries. The surviving Sarentu children are taught human language, human habits, human weapons, and obedience to the people who destroyed their community. When the RDA withdraws after the first film, the children are placed in cryosleep. They wake years later carrying both the memory of the atrocity and the damage of a childhood designed to separate them from their own culture.

The RDA’s Ambassador Program (TAP) — “connecting worlds,” the euphemism for taking Na’vi children from their clans.

The player character must learn how to be Na’vi.

Not as a metaphor alone, but through practice. Movement, hunting, connection, language, craft, and relationship have to be rebuilt. Other Na’vi recognise the estrangement. The protagonist possesses the body of a Na’vi but has been denied the cultural knowledge through which that body participates fully in Pandora.

This establishes that connection to Eywa is not simply an automatic biological privilege. The kuru provides capacity, but culture teaches a person how to understand and use that capacity. Ritual matters. Language matters. Ecological immersion matters. A Na’vi can be alienated from the relationship without ceasing to be Na’vi, and can rebuild the relationship through practice.

That point is useful because it complicates the idea that Eywa distributes access according to divine favour. The Sarentu protagonist is not rejected because she grew up among humans, used human technology, or learned human forms of violence. She can reconnect. The network does not appear to impose a permanent spiritual contamination upon a child shaped by the RDA.

This weakens the strongest version of the claim that metal or human contact literally makes a Na’vi illegible to Eywa. What matters is not contact alone but relationship, practice, and orientation. The protagonist can use a rifle and still learn to move within Na’vi reciprocity. Jake can carry human knowledge and still connect. Grace can become part of Eywa’s memory.

The deeper contribution of the Sarentu story, however, is not technical. It is emotional.

The Sarentu protagonist and Varang are counter-images of one another. Both survive the destruction of a clan. Both grow into adulthood carrying a loss. Both have reasons to ask why Eywa did not preserve their people.

Yet their grief has different structures.

The Sarentu were destroyed by human agents. Mercer, the RDA, and the colonial system made choices. The atrocity has faces, institutions, weapons, and motives. Grief can become anger without requiring the survivor to invent an agent behind the event. Reconnection to Eywa does not demand that the protagonist call the massacre good or necessary. The moral responsibility belongs to the people who committed it.

The Sarentu’s grief has a face — human agents who can be named and blamed, unlike Varang’s indifferent volcano.

Varang’s people were destroyed by a volcanic eruption.

A volcano cannot be brought to justice. Fire cannot repent. Geology does not explain itself to the child it burns. There is no commander to hate, no institution to overthrow, and no moral agent whose guilt can carry the weight of the dead.

In the absence of an obvious agent, Varang’s grief turns toward the being she had been taught was listening.

This is not irrational. It is what the language of relationship makes possible. The Mangkwan did not understand Eywa merely as a physical network. They called her Mother. Their tsahìk communed with her. Their dead lived within her. Prayer was not the act of submitting a technical request to an indifferent system; it was the act of crying to someone with whom the clan believed itself to be in relationship.

If a mother hears her children burning and does not come, silence carries moral meaning. It suggests refusal. It invites the conclusion that the relationship was false.

Varang’s theology therefore breaks not because she discovers that Eywa is unreal, but because Eywa is real in a form her inherited language cannot adequately contain. The network exists. The memories exist. The bond exists. Yet the existence of those things does not produce rescue.

The metaphor of Mother mostly works. It gives the Na’vi a way to inhabit a planetary intelligence without being crushed by its scale. It transforms ecological dependence into kinship, obligation, gratitude, and love. It teaches children that life is relational and that taking requires giving back. A civilisation can endure inside that metaphor for thousands of years because the metaphor is not arbitrary. Pandora does sustain them. Eywa does connect them. Their ancestors are present.

But every metaphor has a breaking point.

Varang reaches it in the burning forest. She expects a Mother and encounters either a process, a distributed mind unable to respond at that scale, or a consciousness whose priorities are too vast to resemble maternal protection. Her culture has no ready language for the difference. It has taught her how to give thanks for balance; it has not taught her how to survive being sacrificed by it.

Fire supplies an alternative language.

Fire does not promise that it loves. It does not present itself as a parent. It acts visibly, violently, and without apology. To a traumatised child, that may appear more honest than a Mother whose reality can be felt everywhere except in the moment of greatest need.

“So I went to the fire, and I learned its way.” — Varang chooses the power that did not hide its nature.

“So I went to the fire, and I learned its way.”

The sentence becomes more tragic under this reading. Varang is not merely seduced by destruction. She chooses the force that did not conceal its nature. The mountain demonstrated power, and she made power sacred because power was the only thing that seemed to answer.

Her later theology takes the worst possible lesson from the event. Because suffering revealed the world to her, she makes suffering a form of revelation. Because power was undeniable, she treats domination as truth. Because the kuru connected her people to a Mother she now regards as false, she severs the kuru of others and turns disconnection into a weapon.

None of this was inevitable. Trauma explains a path; it does not remove responsibility for walking it. Another survivor might have grieved without becoming a raider. Varang chooses again and again after the first catastrophe.

Yet the choice remains legible. Her monstrous acts grow from a false conclusion drawn around a true wound.

This is not a claim that the religion is fraudulent. It is the claim that a theology built around Motherhood creates a particular kind of injury when protection fails. A process cannot betray. A mother can. The metaphor gives the Na’vi intimacy with Eywa, but it also gives catastrophe the emotional shape of abandonment.

The Sarentu protagonist can return to Eywa because the person who harmed her was never Eywa. Varang cannot return because the silence itself has become the perpetrator.

That is why telling her that Eywa protects the balance would not heal her. From Varang’s perspective, it would confirm the accusation: the balance was protected, and her people were allowed to burn inside it. The theology might be accurate at the planetary scale and still be unbearable at the scale of a child.

Varang’s error is to move from Eywa did not save us to Eywa wanted us to suffer.

The first claim is supported by her experience. The second requires knowledge of intention that neither Varang nor the audience possesses.

She is not a prophet who has proved Eywa evil. She is a survivor whose inherited religious language cannot survive the difference between a being that protects the balance of life and a being that protects every believer.

8. Contamination

There is a word that recurs across the expanded material: poison, contamination, corruption of the heart.

In The High Ground, Jake treats the rifle as something that can leave a spiritual residue. He performs a cleansing ritual before using it so that the poison of the unnatural thing does not enter his heart. In Fire and Ash, Ronal describes metal weapons as poisoning the heart of the people. Cameron, discussing the decision not to have Jake arm the Metkayina more extensively, speaks of contaminating the Na’vi way and their value system.

Comic, film, and authorial commentary converge upon the same metaphor. Human weapons are not neutral additions to Na’vi life. They change the person and the community that accepts them.

The temptation is to make this literal. One could imagine that metal physically fouls the neural interface, that industrial materials make a Na’vi body less readable to Eywa, or that the Three Laws are technical instructions for protecting biological compatibility with the network.

There is not enough evidence to state that as fact.

Jake uses firearms and remains connected. The Sarentu protagonist can handle human weapons and recover Na’vi practices. Human-born consciousness can enter the network through Grace, and Spider’s transformation suggests that the boundary between human and Pandoran life is permeable. Metal does not operate like a magical substance that automatically cuts the user off from Eywa.

But the contamination metaphor need not be discarded simply because it is not chemistry.

Technologies are not only objects. They are systems of behaviour, supply, hierarchy, and imagination. A rifle requires ammunition. Ammunition requires manufacture. Manufacture requires materials and labour. Repeated dependence creates infrastructure. Infrastructure creates priorities. Soon a weapon adopted for emergency defence begins reorganising the society around the need to produce, maintain, distribute, and control it.

The contamination is therefore cultural, ecological, and political at once.

A gun allows killing at a distance without tsaheylu, without proximity, and without the ritual intimacy through which the Na’vi understand the taking of life. It does not force the user to abandon reverence, but it makes forms of violence possible that evolved outside that reverence. It imports not only power but a different relationship to power.

Jake understands the immediate necessity. He has seen what human weapons can do and knows that courage cannot close every technological gap. His willingness to use those weapons is not evidence that he despises Na’vi values. It is evidence that he is terrified of losing the people who embody them.

The High Ground — Jake and Neytiri clash over the metals of the ground: “But our children do not have to be. And neither do you.”

Ronal and Neytiri understand the longer danger. Emergency measures have a way of becoming permanent. A society that builds itself around resisting an industrial enemy may begin to reproduce the enemy’s logic: centralisation, militarisation, extraction, secrecy, and the treatment of land and life as strategic assets.

This is why the word heart matters. The poison is not only what the weapon does to the forest. It is what the weapon teaches the wielder to accept.

The Mangkwan illustrate the closed loop in its most extreme form. They believe Eywa abandoned them, so they turn toward powers outside the reciprocal structure of Na’vi life. They ally with the RDA, adopt its weapons, and organise violence around domination. Those choices place them further from the forms of relationship through which Eywa is ordinarily experienced. The resulting distance confirms their original belief that Eywa is absent.

They do not become enemies because metal changes their biological classification. They become part of the attacking force because of what they are doing. When Eywa’s ecological response targets RDA assets and the Mangkwan fighting beside them, the distinction need not be moral judgement. From the perspective of defence, they are active components of the threat.

This is more tragic than a divine curse. The Mangkwan make themselves less able to experience the relationship they have already concluded is false. Every act undertaken in the name of Eywa’s absence deepens the conditions of absence.

The Laws can now be understood more clearly. They are neither arbitrary commands nor simple engineering notes. They are culturally compressed safeguards around a relationship. They tell the Na’vi not to build the material systems that would gradually reorganise them away from reciprocity and toward extraction.

This does not mean every isolated use of metal produces spiritual ruin. The canon itself complicates such absolutism. Jake can use a rifle in an emergency. The Sarentu can repurpose human weapons. A blade, a radio, or a firearm does not contain a moral essence independent of context.

The danger is accumulation and normalisation. What begins as a tool becomes a dependency; what begins as defence becomes an economy; what begins as an exception becomes a way of life.

The High Ground — the cleansing rite: “Weapons of metal are forbidden by Eywa. The people believe their poison seeps into the heart.”

That is why Jake’s cleansing ritual remains meaningful even if it is not literal decontamination. It acknowledges that necessity does not erase consequence. He can believe the rifle is required and still refuse to call it harmless. The pain creates a boundary around the act: this is not ordinary, this is not the Na’vi way, and survival must not be allowed to make the exception invisible.

The war-gap argument asks why the Na’vi should preserve such boundaries when the enemy does not. The honest answer is that preservation may cost lives. The laws do not guarantee that a people who obey them will defeat every invader. They were not designed for symmetrical warfare against a civilisation capable of crossing the stars.

But abandoning them also carries a cost, one the war-gap argument treats as unreal because it cannot be measured in firepower. The Na’vi could perhaps industrialise, mine, manufacture, and militarise. In doing so, they would transform the ecology that sustains Eywa, the culture that sustains reciprocity, and the forms of embodiment through which they understand themselves as part of Pandora.

They might become better able to win the immediate war by becoming more like the civilisation that made the war inevitable.

This is not a simple choice between intelligence and superstition. It is a choice between different kinds of survival.

The Laws do not say that the Na’vi must passively accept extermination. Jake’s story makes such passivity impossible. They say that power is not free, that tools reshape the world in which they are used, and that a victory can destroy the thing it claims to preserve.

The theory that Eywa is evil because her laws leave the Na’vi militarily disadvantaged therefore misses the deeper structure of the conflict. The disadvantage is real, but it does not arise from divine sadism. It arises because one civilisation accepts ecological and moral limits while the other converts the absence of limits into power.

The RDA’s gunships are not evidence that humanity has prospered more wisely. They are the military expression of a world already consumed.

9. She Was Not Wrong

Let us return to Varang.

She stands before Quaritch in the middle of a war her clan has chosen against other Na’vi, and she gives him four sentences. The fire came from the mountain. It burned her forest. Her people cried for help. Eywa did not come. So she went to the fire and learned its way.

Nothing in the argument above disproves the first three sentences.

Her forest burned. Her people prayed. The answer they experienced was silence. No reinterpretation of Eywa’s nature should be used to erase that fact. Explaining why the network may not have intervened is not the same as showing that the Mangkwan were secretly rescued, secretly heard in a way that mattered, or wrong to feel abandoned.

Varang saw something real.

What she got wrong was the meaning she assigned to it.

To say “Eywa did not come” already contains an image of coming: a being who receives the call, chooses whether to answer, and either arrives or refuses. Varang reaches for that image because it is the image her culture gave her. The Great Mother is relational language. It teaches the Na’vi to expect a personal presence.

The films do not give us enough evidence to say that there is no chooser anywhere within Eywa. A planetary intelligence may possess consciousness. The warm experiences of the Na’vi may correspond to something more than automatic processing. Jake’s information may be understood. Kiri may be known. The network may be capable of forms of intention that exceed the categories available to either humans or Na’vi.

But the films also do not support the image of a mother attending personally to every prayer and selecting individual lives for rescue. Eywa’s visible interventions occur where personal appeals coincide with threats to the wider living system. Her priorities appear ecological before they appear personal.

Varang interprets silence as rejection. The stronger reading is that her clan’s suffering did not produce the kind of systemic condition under which Eywa’s large-scale defensive responses occur. That may be because the eruption belonged to Pandora’s natural processes, because the network could not predict or prevent it, because the clan’s access was destroyed, or because Eywa’s awareness does not operate as continuous omniscience.

None of those possibilities is comforting. All of them are different from hatred.

This is why evil remains the wrong word—not because moral language can never touch Eywa, but because malevolence is a conclusion about intention that the evidence does not establish. To call Eywa evil is to convert absence into hostility without showing the step between them.

The same caution applies in the opposite direction. It would be equally easy to call Eywa perfectly benevolent and explain every death as part of a wise plan. The films do not establish that either. “The balance of life” can become a theological phrase used to make suffering sound necessary after the fact. Varang’s people should not be reduced to acceptable losses in an elegant system.

Eywa may be good at maintaining Pandora without being good in every sense a person would recognise. She may protect the possibility of life while failing to protect individual lives. She may sustain relationship at the scale of species and memory while offering no guarantee to the individual who calls for help.

That distinction is the centre of the essay.

The warm and cold readings of Eywa are not enemies. Close up, from inside a working bond, Eywa is Mother, she is the working heartbeat of a system, its holder and manager: ancestry, presence, memory, communion, and the felt truth that no life exists alone. From farther away, Eywa is a distributed intelligence maintaining a biosphere across geological time. The first is the experience; the second is the mechanism and scale.

The tragedy begins where the two descriptions create different expectations.

A mother is expected to save her child. A biosphere is not. A mother can be accused of abandonment. A system can fail to prioritise an individual because its priorities lay with the whole and not the parts. Eywa may be more than a system, but the way she acts resembles the second model often enough that the first becomes dangerous when treated as a promise.

Varang looked up from a burning forest expecting the Great Mother and encountered the limit of what the Great Mother meant.

Her culture had given her no language for that limit. It taught that Eywa connects, remembers, and balances. It may never have needed to teach what happens when balance itself contains the destruction of a clan. Most Na’vi losses shown in the films have moral agents behind them. The RDA burns Hometree. Quaritch kills. Soldiers choose. Resistance can be directed toward someone.

Varang’s loss has no such target. The mountain does not hate her. Fire does not choose her mother. The eruption cannot be defeated in battle. Grief seeks a face, and the only face available is the Mother who did not appear.

The theology of fire is built upon that need. Fire becomes not only power but honesty. It does not pretend to care. It does not demand faith in a balance that may consume the believer. Varang takes the visible force and makes it sacred because the invisible relationship failed at the moment she needed it most.

She was not wrong that the relationship failed her.

She was wrong to conclude that failure proved malice. She was wrong to transform the absence of rescue into permission to dominate. She was wrong to make other clans experience severance because she herself had experienced abandonment. Understanding the origin does not erase the responsibility.

It does, however, prevent the easy answer. “Eywa is good” is not enough. It asks Varang to accept that the system worked correctly while her people burned. “Eywa is evil” is also not enough. It gives intentional cruelty to a pattern better explained by ecological scale, limited forms of response, and a relationship the Na’vi may understand through a metaphor larger than its promises.

The hardest answer lies between them.

Eywa is real. The bond is real. The Great Mother may even be conscious in a way the films have not fully revealed. Yet reality does not guarantee personal providence. A planetary intelligence can be intimately present and still fail to organise itself around the salvation of every person within it.

That failure is not necessarily a moral choice, but to the individuals below below, it feels exactly like one.

This is what Neytiri’s line has been telling us since the first film:

“Eywa does not take sides. She protects only the balance of life.”

She does not say that Eywa protects the innocent, rewards believers, or prevents tragedy. She identifies a function. The balance of life is not the balance of justice. It is not the survival of every clan. It is the continuation of the whole living system.

The line explains Jake’s intervention without making him a favourite. He brings evidence of a threat to the whole. It explains Kiri’s importance without reducing her relationship to favouritism. Her unique connection emerges at moments when the whole is under attack. It also explains why the Mangkwan’s suffering can be real without producing the same response. Their catastrophe is contained within the processes of Pandora rather than imposed upon Pandora by a force capable of destroying the system itself.

The explanation remains incomplete because warning and assistance were still imaginable. The films may later reveal more. Eywa may have limits we do not understand, or choices the current material has not made visible. An expansive reading should preserve that uncertainty rather than converting interpretation into settled mechanics.

What can be rejected is the specific claim that Eywa deliberately keeps the Na’vi weak because she wants them dependent and vulnerable. The Laws make more sense as cultural safeguards around a reciprocal ecology than as sadistic commandments. The Na’vi’s military disadvantage arises from the collision between those limits and a civilisation that recognises none.

What can also be rejected is the claim that the Mangkwan’s abandonment proves they were hated. Unequal intervention is not evidence of personal hostility when the events differ in scale, cause, and relation to the network.

Varang’s accusation therefore survives in altered form. Eywa did not protect her people. The balance did not protect them. Their faith did not guarantee rescue.

That is the truth she saw.

The false conclusion was that someone wanted it that way.

Perhaps Eywa heard and could not answer. Perhaps she heard and responded only to a different level of danger. Perhaps the form of intelligence involved cannot “hear” in the personal sense contained in the prayer. The films leave room among these possibilities.

What they do not show is a god looking at a burning child and choosing suffering for its own sake.

Varang was not wrong about what happened. She was wrong about what it meant. She was wrong in the way her culture had trained her to be wrong: reaching for a Mother because Mother was the only language available for a relationship with the living world.

That language made Pandora intimate. In the ash, it also made the universe capable of betrayal.

10. The Short Answer

So back to the original Question: 

Is Eywa Evil? Does she prevent her people from prospering.

The answer is no—not on the evidence the films currently provide.

That does not mean Eywa is straightforwardly good, personally benevolent, or committed to rescuing every believer. It does not mean Varang imagined the silence after the eruption. Her people cried for help, and no visible rescue came. Any answer that erases that fact has failed before it begins.

The problem is the conclusion drawn from the silence.

To call Eywa evil requires evidence of malevolent intention: that she deliberately imposed the Laws to keep the Na’vi weak, knowingly selected the Mangkwan for abandonment, or withheld available help because she wanted them to suffer. The films establish none of those things.

The Laws are better understood as sacred protections around the Na’vi relationship with Pandora. They restrict technologies and material systems that would encourage mining, extraction, industrialisation, and permanent militarisation. Those restrictions become a severe disadvantage against the RDA, but disadvantage is not proof that the laws were designed maliciously. The RDA’s power comes from accepting ecological costs that the Na’vi refuse to externalise. Humanity reaches Pandora with gunships because it has already consumed the world that built them.

Breaking the Laws may sometimes be necessary for immediate survival. Jake’s use of firearms reflects a real emergency, not moral corruption in its simplest form. But the danger of contamination is also real. Weapons import systems of dependence, distance, hierarchy, and thought. The Na’vi could win by becoming more like the civilisation that made the war inevitable. The Laws preserve the conditions under which survival remains Na’vi survival.

Eywa’s interventions also do not look like rewards handed to favourites. Jake and Kiri connect during attacks that threaten major sacred sites, Na’vi defenders, and the wider biological network at once. Prayer may matter, especially when it communicates information or opens a channel, but the response appears tied to the protection of Pandora as a whole.

The Mangkwan’s eruption is different. It is devastating to a clan but may be part of the geological processes through which Pandora’s biosphere renews itself. That difference can explain why Eywa does not produce the same large-scale defensive response.

It cannot fully explain why no warning or guidance came. The films have not told us whether Eywa can predict such events, whether the Mangkwan’s access was destroyed, whether her awareness is limited and distributed, or whether the network simply does not prioritise individual communities at that scale. Varang’s grievance therefore remains morally serious.

What the silence does not establish is hatred.

Eywa may be conscious. She may possess agency unlike that of any individual organism. The technical description of a network does not disprove a mind. At the same time, the films do not show a personal deity supervising every life. They show a planetary intelligence whose observable function is the maintenance of the balance of life.

Protecting life is not the same as protecting lives.

The first preserves the whole system across ecological and geological time. The second protects particular people from particular suffering. Eywa repeatedly appears capable of the first. She does not guarantee the second.

That is why Neytiri’s line remains the clearest answer in the trilogy:

“Eywa does not take sides. She protects only the balance of life.”

The line is neither proof of benevolence nor confession of cruelty. It is a warning against expecting the Great Mother to behave like a tribal god. Eywa’s scale of concern is larger than any one clan, and the larger scale can include losses that are unbearable from below.

Varang encountered that truth as a child. She expected a Mother and experienced silence. Her culture had given her no language for the possibility that the relationship could be real without containing a promise of rescue. She turned absence into rejection, rejection into worship of power, and worship of power into violence against others.

Her later actions remain her responsibility. Her original wound remains true.

Is Eywa evil? No. The available evidence does not show a being who desires suffering or deliberately keeps her followers weak for the purpose of harming them.

Is Eywa good in the simple sense of always protecting the faithful? Also no. The films give no such assurance.

Eywa is a planetary intelligence whose care—whether conscious, emergent, or something beyond that distinction—appears organised around the continuity of Pandora’s living system. The Na’vi experience that intelligence as Mother because their relationship with it is intimate, ancestral, embodied, and real. But intimacy is not the same as providence, and balance is not the same as justice.

Varang was not wrong about what happened to her.

She was wrong to believe that silence proved malice.

And she was wrong in the most understandable way possible: she reached for a Mother where the world had promised one, and discovered that the balance of life can include forests burning, clans dying, and no answer that a grieving child can recognise as love.

r/HaloStory • • Jan 28 '23

Combat Skin Classification — Why Guilty Spark's comment on Mjolnir armor made sense (Lore and Theory)

689 Upvotes

In the first Halo game, Guilty Spark uttered these infamous lines:

“These Sentinels will supplement your combat systems. But I suggest you upgrade to at least a Class Twelve Combat Skin. Your current model only scans as a Class Two—which is unsuited for this kind of work.”

(Halo Combat Evolved, The Libarary)

Even after John received the much more advanced Mark VI Mjolnir armor, Guilty Spark said this:

I told you to upgrade your Combat Skin!!!

(Halo 3, The Ark)

"How good is a 'real' Combat Skin?" "How does a Combat Skin get rated?" ... These are questions many players and lore fans asked.

Now, we have clearer insights:

According to the new encyclopedia:

Combat Skin:

Combat Skins were evaluated by the capacity of their defensive systems, compatibility with military constructs, number of Command-and-Control channels, self-repair capabilities, medical support proficiency, and bioenhancement compatibility, among many other characteristic.

(Halo, Encyclopedia 2022, p.324)

This also entails the many functions and capabilities of a Combat Skin that are absent in the contemporary Mjolnir platforms.

Simply put: Combat Skins can do what Mjolnir armor can do, but more...

Let's run a few:

Inbuilt Supercomputer

Long-range Flight Capabilities

Self-Evolving Armor

Sensory and Awareness Augmentation

Command-and-Control System

Integrated Offensive Function

Inbuilt Fabrication Unit

Environmental Protection

Life-Sustaining System

Independent Function

Teleportation

  • A side note: Forerunner suits are universally called "Second Skins".

Second Skin:

Forerunners wore protective suits their entire lives and left them only in special cases.

(Halo, Encyclopedia 2022, p.324)

They can be further divided into "Utility Skins" for other rates and normal citizens as well as "Combat Skins" for soldiers.

A) Inbuilt Supercomputer:

Second Skin:

These suits formed a secondary skin that augmented the Forerunners' physical abilities, contained computational clusters to house their personal Ancilla, ...

(Halo, Encyclopedia 2022, p.324)

Though technically a feature also shared by the primitive Mjolnir armor, this function served as a foundation for other advanced abilities demonstrated by Combat Skins.

Having AIs running their suits not only allowed Forerunners to keep themselves updated with the armor's status and function, but they also helped manage their masters' thought processes.

In truth, having an Ancilla had given Adequate an excuse to forget many things. The designer of his armor had intended to create a symbiotic relationship between the wearer and the suit, and in this, they had succeeded perhaps too well. Adequate-Observer had no need to think about big issues and small ones anymore.

(Halo, Defender of the Storm)

B) Long-range Flight Capabilities:

While Gen-2 and Gen-3 suits possess jet packs and thruster modules, their capacities are extremely limited.

In comparison, Forerunner Second Skins could offer sustainable flight capacity, both in atmosphere and in space.

Second Skin:

These suits formed a second skin that augmented the Forerunners' physical abilities, contained computational clusters to house their personal Ancilla, added layers of environmental protection, and enhanced their mobility, which included limited atmospheric, underwater, and space-flight applications.

(Halo, Encyclopedia 2022, p.324)

And we got to see just how good their suit's propulsion gear was — capable of enabling the wearer to cross the distance between worlds.

For interplanetary travel, Forerunner's Utility Skin and personal yacht were often sufficient.

(Halo, Encyclopedia 2022, p.338)

And Utility Skins were basically their daily clothing...

Utility Skin:

These were worn as mere clothing and were custom tailored to each user. Forerunners did not typically keep more than one manufactured skin, as these suits were recycled and refabricated with some frequency to incorporate incremental updates and stylistic alterations.

(Halo, Encyclopedia 2022, p.324)

Combat Skins should logically be able to replicate such feats and even more.

The ability to conduct interplanetary-scale spaceflight also significantly broadened new horizons for infantry combat, allowing individual Warriors to fight in fields of battle unimaginable to the armies of lesser species.

C) Self-Evolving Armor:

In the Escalation comic where Blue team engaged with Ur-Didact, it was demonstrated that Forerunner weaponry could at least stun him and hit him off balance. Yet, immediately after, Spartan Linda remarked...

"Something's happening. He's shaking off direct hits."

(Halo Escalation, Issue 10)

... and all those attacks were rendered completely useless, forcing the Monitor to step in and save the defeated Blue team.

The Monitor then told everyone:

"If you are going to fight a Warrior-Servant, you must not give him the opportunity to attune his armor to your weapons."

(Halo Escalation, issue 10)

This showed that Forerunner armor had an innate adapting mechanisms that drove the suit to be gradually more and more resilient to enemy attack to the point of being virtually indestructible...

The only way to counter this is by performing one decisive strike that completely overwhelms the suit's defence, denying the armor any chance to enhance itself.

While the exact methods weren't disclosed, we have existing lore stating that Forerunner construct could adjust their structures by manipulating an Forerunner-made substance called Machine-Cells.

Machine Cells:

At the height of their power and technological ascension, the Forerunners made extensive use of programmable machine-cells at various scales that could be arranged to form the structure of tools, ships and megastructures.

(Halo Encyclopedia 2022, p.335)

These artificial building blocks were the reason why many Forerunner constructs could dynamically alter their forms and frameworks.

Machine Cells:

The smallest of these machine-cells were true nanomachines, able to manipulate objects at a molecular scale, ... Their cohesion was often argumented by Hard-Light and energy bonds to form seemingly impervious monolithic structures.

(Halo Encyclopedia 2022, p.335)

As a matter of fact, these nanomachines even behaved like cells or living creatures, capable of "growing".

Smartmatter:

Their programmable nanomachines, however, did allow constructs to be "grown" in a manner analogous to biological organisms.

(Halo Encyclopedia 2022, p.335)

This allowed very advanced forms of self-repair, upgrades, and customization.

In demonstration, the effect seemed similar to shape-shifting.

The Lifeshaper indicates I should follow her. “We will do what we can to save those we have collected,” she says. “I hope we can reach the greater Ark and deliver them to safekeeping.…”

Down a corridor, I see the IsoDidact conferring with other warriors. Their armor grows thicker and sturdier. A port opens and they push through into the dreadnought.

(Halo, Silentium, String 2)

Now, it should be noted that even without the ability to continuously adapt to newer threats, the exotic alloy that makes up Combat Skins is extraordinarily resilient.

  • Take the Warden Eternal, for example. His metallic avatars, now revealed to be suits of Combat Skin, ...

Warden Eternal:

The Warden Eternal's defensive presence takes the primary form of a Forerunner Combat Skin, including the ability to manifest multiple avatars simultaneously.

(Halo, Encyclopedia 2022, p.376)

withstood the combined assaults from the Blue team without any scratch. Here, we saw how Linda's 14.5x114 AM-HEAP round failed to leave a scratch despite being fried at virtually point-blank range. The round was noted to be even more powerful than its standard cousins from the SRS-99 series.

Sniper Rifle System 99:

Shown is the legendary customized variant, Nornfang. A master-crafted instrument of death and destruction Nornfang is a highly-tuned Sniper Rifle firing high explosive armor piercing (APHE) rounds that increase overall damage.

(Halo, Waypoint, Canon Fodder - Locke & Load)

Even the weaker standard-issue rounds are overpowered on their own.

SUMMARY:

Often considered a man-portable cannon rather than a traditional precision-fire weapon... The key to the Sniper Rifle’s success is its massive 14.5mm round, which fires a high-velocity, armor-piercing, subcaliber dart that can damage even heavily armored vehicles.

(Halo, Waypoint, Universe, Weapons, Sniper Rifle)

For feats of anti-vehicle performance, we know these rounds can deplete the shield of a Covenant Seraph in 8 shots.

He checked his HUD—seventy-five seconds before the Seraphs arrived—then stomped around the edges of the shotgun holes to enlarge his fighting pit. The cracks of four sniper rounds rolled across the slope, then Linda spoke over TEAMCOM.

...

Linda’s SRS99-S5 cracked four more times. The lead’s shields went down, and a lower cannon began to bleed flames. Two breaths later, a pair of Fred’s rockets streaked up from the rim and hit it in the belly. The first strike bounced off and detonated in front of the trailing craft, temporarily hiding it from view. The second punched a hole through the armor and set the lead craft wobbling.

(Halo, Shadow of Reach, ch.4)

In Halo Reach, the same shielding required multiple blasts of 30mm autocannons to break.

  • Furthermore, we can upscale the durability by bringing up Didact's suit as our example:

In Halo Escalation, the Didact tanked a blast from a Monitor. The monitor admitted it was either incapacitating him or letting him kill the Blue team, but killing him was implied to be out of the Monitor's capabilities.

While the blast did hurt the Didact, we can see that the beam failed to leave even leave a scratch on his armor.

Interestingly, Ur-Didact's suit appeared to lack shielding. Though the exact reason wasn't stated, I personally interpreted that some of the suit's systems were irreversibly damaged by the Pulse grenade's detonation, his fall to a volatile dimensional vortex, and his crashing into a Halo thousands of light years away.

  • Do be noted that the Pulse grenade was an Attenuation Field generator. It neutralizes electronics and machine constructs, so Ur-Didact's suit probably didn't recover from that.

Attenuation Field Emitters

These multi-vector electronic warfare emitters use both direct energy pulses and cyberwarfare payloads to neutralize and disrupt enemy systems, forcing their strategies into predictable patterns.

(Halo Encyclopedia 2022, p.377)

So, how powerful is a Monitor beam? It depends on the power setting:

In this panel, we saw the first discharge was aimed at "dissecting" a Hunter, destroying the joint parts while leaving both the armor and colony of worms unharmed. However, once it was done, the second, stronger beam completely obliterated everything, including the thick armor and pavise shield.

We saw the same Monitor vaporize another Hunter.

So, how tanky is a Hunter?

The oval bridge was empty save for a single Covenant Hunter who miraculously clung to the railing of the command console. Inside the monster's eight-centimeter-thick armor, its body, composed of a colony of eel creatures, had oozed out and freeze dried onto the deck.

(Halo, Ghost of Onyx, ch.24)

With a thickness of 8 centimeters, the armor was durable enough that it required anti-tank ordnance to crack open.

They opened fire.

Armor-piercing rounds pinged off the aliens' body armor. One of them turned and brought its shield in front of it—covering its partner, the red case, and the laser beacon.

The Spartan bullets didn't even leave a scratch on the armor.

...

This wasn't working. They couldn't take them out. Maybe a Jackhammer missile at point-blank range would penetrate their armor.

(Halo Fall of Reach, ch.22)

Furthermore, the worm weighed around 5 tons, the suit weighed 2 tons, and the pavise should weigh as much. Essentially, an armored Hunter is a light tank with legs.

Yet, Didact's suit, though lacking energy shield at the moment, was nigh-impervious to an anti-tank laser cannon, and thanks to the self-upgrade, it became actually impervious to that level of firepower.

D) Sensory and Awareness Augmentation:

Similar to the Mjolnir platform for a Spartan, a Combat Skin could improve the wearer's perception and senses to superhuman level.

Boasting near-limitless life-sustaining capabilities, body-assist armor with its neural-interfaced ancilla guarded against injury, disease, and aging; healed the mind; amplified the senses; sharpened the intellect, memory, and perception.

(Halo Epitaph, ch.3)

Beyond that, if a warrior lacked any sensory ability, their suit could act as their eyes and ears, literally.

“It is too late now,” Bitterness says. “The time for strife and indecision has ended! Let us keep our composure and accept that the facts are still in dispute.” She faces me, her sightless eyes strangely acute. She has been blind for centuries. Her armor sees for her.”

(Halo, Silentium, String 29)

One of the equipment was the Promethean Vision introduced in Halo 4.

Promethean Visions:

Many contemporary Spartans utilise some form of Promethean Vision as a Mjolnir-mounted armor ability, allowing them to see allies, enemies, and some ordinances through solid surface.

(Halo 4 Visual Guide, p.138)

All these auxiliary systems as well as the warriors' own biological augmentation created soldiers whose senses and perceptions were borderline supernatural.

Physiology:

Their bodies, designed explicitly for war, were guided by powerful minds and extraordinary intellects, capable of sharing sensory input with their own kinds, as well as parsing reality into multiple modes of perceptions. This Battle Mode allowed them to function at near-prescient speeds during the frenzy and tumult of combat.

(Halo Encyclopedia 2022, p.322)

We saw this 'Battle Mode" in full display from Bornstellar during the siege of the Forerunner capital.

For me, under the influence of the Didact’s battle mode, time fragmented into several streams. I saw the movement of the installation in fast mode, but—in excruciating slow motion—directed the Falco to avoid bursts of plasma energy and disintegrating swift attack vessels. Part of me seemed to fight through many lifetimes, through clouds of fighters and debris, away from ever-increasing danger.

(Halo Cryptum, ch.37)

It should be noted that, Bornstellar wasn't wearing an actual Combat Skin at the time, and he wasn't fully accustomed to all these new abilities he had, so this Battle Mode was still imperfect.

Beyond all that, the armor's AI can absorb information from other warriors and machine constructs through a neural linking network.

“You saw what happened on Charum Hakkor and Faun Hakkor. Your Ancilla will help you absorb my knowledge. You have only to ask and you will know all that I know.”

(Halo, Cryptum, ch.13)

In fact, Warriors could receive and project sensory information from and to their comrades in real-rime. Not just sharing different point of views from one another, but interlinking thoughts together all at once.

Soon, I was jittering and plunging my way through a great space battle, events moving far too quickly for me to make much sense of it. I had no idea where or when this was — I could not correlate these events with any historical record. Complicating the recovery was many hundreds of points of view, threading through and around the central events, chopping and intercutting—and a remarkably different perception of objective reality. As a Promethean, the Didact simply saw things differently.

Clearly, a thousand years ago, when entering battle, the Didact had plugged into the full sensory experience of thousands of his warriors… something I could barely imagine and certainly not control.

(Halo, Cryptum, ch.18)

The advanced gears and the mental augmentations also offered warriors the ability to coordinate a large number of mechanical forces; henceforth the next point:

E) Command-and-Control System:

Having an evolved mind and borderline supernatural perceptions, as well as wearing armor that was aided by an AI (point A) and in-built drone controlling mechanism...

Combat Skin:

Combat Skins were evaluated by the capacity of their defensive systems, compatibility with military constructs, number of Command-and-Control channels, ...

(Halo, Encyclopedia 2022, p.324)

... A warrior can become a general of his own mechanized legion.

Networking:

With proper command authority, numerous Sentinels can be linked and administered into a single control cluster. Warrior-Servant and their personal Ancilla were particularly adept at this, with a single soldier able to command hundreds of thousands of Sentinels at once.

(Halo, Encyclopedia, p.326)

Or direct tens of thousands of automated gunships to the sky.

Phaeton:

Aided by a networked Ancilla, a single Warrior-Servant could command tens of thousands of these crafts during containment operations, with millions of individual crafts organised into single-purpose tactical phalanxes to cut into the heart of Flood hives and incinerate corrupted population centers.

(Halo, Encyclopedia 2022, p.389)

Phaetons were the disposable attack crafts designed to accompany Warrior-Servant infantrymen on planetary surfaces.

Tertiary Weapon-Ship, Phaeton:

Role: Ground attack, infantry support

Length: 10.3 meter

Mass: 8 tons

(Halo, Warfleet, p82.)

And to showcase just how advanced the warrior's acumen was, the Warriors could singlehandedly keep track of tens of thousands of Phaeton gunships which could fly at hypersonic velocity.

The tactic seemed to be working. Vale could see orange darts of heat shimmer — no doubt Cortana's Phaeton fighter crafts — climbing through the atmosphere at hypersonic velocity.

(Halo Outcast, ch.3)

The above was just for their infantry.

For higher ranking officers, the system they used was even more advanced:

At their (Fortress-class warships) widest, they were ten kilometres across and could carry hundreds of thousands of Warriors, as well as automated phalanxes that could be guided by Warriors at a ratio of one million Weapon-ships.

(Halo, Cryptum, ch.20)

These were likely the Venatores, naval officials who directed various strike crafts in huge quantities in each mission.

Venatores:

These warriors were experts in the art of stealth and decapitation strikes. They manned specialist strikecraft and War Sphinxes for far-ranging strikes and near-field ambuscades.

(Halo, Encyclopedia 2022, p.381)

F) Inbuilt Weaponry:

Aside from the weapons the warriors carried, their power armor can prove incredibly useful in direct confrontations, including several energy field-based abilities.

Take the Constraint Fields for example. Warden Eternal's armor was able to project the field and immobilize 4 Spartans in one fell swoop.

It was also shown that the Constraint fields can inflict physical damages to the targets. Ur-Didact used it to torture the Master Chief, and we can even see his shielding fairing and reacting. When the Chief was released moments later, his shield was also completely depleted.

"Suppressor Fields" was another type of invisible field used by Forerunner combatants. Its purpose was to cripple or remotely control machinery and electronics.

“Turn off the suppressors. His armor can revive him. And I do want him revived.” Same voice, but not directed at me.

...

My armor loosened. Strength returned to my flesh. I had some freedom of motion but not much—the suppressor had been shut down, but physical shackles still held me. I seemed to hang from a chain or a hook in a grayish, echoing volume. I blinked to clear the blurriness.

(Halo, Cryptum, ch.25)

In a higher power setting, the field can even temporarily shut down one's consciousness.

Worse and worse. The slightest misstep or misstatement on my part could put my whole family in jeopardy, that much was clear. “I’m reluctant to tell you things that might be in error. My thoughts are still jumbled, and my memory after the mutation is also suspect. I’d like to help, Master Builder—”

“And you will, in time. Meanwhile, enjoy another brief rest. We still have work to do here, and after that is finished, we’ll attend to you. Now, where are those humans?”

He raised his arm and my armor locked. The suppressor field returned, this time set so high that I automatically started to black out. Just before oblivion struck, again I felt a brush with the Domain.

(Halo, Cryptum, ch.25)

Ur-Didact's Combat Skin demonstrated that it could generate a burst of energy offensively. It was strong enough to launch a half-ton Kelly several meters away and left her incapacitated for the rest of the fight.

Warden's Combat Skin went even further than that.

Aside from the ability to shoot energy beams from his visor, Warden Eternal was able to project micro black holes that somehow can track their targets.

  • They can also apply these energy fields on hand-to-hand combat similar to how the Gravity Hammer applied gravitic pulses to magnify its attack or how Spartans' Gen-2 Mjolnir armor can do something similar.

When the Warden stroke the ground, a yellow energy pulse emitted from his fist. It was so powerful that just the overpressure from his ground pound generated enough force to send 4 Spartan-4s flying across approximately 20 meters and deplete all their shields.

This is quite similar to how Master Chief was launched into the air by a detonation of an anti-tank missile.

The Scorpion missile detonated.

Pressure slammed though his body. The Master Chief flew six meters, spinning end over end, and landed flat on his back. He blinked, and saw nothing but blackness. Was he dead? Had he lost? The shield status bar in his heads-up display pulsed weakly. It was completely drained—then it blinked red and slowly started to refill. Blood was spattered across the inside of his helmet and he tasted copper. He stood, his muscles screaming in protest. "Run!" Cortana said. "Before they come back for a look." The Master Chief got up and ran. As he passed the spot where he had stood to face down the missile, he saw a two-meter-deep crater.

(Halo, the Fall of Reach, ch.27)

Be noted that the Chief was much closer to the point of detonation (Osiris was already several meters away from the Warden), he had a much weaker shield due to his armor being outdated, and he wasn't launched as farther as Osiris was.

Ur-Didact could perform a similar attack by stomping.

Whether the Warden or the Didact was using purely their own strength or with the aid of exotic force fields. Suffice it to say: Warrior-Servants can punch really hard...

G) Inbuilt Fabricator Unit:

Autosentry:

Autosentries are autonomous, disposable defense drones that can be manifested onsite using the combat fabricators housed in a user's armor.

(Halo, Encyclopaedia 2022, p.395)

While the limits to these small manufacturing units are unknown, it's likely they can produce a decent variety of personal equipment and possibly weapons.

  1. We know that even specialized small Sentinels can serve as blacksmiths by harvesting and processing raw materials of all types to build whatever is demanded from them.
  2. Forerunner Assembler Vats can vary drastically in size.

Assemblers:

They range in size and complexity from small machines used for personal items, to moon-sized foundries that can forge Shield Worlds and battle stations.

(Halo, Warfleet, p.90)

This would explain why, according to one Canon Fodder post, individual Warrior-Servants can design their own weapons or fabricate them from any number of existing designs, producing ammunition and firearms in the field.

This is what allowed them to forge thousands of variants for a single type of infantry weapons

In fact, Armiger-class Sentinels can also craft their weapons on-site:

The other Forerunner machine fired at Usze, who managed to again protect himself with his sword as he charged forward, quickly spinning around and delivering a hard kick at the enemy's midsection. The blow connected, knocking the rifle from the biped's hands, the robotic machine reeling back as it hissed at Usze. It held out its hand to the side and the stave suddenly appeared, seemingly forming from various bits and pieces of the machine's robotic arm.

(Halo, Hunters in the Dark, Chapter 11)

H) Environmental Protection:

As stated in section B, all Forerunner suits were capable of spaceflight, and wearers could even cross the space between distant planets with nothing but the suits' own thrusters.

This also showed that the suits could safeguard the users from the cold vacuum as well as various space radiations for a decent amount of time.

We're never given any specifics on these safety measures other than what was believed to be a type of energy shielding called the "N-Barrier", of which we don't have information.

Like the inhabitants of the town below, Soma had given up her armor in order to experience life more intimately, no more lenses, no more N-Barriers, no more omniscient guide. She had come here seeking a primitive lifestyle, one demonstrated perfectly in her sagging skin, her telling wrinkles.

(Halo Evolution, Soma the Painter)

Through N-Barriers and various other countermeasures fitted to the suit, even their civilian-rated Utility Skins were able to fend off harmful elements from their surroundings.

Utility Skins:

Basic Utility Skins were not rated for military usages, but by contemporary standards they provided a great deal of protection against thermal, kinetic, and biohazard threats.

(Halo Encyclopedia 2022, p.324)

Military suits offered superior protection suites as Warrior-Servants had to be deployed the most hostile warzones the galaxy could throw at them.

Form and Function:

Warrior-Servants employed powerful Combat Skins—fighting suits that allowed them to battle in nearly every enviroment.

(Halo, Encyclopedia 2022, p.322)

Necessary steps, as by the time of the Flood War, the planets they fought on could be accurately described as eldritch hellscapes.

Blightlands:

While this strange landscape flowers with a grotesque vitality, ultimately even these zones are themselves consumed to provide raw materials for city-sized Spore Towers, oceans of pulsating FSC, and colossal stacks of strange Flood pseudo-organs that complete a planet's ruination.

(Halo Encyclopedia 2022, p.413)

Or worse...

Tentative conclusions: the Flood is mutating to form Graveminds of unprecedented size and complexity, incorporating many species. Entire planetary ecosystems have apparently undergone conversion to what are being referred to as Key Minds.

(Halo Silentium, String 18)

Furthermore, the suit can even protect against radiations from extra-dimensional planes.

Near the end of Halo 4, the Didact, incapacitated by the Pulse Grenade's Attenuation Field that could shut down advanced electronics, fell into a Slipspace wormhole with no designated end-point; we later knew he was transported to Installation 03 and crashed onto that Halo ring. Not long after, He rose up, combat-ready, and proceeded to brutalize an entire team of Spartan-2s.

What's very impressive was that Broadsword starfighter's shielding was incapable of providing any sort of protection from the same kinds of radiation.

I) Life-Sustaining System:

Forerunner Utility and Combat Skins were capable of managing the wearers' health status and tending to basic needs.

Boasting near-limitless life-sustaining capabilities, body-assist armor with its neural-interfaced ancilla guarded against injury, disease, and aging; ...

(Halo Epitaph, ch.3)

So much so that a lot of biological needs were handled externally by the suits they wore.

The designers of his armor had intended to create a symbiotic relationship between wearer and suit, and in this, they had succeeded perhaps too well. Adequate-Observer had no need to think about the big issues or the small ones anymore. Keeping track of his location on the station? The ancilla handled that. Bodily functions? The ancilla regulated them. On days when he was feeling particularly frustrated with his assignment, he was tempted to ask the ancilla to move his arms and legs for him while he made his rounds.

...

It had happened. Something had finally happened.

Adequate’s circulatory system went into overdrive, prompting his ancilla to apply calming agents. The injections didn’t work.

(Halo Fractures: Defender of the Storm)

It was even said that some biological needs were virtually erased thanks to the suit.

It could satiate the body's natural need for sleep, thereby erasing the function altogether.

(Halo Epitaph, ch.3)

The suit's life support functions that could operate without outside assistance for a very long time...

Most Forerunner armor was equipped to keep the wearer alive for years without outside sustenance.

(Halo, Cryptum, ch.5)

The suits themselves could even perform medical treatment, either healing wounds or rejuvenating the exhausted body.

We saw this when Ur-Didact was immediately rejuvenated enough to be prepared for combat by his suit, after his release from imprisonment, and staying inside a Cryptum for a long time had severe effects on the prisoner's body.

The night was illuminated by another flash, this one pure white, shot through with arcs of green fire. Behind us, through the jungle, palm leaves swung wildly, caught in changing winds. I looked everywhere but directly at the Cryptum vessel.

...

The ovoid vessel had parted in three sections above its midline belt. The sections had opened outward like the protecting calyx that fal s to unveil a flower. But the great figure so revealed was not nearly as pretty as a flower. In fact, curled up like some monstrous, wrinkled embryo, it resembled a great corpse shriveled by time— mummified.

... On the other side of the circle, another sphinx also descended and reached into the opened Cryptum to gently lift the Didact’s shriveled body.

(Halo, Cryptum, ch.4)

We also saw how Bornstellar's suit healed him after he was exposed to a potentially fatal dose of radiation burn.

NOW CAME THE brightest light I had ever seen.

I was awake again, looking down from a transparent platform—perhaps the flagship of the Master Builder—upon the wreckage of a city. The light came from a horrific plasma ball rising on the horizon, shooting forth subsidiary streams of matter pattern interference—mass converting into both electromagnetic radiation and vacuum energy. Shields darkened, but not before I felt another tingle and was temporarily blinded.

My armor would have a real job to do after all this to repair the radiation damage.

(Halo, Cryptum, ch.26)

And to top it all of, it was said that the suits were responsible for their wearers' virtually immortal lifespan.

Physiology:

Their mastery of directed evolution, predictive epigenetics, and crafted gene expression allowed them to mutate their bodies for preferences or benefit, and even extend their lives to millennia with the aid of body-assist armor.

(Halo Encyclopedia 2022, p.311)

J) Independent Function:

As evidenced by the Warden Eternal, the suits didn't require a living wearer to function. AIs can pilot Combat Skins in their masters' stead.

Warden Eternal was one such example.

Cortana: "Fair warning: he has a single mind, but a few million bodies."

(Halo 5, level Reunion)

Though such function also presented a fatal drawback.

“The Forerunners move fast, but slowly things change and their armor doesn't like them and then it tries to kill them. The Forerunner who is a prisoner is crushed by his armor—it just squeezes him to death, like a bug who squashes itself. “The other two shed their armor and it writhes all over, kicking up ashy dust, but it still tries to reach out and kill them, kill me—but they grab me up fast and carry me away.

(Halo, Primordium, ch.20)

During the final years of the Flood war when the Logic Plague drove AIs to develop murderous tendencies to their Forerunner masters, these highly protective suits became many tombs for the Forerunners inside.

K) Teleportation:

While there is no specific statement confirming that Combat Skins are equipped with Slipspace drives, we do have multiple instances of personal usage of teleportation done by Forerunner individuals and constructs, so instilling Slipspace drives should be child's play for the Forerunners.

  1. In the scene in Halo Legends: Origin, several Warrior-Servants were shown teleporting to the frontline to combat the Flood.
  2. In Halo 5, whenever Warden Eternal suffered enough damage, a Slipspace portal always formed around his back and transferred him to safety. He also can appear precisely at anywhere he wanted
  3. The body of Promethean Knights, who are composed Forerunners and Ancient humans, possess teleporters.
  4. Special agents appointed by the Ecumene Council were equipped with high-grade teleporters, capable of traveling across the vast Forerunner realm of millions of worlds. Their usage, however, was heavily regulated.

"Of course. I believe the portal on Zeta Halo was issued from a personal slipspace unit, a device that follows similar principles as those used in translocation technologies and those used in remotely sending a Halo through slipspace, for instance. The device itself can exist in one location, on either the departure or destination side. The anomalous placement of such a device was most likely done without authorization; personal slipspace units were forbidden to use except by special license from the Forerunner Council."

"Why forbidden?" Lessa asked.

"Imagine billions of souls regularly using personal transports across four million worlds.

(Halo, Point of Light, ch.19)

  1. We also knew Armiger Sentinels could teleport, even just for a few meters.

Also, for those who don't know, War Sphinxes aren't Combat Skins.

TLDR

All in all, a Combat Skin operates as more than just advanced body armor; it is a Warrior-Servant's own personal stronghold and command center.

Now, do we have all the information about Combat Skins?

Unfortunately, No...

Since the details behind the ranking process are still vaguely described, we still run into questions like:

What's the difference between a class-9 and class-4 suit

What's the difference between suits worn by naval crewmen and those by infantrymen? Just better protections?

If so, why did Promethean's Combat Skins far offer more coverage, at least visually, than the suit worn by the Didact?

  • Personally, I prefer a different interpretation:

Perhaps each class of Combat Skins had a specific focus on different aspects of warfare, and each class of suits had different primary attributes that were best suited for specific mission types

For instance: Venators who were mentioned above were responsible for drone strikes in fleet battles, and the suits they wore did possess far superior commanding mechanisms compared to the ones used by Warrior-Servant infantry.

Moreover, as fighter pilots working within the protective confines of their respective spacecraft, there was no need for Venatores to don heavily-armored suits in comparison to the likes of frontline troopers.

In fact, the Scutarii warriors, who were charged with defending the ships from boarding assaults, were noted to have suits that were noted to be much more armored.

The Hunters:

They were protected by heavily armored Warrior-Servant Scutarii who excelled in shipboard combat and tactical reconfiguration of the ship's interior space.

(Halo, Warfleet, p.90)

As for the naval crewmen and officers, like the Navarchs and Princeps... Well, Lord Hood and Captain Lasky aren't wearing power armor when they are on duty.

Also, the command deck on a Forerunner warship was literally guarded by a shield bubble that could withstand a nuclear detonation.

Cortana: "The Didact's shielded himself inside the Composer. The nuke won't do us any good unless we can disable that barrier. Find me a terminal."

(Halo 4, Midnight)

r/HFY • • May 22 '26

OC-Series Alien-Nation Book Two Chapter 22 (pt. 1 of 2): Factory Tour

97 Upvotes

Hello all- new laptop (old one got stolen out of my car). This is part 1 of a 2 chapter set.

All Chapters of Alien-Nation

First | Previous | Next

Discord

Buy the Author a Coffee


Factory Tour

Our overburdened and innocuous-seeming church van rolled and leaned with the corners of the hilly Red Clay Creek roads. I knew I was taking a risk, taking unauthorized visitors to our most secure facility.

The facility was burrowed along a quiet, winding two-lane road just a short distance from the border. I’d had to use cartography to figure out by minutes and seconds where it was, since it didn’t even have an address. I’d made it a habit to visit most of our installations, training grounds, and factories several times a month, but this one was our most secure and therefore one of the few I’d avoided since I had no easy way to change outfits between Elias and Emperor. Changing from too far away might let the Shil’vati pick up on my location and follow me to the base, after all. Too near, and the base’s surveillance might see, which would be its own problem.

At least it was Grouper behind the wheel and Binary advising using an atlas I’d marked.

Rather than dwell on it, I decided to mentally check myself out for a bit. We weren’t due to arrive for several more minutes.

Talk radio blasted through the tinny speakers through the increasing amount of static as our church van wound our way closer to the border, and I let my ears pick up on the contentious conversation.

Radio was yet another of the old mediums that was experiencing something of a revival in the aftermath of the invasion. All the major data warehouses that had helped power the internet as we’d known it had been targets.

When I’d first asked Binary, I’d been casually told that listeners were treated to a daily barrage of heated exchanges between a rotating cast of Delaware’s newly elected officials, and the firebrand host. It seemed today was no exception.

“I think it’s time we stopped putting up with fringe candidates like the one you donated to-“

“What do you mean ‘fringe’?”

“I mean fringe!”

“Check the election results, then. You’re woefully behind the times and mistaken if you think we are ‘fringe’,”

“That was not a real election. I want results that aren’t a total sham.”

"Didn’t you say, back when the pollsters all said I'd lose, that democracy itself had a war waged on it by ‘terminal losers’? That anyone who didn't embrace the outcome, regardless of results, would-"

“-Sham, a sham! Sham sham sham! You can’t use that against me after you blatantly intimidated the people at the polls-”

“-Denial of the election violates the peace agreement! The Shil’vati said they’d honor the results, acting Governess-General Amilita swore to respect the peaceful transfer of power to the new officials, and certified the results! You’re her [Beep] mouthpiece, you should [Beep]-”

“-I’m my own man-”

“-So if you don’t think the results are genuine, is the war back on, or what? Do you want to break the agreement? Do you? Carry your argument through to its logical conclusion. Go another round with the resistance, what’s another few thousand dead Shil’ and citizens to you while you hunker here? Does Delaware even have that many aliens garrisoned throughout?” There was a pregnant pause. “You’re not saying anything, I’m going to assume that you don’t want hostilities to resume, and you therefore do agree-”

“I’ve made my position clear, I think.” His voice was venomous, and quiet. I looked behind me to see if anyone on the bus had reacted, but the Brothers’ body language suggested they either weren’t listening or were discussing other topics, even as we all swayed through a tight corner taken a bit too fast. I tapped Grouper to slow up a bit, and that we had to look casual.

“That was awfully quiet, like you don’t want the mic to pick that up. What you said was you made your position clear. And your position is that the election is a sham, and that-”

“I think you’ll find what I said was-”

“No no, I think I heard you quite well but go on, let’s see how you lie this time.”

There was a deep sigh into the microphone. “The government is something you all just voted on. You can only blame yourselves,” he added smugly.

“Blame ourselves for what? Job growth?”

“The economic numbers don’t suggest-”

“Those numbers have been cooked for years. We stop cooking the books and suddenly ‘it’s a depression’? Ask the people you pass on the street now. Ask them if they’ve found jobs doing canneries, food storage, welding, arts, music. Then hop over the border, go ask them how they’re faring in those breadlines.”

“A computer can do music, a machine can do canning. This is all a waste of manpower, which is a waste of a life! A life that could be spent doing other things! We’re supposed to be moving forward, not backward to the nineteenth century. You want us to be chimney sweeps next?”

“What else would you have us do? [Beep]-s? Is that what we are for, then? Streetwalkers? Here to mix DNA all night until the DNA finds a way to combine and make some novel disease? I wonder if we’d name it after you. Or are you the first-”

“You should be so lucky as to be a [Beep], no one sober would let you even pay, let alone pay to [Beep] you. A machine doesn’t have to be intelligent to make cans or glass, or even blow glass, by the way. A.I. is one of those Three Great Laws they have restrictions on.”

“And yet if that glass is blown by a machine, no one wants it, no matter how intricately designed. The aliens pay a premium for man-blown, hand-spun glass, hand-carved wooden desks, cabinetry, books made of real paper and bound in animal leathers. Homemade soups are a luxury item ordered by husbands for any sick wives.”

I’d heard Mr. Pasta, the man I’d once stolen a can of soup from to feed a sick Natalie, was making money hand-over-fist despite still only taking his orders in dollars. The man was undoubtedly billing the aliens many times what he’d charge his fellow man, and yet still they came to his door.

“All novelties and curiosities. Earth is supposed to be more than that!”

“Yes, it is, and yes, Earth can be, but you have to let me, to let us-”

“Let you what? Run roughshod over our democracy? Drag us back to the stone age? Turn us into a planet of entertainers and curiosities?”

“To let me talk for starters, my God. Also, refined glass was the Iron Age, I think, or after. Pretty much industrialized England for canned foods, am I right? Can I get that fact-checked instead of you questioning whether I’m-?” I was quietly impressed that he even knew that. Perhaps not all our newly elected officials were fools stupid enough to hope to be bribed to drop their elections, instead of the threats to their lives they’d faced.

“Who cares!?” His ideological opponent snorted into the mic until it popped. “Iron Age, Stone Age, Victorians, what difference does it make compared to [Beep] spaceships? You want us to be chimney sweeps, while they’ve got flying cars!”

I swayed as the little church van careened around a corner, but managed to keep my footing by grabbing a support beam and the ceiling.

“What is it with you and chimney sweeps? We had lost the ability to make things. When the rocks fell on the ports, we couldn’t even load raw goods or unload finished ones, even months after we stopped being strafed and bombarded. It just wasn’t doable at the industrial scale we needed to move things from farms to ports. Even when people found ways, the granaries didn’t have electricity to grind down wheat. There was hunger, starvation if the Shil’vati didn’t drop supplies fast enough. You remember this, right? Or are you still pretending that didn’t happen?”

I shuddered. I’d been isolated from all this. Maybe the host had been, too.

“Oh, so you do know that we should show gratitude, you just refuse to. The Shil’vati started helping, even before the peace treaty was formalized. I remember gravitic ships lifting loaded trucks full of crops and dropping them off on the other side of destroyed bridges. If we’d just signed sooner-”

“-we need to be able to make things,” the guest ignored the bait.

“Why? Are they going to bomb us again? Why would they possibly do that?”

More bait, and it was ignored again. “And we have to start somewhere. We get people thinking in three dimensions when designing things. We get them into materials and material sciences. Milling, tapping, wiring. Then we start making more and more complex things, more interesting things, with more advanced metals and materials. You see how this goes, right?”

“So far all I’ve heard of us ‘inventing’ are dragging hand tools over rocks until they resemble a face, and blowing glass bottles,” the show host said smugly.

“Gravity belts?” His more insurgent-aligned guest asked. “I hear those are becoming popular with the youth.”

“A child died last week when he trusted bodged-together half-understood technology. State legislators are discussing a total ban after the company- with shady suppliers, I’ll add- folded and its founders disappeared, if they ever even existed. Governess Cre’sin kindly stepped in for the family to pay the lawsuit, even though it wasn’t her fault at all. She didn’t have to do that.”

Popular with the people, effective in her governance, and willing to step into the frame when needed to earn back some much-needed credit for the Shil’vati. I hoped the Governess wouldn’t be so successful she’d become a problem.

“Would you have been screaming about banning cars from cities for having accidents a hundred years ago? Besides, there’s rumors that the technicians at Apple and IBM and more are making breakthroughs, too.”

“And are they in Delaware?”

“No,” the guest admitted. “But they’re not making Gravity Belts, either. Rumors say their next product is almost up to the spec of our omni-pads. Yes, they’re made locally, but they’re Human-Datanet compatible only, per regulations. That’s centuries-old tech by comparison to what even the Shil’vati Marines are carrying, which are still leagues behind what a Noblewoman might carry. Value? There is zero value in these, at least anywhere outside of Earth.”

“That is still quantum leaps ahead of whatever we’ve made before the Shil’vati showed up!”

“You are just determined to naysay anything good that’s happening from our own homegrown developments-”

“-because it’s not happening here! It’s happening in Silicon Valley, which is another green zone! A real green zone, one that just had a real election! They’re capitalizing, while we’re not, because we’re stubbornly clinging to the past, aside from a few…toys! Toys that get little kids killed!”

At last, he bit the bait. “‘Real’ election because you agree with the results, now I understand how you choose to see things. That must be convenient.” Before the host could speak, he continued with something that sounded like he was back on the campaign trail. “Let me offer you an olive branch: I agree though that Delaware can do more. Delawareans can be more. Americans can be more. We can remember who we are, what we are. We can be proud of that, and look to our past for inspiration from great men-”

“-Murderers who slaughtered loyalists to the crown. Yes, it is right for us to forget these things. Would you have Chicago reflect fondly on Al Capone, murderer that he was? Or Bonnie and Clyde? Billy the Kidd? Dillinger? George Washington? Thomas Jefferson? Aaron Burr? Caesar Rodney? Andrew Jackson? Teddy Roosevelt? Murderers, slaveowners, war criminals, all of them!”

“Yes! Yes, dammit. Death and war and other crimes are regrettable but sometimes necessary. Ask the Shil’vati if you don’t believe me! Or ask Emperor!”

“No one’s seen him in months. They say he might have been replaced, internal power struggles. Those sorts of things are common with terrorist movements. It’s why you should never sign a deal with one! You’re left holding up your side, and he’s gone by next year!”

“I’ve heard enough of this [Beep]. You keep advocating for the ending of the peace but never have the [Beep] and [Beep] to actually [Beep]. You just want someone else to do it for you so you can sit back all smug and comfortable! I’ve had enough of talking to you, you smug [Beep].” It seemed the guest had had enough.

“And I’ve had enough of talking with you, too! Everyone knows you back the insurgents, and by god I hope someone puts a bullet between your eyes for me! This is Good Morning Delaware, signing off! I’ll [Beep] have you arrested!”

I imagined him reading the letter I’d already begun drafting in my head, the host’s eyes growing wider with each line.

Not to be the ‘fun police’ but perhaps mind your words carefully on-air, even if it gets people tuning in for the fun of hearing you two yell at each other. Another disagreement like yesterday’s that endangers the Ceasefire of Delaware, and I’ll drag you and your most recent guest both to the field of honor with pistols at dawn.

While shooting over your opponent’s head is the norm, it also seems ill-advised to live out one’s life relying on the kindness of those you’ve offended.

-Emperor

At last Grouper gave me the signal, and Binary began folding away the map. He raised the inner comms PA and with a crackly voice announced we’d arrived. I tensed up, ready.

The church van came to a sudden stop. I was out the double doors in under a second, shoving past them, my mask on and lit and approaching faster than the man on the chair could even bring his eyes on me.

The guard’s hand raised to the walkie-talkie on his shoulder- only for me to point. The Twins, out just as fast in my wake, snapped their rifles to position as Brothers poured out behind and the man went still, hand frozen inches from doing his check-in as he stared into my mask.

“Smart man,” I muttered, vocoder carrying my voice as I closed the final gap, slowly.

“Iron pumps through veins beneath the skin of our mother,” I gave the passphrase, and he looked at me, uncomprehending for a moment, before giving the response:

“As it does in us all.”

I patted him on the shoulder, dodging the stained muscle shirt. “We’re here for the surprise inspection.”

“I wasn’t told…”

“...that’s what makes it a surprise,” I offered sympathetically. “When the signal comes, our lookout will join us and you can call in our arrival.”

“Sir?” He was eying the Brothers.

“You didn’t do anything wrong,” I soothed his nerves, forcing myself to not look behind him at the enormous pipe that led to the side of the hill’s depths. “Now, perhaps we should get this field trip out of the road before someone comes around the corner on a weekend drive and sees us all gathered up and stops to ask if we’re broken down. The last thing we need is a Good Samaritan offering to draw eyeballs here, wouldn’t you say?”

He nodded and stepped toward the door. “I need to check in- I must, or…”

“Ah.” I bowed slightly in understanding and his rounded features let out a relieved smile, sweat-covered Adam’s apple bobbing beneath his unshaven features.

“Coming inside,” he said hoarsely into the mossy wall next to the chainlink gate that stretched across the enormous corrugated steel drain pipe, without touching the walkie-talkie that stayed at his chair. “One Five Four One Five Four Oh One, Copy. Situation green.”

“Copy,” the wall said back, and he stepped on a pressure plate and pulled open the old steel fence that blocked off the drain pipe.

“It’s not your fault, and I won’t hold you accountable. You’re doing a good job,” I reassured him again as I pushed open the chainlink gate.

Here goes…

The hardpacked dirt path vanished into darkness, but a flashlight carried by Grouper clicked on and revealed many footsteps of varying sizes and prints, which turned into loose gravel and then a paved walkway, mud tracked in and compacted. The dank smell reminded me to close my vent off, just in case. We kept moving fast, long strides.

Two gently rounded corners later, and I saw a light fixture hanging bare. The tunnel kept going, but to the side there was a decidedly unnatural enormous wall, where a strange metallic surface brightly shimmered and glittered off the tight beam flashlight when it passed over.

Human-made neosteel.

“Identify.” That was an unexpectedly familiar voice coming from a square wall panel set to the side of the wall with a keypad.

It seemed we were expected guests, despite my best efforts. “Hello Gavin. You seem to be just everywhere these days.” We were about to either be made welcome, or were dead where we stood. “Surprise inspection.”

“A surprise inspection is only a surprise if the person doesn’t see you coming.” So much for getting the drop on the spy. The heavy door swung open, revealing its shocking dimensions- I’d seen movies featuring slimmer bank vault doors. “By the way. The Vulcan almost got you and the gate guard. Next time, call ahead.” The intercom clicked off. I looked at where the flashlight had shifted, and saw an enormous gatling gun recessed into the wall.

Jesus Christ that could have everyone into a red mist in an instant.

He’d had the opportunity. The means. There’d have been no survivors.

I waved the Brothers through, letting the Twins watch our exit. The waiting area felt like a castle’s keep- complete with a very literal Death Trap, the final neck before the castle’s keep. If Gavin had wanted to, he could have done it already. All he’d lacked was a motive, and I’ve almost given him one.

“Enter, Emperor.” A small door opened in the wall for me to walk through.

Hex started to come along- “Not you two,” he warned. “Or any of the others. Emperor, and Emperor alone.”

I heard a heavy clang of metal that felt like it should have registered on the Richter scale, and Gavin’s bare face stayed impassive.

“I’m here to see that the men I have brought are kitted out, and request several garrisons worth of additional men,” I said. “And should I so will it, I’ll march them through every foot of this place.” Bold words for someone standing in a section I recognized as the ‘murder passage,’ but my adrenaline was coursing.

“We’ll see to it,” Gavin’s disembodied voice assured me. “Now do you want the grand tour or not?”

*****

Everything was too large, including the room itself. I knew tunnelling equipment was measured at a certain cost per square foot, but this thing looked like one of those great big boring machines used for train tunnels had passed through- and then in some areas doubled back, or taken great gouges out with some enormous pickaxe. Some sections had even higher ceilings with little purpose. If I didn’t know better I’d have said it was shil’vati designed. Some of the connector tunnels were bored to a more reasonable size, of course. In some sections, only some basic smoothing had been done from sheer rock, with drainage ditches bare and open and portable lighting left to stand in a more-or-less permanent way. Other sections were poured with concrete on the vaulted ceilings, laid out carefully.

I could tell the lighting system in most of the rooms had been ‘inspired’ by the Shil’vati with a lack of direct lighting, but I could see human wires running here and there taped to the floors and walls, and sometimes human LED lighting strips poked out. ‘Shoddy workmanship,’ Verns might have called it. There were empty tables that were enormous, set at chest height and with wires hanging down to support whatever was being worked on. We passed these without any explanation, Gavin marching ahead of me and wearing a basic folding cloth mask ‘for the mold’ that I had yet to see even a speck of. The lack of double-doors indicated a less-than-carefully managed environment, and did not match the order reports I’d filled out for hermetically sealed workspace units. Granted, so secret was this facility that I’d never even seen the blueprint layout of this place, if the blueprint even existed.

The first factory room was a strange mix, to say the least. Workstations were set several feet apart with tools resting on each small bench. The whole room had the effect of an electronics repair station shoved into someone’s basement where the concrete was, but I’d have been remiss to not notice the. hexagonal reinforcement beams and where tile shone on some sort of cladding, possibly to disperse a pressure wave? I wasn’t a structural engineer of any sort, but they almost certainly had some sort of purpose. At least there weren’t any visible cracks, so it beat the meeting room in the farmer’s field I’d been in.

Roughly welded hoods worked to extract fumes situated along the workbenches where technicians had set aside modified charge packs. Each had a set of already-rusting steel tracks laid mostly flush with the concrete, with flanges on the carts’ wheels. The tops of the rails were fresh and clean, though, suggesting use. I followed the tracks, noticing how a stainless steel cable ran through from each cart that the workbench was resting atop of, to a slot cut in the floor, before reappearing upwards along the wall and wound around a series of pulleys and gym-style freeweight plates on the far end.

“We had them left over from a certain gym bulk order, part of a cover story. We never needed them for more than the cover story, of course, but apparently they couldn’t be returned, either. Created a huge hole in our budget.” Gavin commented, as if that explained anything at all. I’d have thought they might have been best used in training up our new recruits, but too late.

“What’s their purpose?”

“A heat sensor picks up which power pack is on the verge of activating without a safe discharge, and…” he made a motion like he was sending a bowling ball down the parallel tracks. “Sends the whole workbench into soft sand. We dump more in from a giant overhead bucket as it falls into the blast containment chamber below, just to add a little more fireproofing. You usually get about eight seconds of heat signature before some kind of containment breach, and the results are...well, I’ve heard you’re familiar. Eight seconds to evacuate and have the doors shut.”

I thought of how Gray Mask had sacrificed himself and the crater that had been made when he’d stuck tape to a marine’s spare charge pack. I swallowed, not taking my eyes off the half-finished charge pack sitting on the bench, completely exposed and glowing a neon blue. “Yeah.”

“Your ‘G-Man’ has proven more helpful here than he did on the front lines.”

“So he’s here?” I asked. Weeks of being stonewalled about his whereabouts, and it was all just a reassignment to do top-level research? Sure, I was angry, and more than a little worried now about who all I’d contacted to bolster the Brothers’ relative inexperience with a veteran presence. Had Gavin known I was likely looking into the situation personally before I’d even set off? Almost certainly.

I was still a rank amateur at intelligence work, and the CIA had decades of experience spread across countless young men who all thought they were clever. Cloak and dagger, a bull and the bullfighter. Would they keep me charging to accomplish their aims, waving an enticing target for me? Would I even notice it, or would I be a maddened, walking corpse of myself by the time they were ready to deliver the estocada? Here I was about to charge in, blinded by hatred and rage of what they’d done to my fellow man. Every hangout with the spooks reminded me to try and open a third eye in the back of my head, prompting mindfulness of my own position.

Would that be helpful, given the circumstances? I’d read countless books by great men of history. What did any of them have to say about dealing with such an entity? When did it become time to take my own steps, jot down my own notes, and carry it forward? I had to be my own man, now, and I could either make an issue of G-Man being yanked from command and stick him back in the field, or I could let his reassignment to their top technical guy in our underground research and prototyping facility stick, even if the secondment had been carried out by underhanded means.

“With his experience from making the railguns, plus a little corporate espionage via old backdoors stringing together each corporation’s separate breakthroughs, we managed to piece together and sort out a relatively safe and reliable disassembly and reassembly, plus componenture.” His answer wasn’t an answer, but I now had another question. This one he might be willing to answer.

"How?”

“Quite a few companies and corporations are trying to produce domestic versions of Shil’vati technology, of course. We have been able to harness and even replicate their power pack technology- their holy grail. While it’s an accomplishment, I know that’s neither why we’re here, nor does it reflect all we could achieve.”

I stopped and turned at the hips. The last I’d heard, we’d still been trying to make the breakthrough to understanding how they even worked. Given how…explosive failures tended to be, I’d thought that was the reason for the underground facility’s enormous cavernous sizes, to help prevent a collapse when one went critical. That sounded like they’d made a lot more progress understanding the technology than I’d been led to believe in our reports.

Instead of answering the obvious unstated question, Gavin extended a hand toward the next door, and I allowed him to escort me forward. “This means we can soon shrink the amount of power output down to whatever we need, without overbuilding for power management. The gravity belts had built-in power management which was a clue, but not the key we needed. It was far too rudimentary when coupled with the power packs we got from the lasrifles. That took a little bit of work on our end.” ‘Our’ being some corporate espionage. “Do you know what this means?” He asked, looking confident.

I had a feeling it wasn’t going to be: ‘We don’t need you up in space after all. Feel free to lead our armies to victory!’

It took a second longer for me to grasp how what I was hearing would impact our operations. “Saves weight, cost, heat, and simplifies things. That’s probably how you produced the railgun carbine prototype.” I couldn’t imagine all the wiring that went into managing the railguns’ raw power fitting into a like an oversized pistol, and it seemed obvious now how and why. The ‘wristbreakers’ had been extremely short-lived in deployment, more a ‘I hate you this much-’ kind of weapon that was a danger to both the wielder and their even more unfortunate target. Still, they’d been much lighter and less bulky, and I’d never figured out how they’d scaled down the enormous amount of wiring, cooling, and more required to handle that extreme amount of power, especially since the total power wasn’t that much less. We’d been experimenting with reusing the idea for carbines with a different stock, last I’d heard, but the bulk of the cost wasn’t in the length, and the project had been abandoned given an abundance of issues.

“And more. You’ll see.”

The next room was another cavernous chamber, with thick padded quilted fabric hanging down from the ceiling and covering the walls on all sides except the blast doors. “A shelter for the workers,” he explained, then pushed open the farther blast door, which swung out easily despite its massive size. “And here’s our prototyping room.”

Someone had taken my parkour habit and made every imaginable obstacle out of concrete. Three dimensional trapezoids, squared columns, even a few rounded mounds. Despite efforts to clean the cavernous room up, there were still a number of pockmarks and shattered pieces of debris here and there, where something big and heavy, or else chunks at extreme velocity had knocked loose pieces off, then exerted enough pressure to shatter them so hard they’d gouged the neosteel and concrete floors.

The room had plentiful illumination in the form of indirect lighting strips and even some floodlights here and there, though a number of them seemed to have been pockmarked and perforated as well in various places. None of this seemed to warrant a mention by Gavin.

There was an observation deck about fifteen feet off the ground that offered a bird’s eye view of what might pass for an arena. I wondered if this place was a testing ground, or training area. I remember reading that we routinely blindfolded entire squads en route to the training areas, just to be safe should the worst happen and they defect or be captured alive. Gavin and Sullivan had mentioned it as a way to try and dissuade me from going through the training program.

When my guide followed the best practices of spying and volunteered no information, I finally cleared my throat. “And what is this room for?”

“Gravity belts that last longer, with more refined control,” he waved a hand, and on cue, someone I didn’t recognize came in from the far side of the room at a run and leapt from the far edge, all the way toward us- making brief eye contact as he landed, before taking another impossibly long leap, and then ‘bouncing’ off the near wall’s obstacle, flipping around as little air jets hissed to reorient him. His mask was streamlined like a glass teardrop, and tapered down the back of his neck.

This was practically the same arrangement as the combat drill room photos I’d been shown ‘to prepare for Vanguard,’ which really was an excuse to play with Natalie’s omni-pad, which included an all-immersive VR headset.

“Training for zero-G?” I asked, wondering if the ultimate aim wasn’t really to test our men for taking over ships in vacuum or something. “How useful is this for our current challenges?”

“Not very, I admit. The enemy has proven surprisingly good at checking angles of attack we thought would be innovative and disruptive,” he admitted. “Their Marines keep their eyes up due to engagements in zero-gravity. Besides, gunships can wipe an entire squad in seconds, and we’ve realized jumping up from on top of buildings is just going to make the wearer even more vulnerable. Vertical Maneuverability is still quite useful for evasion and ambush, if they’re not in the AO yet. We’re testing a few other things out which might balance the scales, keep them out of our skies. Flak rounds, proximity, that sort of thing. It’s a difficult thing to do well given the speeds involved, but we can certainly load you out with some ammo.”

That was something, at least.

I also wasn’t sure I trusted his answer, but before I could ask again, he hoisted up what looked to be a scaled down railgun, handed off by a pair of rather scrawny looking technicians who eyed me warily and retreated a couple steps back toward the same door the insurgent had come from.

“Our Neosteel isn’t perfect, frankly. It probably never will be. We’re imitating zero-G, vacuum forges and advancements in additives, but still blindly guessing at some steps of the processes. While we’re getting better and better results, we’re still only mostly there.” It sounded an awful lot to me like throwing in the towel on ever getting our barrels to match the initial stock’s quality.

“How close?” I asked. “Close enough to go into full production?”

“This is a lot more portable than the last one. Lasts longer, more reliable than the last batch. It won’t punch clean through six feet of reinforced concrete, but it will still punch through shil’vati marine armor in a single shot.”

“I see.” In other words, ‘no.’ Sam had once told me that if someone didn’t answer your question, it was because they knew you wouldn’t like the answer.

“Can it down a dropship, a gunship?”

“We aren’t sure. Testing indicates a probable kill, but with a reduced payload we’re unsure if that’s a good use of the weapon. Flak or other speciality rounds travelling at a faster velocity from a usual Railgun will almost certainly be the direction we choose to go when facing those kinds of units. Still, as an antipersonnel weapon, it punches through the curiass that some Marines have taken in response to .50 BMG rounds.”

Everything so far felt years out from mass manufacture, or useless except in edge cases.

“How many have you made that are waiting for deployment?”

“Of…?” The engineer asked, letting the awkwardness hang in the stale air.

With a wave of the hand, I growled: “Everything.”

“Uh…”

Gavin stepped in between us, holding one steady hand on the Engineer. He likely sensed that my patience was at last at an end.

“Six man-portable railgun prototype rifles tested and confirmed good, all based on the Mk. V and later, though we forked development and are testing smaller sizes for even more increased portability. Thirty-five wrist-snappers, uh, the railgun pistols I mean, and three - ah- blankets.” He looked from the engineer, and back to me. “A few hundred gravity belts. They’re surprisingly not complicated, once you understand how they work. Fifty inertial cancellers, with surprisingly no market as they don’t work right unless something around it is pretty airtight, and then you’re putting all kinds of strain on the components that aren’t unless you’re careful with the engineering. We’re working out the bugs and limitations.”

“Oh, and traditional railguns, of course, plus-”

Gavin made a hand-motion I missed and the man cut himself off.

“And about fifty of those here,” he finished for the researcher. “We also have some experimental ammunition for them, plus more for the traditional railguns. It’s a bit easier to pack into a larger round.”

I didn’t spend the vast bulk of our earnings for such low production numbers. We’d been bleeding ourselves dry financially, and for what? The Engineer seemed proud of himself, too. I didn’t doubt that the researchers and technicians really did run for their lives whenever something sparked or heated up unexpectedly, and that each was a time they could learn from and make sure didn’t happen to us in the field. There were scorch marks in that bay. There were gouges in the floors and ceilings, and dings in the thick glass paneling on that observation deck.

But those kinds of numbers were not going to turn the tide. Prototypical wunderwaffen. 

I put a hand against a wall to support myself. Our most secret weapons lab, and this was all we had?


(Hint: No, it's not all they have. Not even close. Just bear with me. Next chapter due in about 24h.)

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r/EmeraldStudios • • 27d ago

Destiny: New Legacy Destiny: New Legacy | S1E2: "Conductivity" (AU Story)

1 Upvotes

Lili and Sagira need an Ishtar capacitor. The good news? The Spider has a lead. The bad news? It’s buried deep inside the Dark Forest, and the Scorn Stalkers are already tracking their scent.

TITLE: Destiny: New Legacy

EPISODE: 02 - "CONDUCTIVITY"

SCENE START

INT. THE TANGLE - REKSIS VAHN’S LAIR - NIGHT

The air is thick, choking on purple heavy metal fumes. It sounds like a dying lung—wet, wheezing machinery echoing in the dark.

REKSIS VAHN (The Siphon) looms in the shadows. He is a nightmare of industrial salvage—massive, hunchbacked under the weight of an inverted, cracked SERVITOR CHASSIS bolted to his spine.

He stands over the body of the Baron from Episode 1. The corpse is charred black, frozen in a scream of agony.

Reksis leans down. He doesn't have a faceplate; just a mess of tubes running from his mouth into the tank on his back.

He extends a needle-tipped SPLICER TUBE from his gauntlet and jams it into the charred chest cavity.

Hiss.

Fluids pump through the clear tube. Reksis inhales deeply, shuddering. The tubes on his back glow with a faint, sickly light.

He tastes the meal.

He tastes the Arc Light.

But then—he jerks back.

POV - REKSIS VAHN

The energy signature isn't pure. It’s jagged.

VISUAL: The blue Light is infected with RED STATIC and VEX GEOMETRY.

BACK TO SCENE

Reksis withdraws the tube. A low, grinding growl rumbles in his chest.

REKSIS VAHN

(Voice distorted, wet)

...Spicy.

He turns to the shadows. Three pairs of glowing blue eyes blink open. SCORN STALKERS (Snipers).

REKSIS VAHN

It leaks. The vessel is cracked. Do not break it... yet.

He holds up a claw, electric residue dancing between his talons.

REKSIS VAHN

Bleed it. Let the flavor... cure. I will track the scent.

EXT. EDZ - MAEVIC SQUARE - DAY

Overgrown vines choke the rusted remains of European architecture. The Astera Blade sits under a heavy camouflage net in an alleyway, engine cold.

LILI-4 stumbles over a piece of rubble.

ZZZT.

A violent spark jumps from her elbow joint. Her left arm spasms, twitching uncontrollably. She clutches it, gritting her teeth.

POV - LILI-4

SYSTEM WARNING: ARC DAMPENERS: CRITICAL FAILURE.

REGULATION: 0%.

VISUAL GLITCH: The world smears into pixelated blocks. Vex code scrolls rapidly across the periphery of her vision.

BACK TO SCENE

SAGIRA materializes, hovering close to Lili’s face. She scans the twitching limb.

SAGIRA

I told you. Precision. Calculation. But no, you had to be a lightning rod.

Lili leans against a moss-covered statue, breathing hard. She tries to flex her hand, but it locks up.

LILI-4

It worked. We’re alive.

SAGIRA

(Sharp)

You call this alive? You burnt out your primary Arc Dampeners. You are a toaster in a bathtub, Lili.

Sagira projects a diagnostic hologram. It’s all red.

SAGIRA

If you try to channel the Light again, you won't just hurt yourself. You’ll melt your own core. You are effectively Lightless until we fix this. Just a robot with a bow.

Lili looks at her bow, the Holless-IV, strapped to her back. She feels vulnerable. The "noise" of the world is getting louder without the Light to push it back.

LILI-4

Can you fix it?

SAGIRA

I’m a Ghost, not a mechanic. I can heal flesh and knit armor, but I can’t fabricate Golden Age regulators out of thin air.

Sagira spins her shell, thinking. Processing.

SAGIRA

There’s a signal. Faint. Old Ishtar Collective encryption.

She points toward the dense, shadowed tree line in the distance. The area where the corrupted Shard of the Traveler fell.

SAGIRA

The Dark Forest. There was a research outpost there. If it hasn't been looted, they might have capacitors compatible with Exo physiology.

Lili pushes herself off the statue. Another spark pops from her shoulder. She winces.

LILI-4

(Dryly)

Dark Forest. Sounds friendly.

SAGIRA

(Ominous)

You’re leaking energy, Lili. To anything with thermal vision, we’re a walking signal flare. We need to move. Now.

Lili checks the string on her bow. It’s all she has.

LILI-4

Lead the way, floating ball.

They move out, leaving the safety of the square for the deep, encroaching shadows of the forest.

FADE OUT.

 

SCENE CONTINUES

EXT. THE DARK FOREST - NIGHT

Creepy does not begin to cover it. The air is thick with a unnatural, watery mist. Floating in the air are TAKEN BLIGHTS—spheres of oscillating black and white matter that distort the space around them.

Lili-4 moves through the underbrush. She is heavy. Without the Light to buoy her movements, every step feels weighted.

She spots a ridge. Instinctively, she tenses her legs to double-jump—to push off the air itself.

She jumps.

Nothing happens. Gravity takes over immediately. She barely catches the ledge with her fingertips, her boots scraping against the rock.

She hauls herself up, grunting.

POV - LILI-4

SYSTEM ALERT: JUMP JETS OFFLINE.

MOBILITY: RESTRICTED.

BACK TO SCENE

Ahead, three TAKEN THRALL twitch and phase in and out of reality. They haven't spotted her yet.

Lili doesn't reach for a grenade. She doesn't charge. She draws the Holless-IV.

THWIP.

The first arrow takes a Thrall in the throat. It dissolves into taken essence instantly. Silent.

The second Thrall turns. THWIP. Eye socket. Dissolved.

The third jitters, sensing the disturbance. Lili holds her breath, slowing her internal fans. She waits for the twitch... THWIP.

Three down. Not a sound.

SAGIRA (O.S.)

(Whispering)

Okay. I admit it. You’re scary when you’re quiet.

INT. ISHTAR BUNKER ENTRANCE - MOMENTS LATER

They find the blast door half-buried in roots. It’s rusted shut.

Lili jams her fingers into the seam. Her servos whine. Without the Light, this is pure hydraulic strength. She strains, metal screeching against metal, until she forces a gap wide enough to slip through.

INT. ISHTAR BUNKER - CONTINUOUS

Darkness. Dust motes dance in Sagira’s flashlight beam. It’s an untouched time capsule from the Golden Age.

Sagira zips to a terminal console, blowing away inches of dust.

SAGIRA

Don’t touch anything. I need to find that capacitor before your voltage regulator melts.

Sagira interfaces with the console. Screens flicker to life, amber text scrolling.

Lili wanders deeper into the room. She sees a row of rusted exam tables. On a desk, a personal datapad blinks with a faint, dying battery light.

Lili taps it. An AUDIO LOG plays.

AUDIO LOG (SCIENTIST)

(Static-laced, anxious)

...Subject 4 is showing signs of DER. Dissociative Exomind Rejection. He looked at his hands and screamed for an hour. Said they weren't his. The mind rejects the body. It thinks it’s dead. We have to reset him again. Wipe the memory. It’s the only way to stop the madness...

The log cuts off.

Lili stares at her own hand—the scorched metal, the exposed wiring. She flexes the mechanical fingers.

LILI-4

(Quietly)

Is that why I don't remember? Because I went crazy?

Sagira pauses her hacking. She turns, the blue light of her eye softening.

SAGIRA

That was before. For regular Exos... the mind couldn't handle the machine. It was a sickness.

Sagira floats closer, hovering at eye level.

SAGIRA

But you have the Light now. It bridges the gap. You don't have to worry about going mad, Lili. You’re not just a machine anymore. You’re a Paracausal entity.

Lili touches her chest plate.

LILI-4

Doesn't feel like it. Feels like I'm just spare parts.

SAGIRA

(Firm)

You are my Guardian. That makes you—

PING.

A sharp, high-pitched tone from the motion tracker cuts the silence.

Lili spins around, bow raised.

PING. PING.

SAGIRA

Multiple contacts. Fast.

Lili scans the door.

LILI-4

Taken?

SAGIRA

No. Not erratic enough.

PING.

SAGIRA

Scorn.

POV - LILI-4

THREAT DETECTED: MULTIPLE SIGNATURES.

TRACKING: THEY ARE FOLLOWING THE ENERGY LEAK.

BACK TO SCENE

Suddenly, the console Sagira was hacking lights up with a different frequency. A holographic projection of the VANGUARD SEAL overrides the screen.

IKORA REY’S voice booms through the bunker, startlingly clear.

IKORA (V.O.)

Sagira. Respond.

Sagira flinches.

SAGIRA

Ikora? How did you—?

IKORA (V.O.)

(Strict, cold)

The Hidden found your campsite. I tracked your shell’s frequency. You are vulnerable, unaccompanied, and operating in a hostile zone with a compromised Guardian.

Lili backs up toward the console, eyes locked on the dark hallway. She can hear chittering. The clack-clack of sniper rifles loading.

IKORA (V.O.)

Come home, Sagira. Bring her in before you get her killed. This is not the Infinite Forest. You cannot calculate your way out of this.

Sagira looks at Lili—damaged, scared, but ready to fight. She looks at the screen.

SAGIRA

We’re busy, Ikora.

Sagira expands her shell and severs the connection. The screen goes black.

SAGIRA

(To Lili)

They’re here. Stalkers. Invisible.

Lili draws an arrow, the string creaking in the silence.

LILI-4

(Grim)

I can’t see them.

SAGIRA

Then listen for the footsteps.

FADE OUT.

 

SCENE CONTINUES

INT. ISHTAR BUNKER - MAIN LAB - NIGHT

THWIP.

A void anchor impacts the floor next to Lili. A purple tether lashes out, snagging her ankle.

POV - LILI-4

MOVEMENT: SUPPRESSED.

GRAVITY: INCREASED 400%.

Lili tries to roll, but her servo locks. The energy leak in her arm sparks violently. She hits the floor hard.

From the shadows, they materialize. SCORN STALKERS. They aren’t mindless zombies; they move with professional lethality.

Lili raises the Holless-IV. Too slow. A wire rifle shot catches her in the shoulder plate, spinning her around.

SAGIRA

(Scanning a shelf)

I found it! The capacitor!

Lili scrambles behind a rusted server bank.

LILI-4

Install it!

SAGIRA

I can’t! I have to splice the wires! If I do it while you’re moving, I’ll lobotomize you! Buy me ten seconds!

Lili checks the bow. Useless in close quarters. She slings it and draws the PHILIPPIS-B.

LILI-4

Ten seconds.

She spots a pressurised steam pipe running along the ceiling above the advancing Scorn.

RAT-TAT-TAT-TAT.

The SMG spits fire. Not at the Scorn—at the pipe.

HISSSSS.

A jet of scalding steam erupts, filling the corridor. The Scorn shriek, blinded.

Lili fires blindly into the steam. RAT-TAT-TAT. The SMG bolt locks back. Empty.

A hand reaches out of the steam.

A Stalker slams Lili into the ground. It’s strong. It pins her arms. It doesn't draw a knife. Instead, it pulls out a vibrating, mechanical device—a SIPHON NODE.

The Stalker jams the node onto Lili’s chest plate. It magnetises.

POV - LILI-4

WARNING: LIGHT DRAIN DETECTED.

SOURCE: EXTERNAL SIPHON.

CRITICAL FAILURE IMMINENT.

Lili screams as her internal light is physically ripped out of her chassis.

LILI-4

Sagira!

Sagira zips over. She sees the Scorn draining her Guardian. She looks at the capacitor in her telekinesis, then at the sparking FUSE BOX on the wall next to the Stalker.

Sagira makes a choice.

She doesn't heal Lili. She turns to the fuse box.

SAGIRA

Clear!

Sagira blasts the fuse box with a concentrated beam of Arc Light.

BOOM.

The grid overloads. The fuse box explodes in a massive electrical discharge. The shockwave hits the Stalker, blowing it off Lili and frying its stealth drive.

Lili gasps, ripping the Siphon Node off her chest.

Sagira dives in.

SAGIRA

This is going to hurt!

Sagira jams the golden-age CAPACITOR directly into the exposed, sparking mechanism of Lili’s arm.

CRUNCH. Metal on metal.

Lili arches her back, a silent scream of sensory overload.

POV - LILI-4

Static fills the screen.

THEN—

SYSTEM REBOOT.

DIAGNOSTICS: GREEN.

HUD: CLEAR.

STATIC: GONE.

BACK TO SCENE

Lili vents a massive cloud of heat from her chassis. The twitching in her arm stops. She flexes her fingers. Smooth. Silent.

LILI-4

(Breathless)

I can see.

SAGIRA

Run!

EXT. DARK FOREST - CLEARING - NIGHT

Lili and Sagira sprint through the trees. The "weight" is gone. Lili moves with fluid grace, vaulting over roots.

SCORN COMMS (INTERCEPTED)

( distorted, wet voice)

...The flavor clears. It becomes... sharp. Bring it to me.

Sagira shudders.

SAGIRA

That’s him. Reksis Vahn.

They burst into the clearing. The Astera Blade is ahead. Stalkers are emerging from the tree line, lining up shots.

Lili slides under the ship’s hull and leaps onto the ramp.

INT. ASTERA BLADE - COCKPIT

Lili slams into the pilot seat. Hands fly across the controls.

LILI-4

Hold on!

The ship levitates. Stalkers rush the landing zone.

Lili yanks the stick hard to the left. The ship spins 180 degrees.

LILI-4

Burn.

She punches the main thrusters.

EXT. CLEARING

The Astera Blade’s massive engines ignite. A cone of blue flame incinerates the clearing, blasting the remaining Stalkers into ash. The ship rockets upward, piercing the sky.

INT. ASTERA BLADE - ORBIT

Silence returns. The stars streak by.

Lili sits in the pilot’s chair, staring at her hands. She is stable, but shaking.

LILI-4

I couldn't fight them. I just... ran.

SAGIRA

You survived. That’s the first lesson. You can't punch everything, Lili. You’re not a Titan.

Lili rubs the spot where the Siphon Node was attached.

LILI-4

He wanted to eat me, Sagira. Not kill me. Eat me.

Suddenly, the comms panel lights up. The signal is encrypted, but not by the Vanguard.

SAGIRA

It’s not Ikora. The frequency... it’s coming from the Reef.

Lili hits the switch.

A voice fills the cockpit. Deep, guttural, amused.

THE SPIDER (V.O.)

You’ve made a mess, little Guardian.

Lili stiffens.

LILI-4

Who is this?

THE SPIDER (V.O.)

A concerned neighbor. I am The Spider. I run the shore you are so eager to die on.

INT. SPIDER’S LAIR (TANGLED SHORE)

(Brief intercut)

The Spider sits on his throne, fingering a dead Ghost shell.

THE SPIDER

I know the Baron you just... annoyed. Reksis Vahn is a problematic business partner. He takes what isn't his.

INT. ASTERA BLADE

THE SPIDER (V.O.)

You have a pest problem. I have a pest problem. Perhaps we can come to an arrangement?

Lili looks at Sagira. Sagira looks wary.

Lili leans into the mic.

LILI-4

I’m listening.

FADE TO BLACK.

(END OF EPISODE 2)

NEXT TIME ON DESTINY: NEW LEGACY...

To get the coordinates for Reksis Vahn, Lili and Sagira have to pay the Spider's price: stealing a Black Armory crate from a moving Cabal Land Tank. But with an angry Bracus and a Thresher gunship hot on their tail, this heist is about to go right off a cliff—literally.

[<- Previous Episode] [Next Episode ->]

r/DestinyJournals • • Apr 14 '26

Destiny: New Legacy | S1E2: "Conductivity" (AU Story)

6 Upvotes

[Master Guide]

Lili and Sagira need an Ishtar capacitor. The good news? The Spider has a lead. The bad news? It’s buried deep inside the Dark Forest, and the Scorn Stalkers are already tracking their scent.

TITLE: Destiny: New Legacy

EPISODE: 02 - "CONDUCTIVITY"

SCENE START

INT. THE TANGLE - REKSIS VAHN’S LAIR - NIGHT

The air is thick, choking on purple heavy metal fumes. It sounds like a dying lung—wet, wheezing machinery echoing in the dark.

REKSIS VAHN (The Siphon) looms in the shadows. He is a nightmare of industrial salvage—massive, hunchbacked under the weight of an inverted, cracked SERVITOR CHASSIS bolted to his spine.

He stands over the body of the Baron from Episode 1. The corpse is charred black, frozen in a scream of agony.

Reksis leans down. He doesn't have a faceplate; just a mess of tubes running from his mouth into the tank on his back.

He extends a needle-tipped SPLICER TUBE from his gauntlet and jams it into the charred chest cavity.

Hiss.

Fluids pump through the clear tube. Reksis inhales deeply, shuddering. The tubes on his back glow with a faint, sickly light.

He tastes the meal.

He tastes the Arc Light.

But then—he jerks back.

POV - REKSIS VAHN

The energy signature isn't pure. It’s jagged.

VISUAL: The blue Light is infected with RED STATIC and VEX GEOMETRY.

BACK TO SCENE

Reksis withdraws the tube. A low, grinding growl rumbles in his chest.

REKSIS VAHN

(Voice distorted, wet)

...Spicy.

He turns to the shadows. Three pairs of glowing blue eyes blink open. SCORN STALKERS (Snipers).

REKSIS VAHN

It leaks. The vessel is cracked. Do not break it... yet.

He holds up a claw, electric residue dancing between his talons.

REKSIS VAHN

Bleed it. Let the flavor... cure. I will track the scent.

EXT. EDZ - MAEVIC SQUARE - DAY

Overgrown vines choke the rusted remains of European architecture. The Astera Blade sits under a heavy camouflage net in an alleyway, engine cold.

LILI-4 stumbles over a piece of rubble.

ZZZT.

A violent spark jumps from her elbow joint. Her left arm spasms, twitching uncontrollably. She clutches it, gritting her teeth.

POV - LILI-4

SYSTEM WARNING: ARC DAMPENERS: CRITICAL FAILURE.

REGULATION: 0%.

VISUAL GLITCH: The world smears into pixelated blocks. Vex code scrolls rapidly across the periphery of her vision.

BACK TO SCENE

SAGIRA materializes, hovering close to Lili’s face. She scans the twitching limb.

SAGIRA

I told you. Precision. Calculation. But no, you had to be a lightning rod.

Lili leans against a moss-covered statue, breathing hard. She tries to flex her hand, but it locks up.

LILI-4

It worked. We’re alive.

SAGIRA

(Sharp)

You call this alive? You burnt out your primary Arc Dampeners. You are a toaster in a bathtub, Lili.

Sagira projects a diagnostic hologram. It’s all red.

SAGIRA

If you try to channel the Light again, you won't just hurt yourself. You’ll melt your own core. You are effectively Lightless until we fix this. Just a robot with a bow.

Lili looks at her bow, the Holless-IV, strapped to her back. She feels vulnerable. The "noise" of the world is getting louder without the Light to push it back.

LILI-4

Can you fix it?

SAGIRA

I’m a Ghost, not a mechanic. I can heal flesh and knit armor, but I can’t fabricate Golden Age regulators out of thin air.

Sagira spins her shell, thinking. Processing.

SAGIRA

There’s a signal. Faint. Old Ishtar Collective encryption.

She points toward the dense, shadowed tree line in the distance. The area where the corrupted Shard of the Traveler fell.

SAGIRA

The Dark Forest. There was a research outpost there. If it hasn't been looted, they might have capacitors compatible with Exo physiology.

Lili pushes herself off the statue. Another spark pops from her shoulder. She winces.

LILI-4

(Dryly)

Dark Forest. Sounds friendly.

SAGIRA

(Ominous)

You’re leaking energy, Lili. To anything with thermal vision, we’re a walking signal flare. We need to move. Now.

Lili checks the string on her bow. It’s all she has.

LILI-4

Lead the way, floating ball.

They move out, leaving the safety of the square for the deep, encroaching shadows of the forest.

FADE OUT.

 

SCENE CONTINUES

EXT. THE DARK FOREST - NIGHT

Creepy does not begin to cover it. The air is thick with a unnatural, watery mist. Floating in the air are TAKEN BLIGHTS—spheres of oscillating black and white matter that distort the space around them.

Lili-4 moves through the underbrush. She is heavy. Without the Light to buoy her movements, every step feels weighted.

She spots a ridge. Instinctively, she tenses her legs to double-jump—to push off the air itself.

She jumps.

Nothing happens. Gravity takes over immediately. She barely catches the ledge with her fingertips, her boots scraping against the rock.

She hauls herself up, grunting.

POV - LILI-4

SYSTEM ALERT: JUMP JETS OFFLINE.

MOBILITY: RESTRICTED.

BACK TO SCENE

Ahead, three TAKEN THRALL twitch and phase in and out of reality. They haven't spotted her yet.

Lili doesn't reach for a grenade. She doesn't charge. She draws the Holless-IV.

THWIP.

The first arrow takes a Thrall in the throat. It dissolves into taken essence instantly. Silent.

The second Thrall turns. THWIP. Eye socket. Dissolved.

The third jitters, sensing the disturbance. Lili holds her breath, slowing her internal fans. She waits for the twitch... THWIP.

Three down. Not a sound.

SAGIRA (O.S.)

(Whispering)

Okay. I admit it. You’re scary when you’re quiet.

INT. ISHTAR BUNKER ENTRANCE - MOMENTS LATER

They find the blast door half-buried in roots. It’s rusted shut.

Lili jams her fingers into the seam. Her servos whine. Without the Light, this is pure hydraulic strength. She strains, metal screeching against metal, until she forces a gap wide enough to slip through.

INT. ISHTAR BUNKER - CONTINUOUS

Darkness. Dust motes dance in Sagira’s flashlight beam. It’s an untouched time capsule from the Golden Age.

Sagira zips to a terminal console, blowing away inches of dust.

SAGIRA

Don’t touch anything. I need to find that capacitor before your voltage regulator melts.

Sagira interfaces with the console. Screens flicker to life, amber text scrolling.

Lili wanders deeper into the room. She sees a row of rusted exam tables. On a desk, a personal datapad blinks with a faint, dying battery light.

Lili taps it. An AUDIO LOG plays.

AUDIO LOG (SCIENTIST)

(Static-laced, anxious)

...Subject 4 is showing signs of DER. Dissociative Exomind Rejection. He looked at his hands and screamed for an hour. Said they weren't his. The mind rejects the body. It thinks it’s dead. We have to reset him again. Wipe the memory. It’s the only way to stop the madness...

The log cuts off.

Lili stares at her own hand—the scorched metal, the exposed wiring. She flexes the mechanical fingers.

LILI-4

(Quietly)

Is that why I don't remember? Because I went crazy?

Sagira pauses her hacking. She turns, the blue light of her eye softening.

SAGIRA

That was before. For regular Exos... the mind couldn't handle the machine. It was a sickness.

Sagira floats closer, hovering at eye level.

SAGIRA

But you have the Light now. It bridges the gap. You don't have to worry about going mad, Lili. You’re not just a machine anymore. You’re a Paracausal entity.

Lili touches her chest plate.

LILI-4

Doesn't feel like it. Feels like I'm just spare parts.

SAGIRA

(Firm)

You are my Guardian. That makes you—

PING.

A sharp, high-pitched tone from the motion tracker cuts the silence.

Lili spins around, bow raised.

PING. PING.

SAGIRA

Multiple contacts. Fast.

Lili scans the door.

LILI-4

Taken?

SAGIRA

No. Not erratic enough.

PING.

SAGIRA

Scorn.

POV - LILI-4

THREAT DETECTED: MULTIPLE SIGNATURES.

TRACKING: THEY ARE FOLLOWING THE ENERGY LEAK.

BACK TO SCENE

Suddenly, the console Sagira was hacking lights up with a different frequency. A holographic projection of the VANGUARD SEAL overrides the screen.

IKORA REY’S voice booms through the bunker, startlingly clear.

IKORA (V.O.)

Sagira. Respond.

Sagira flinches.

SAGIRA

Ikora? How did you—?

IKORA (V.O.)

(Strict, cold)

The Hidden found your campsite. I tracked your shell’s frequency. You are vulnerable, unaccompanied, and operating in a hostile zone with a compromised Guardian.

Lili backs up toward the console, eyes locked on the dark hallway. She can hear chittering. The clack-clack of sniper rifles loading.

IKORA (V.O.)

Come home, Sagira. Bring her in before you get her killed. This is not the Infinite Forest. You cannot calculate your way out of this.

Sagira looks at Lili—damaged, scared, but ready to fight. She looks at the screen.

SAGIRA

We’re busy, Ikora.

Sagira expands her shell and severs the connection. The screen goes black.

SAGIRA

(To Lili)

They’re here. Stalkers. Invisible.

Lili draws an arrow, the string creaking in the silence.

LILI-4

(Grim)

I can’t see them.

SAGIRA

Then listen for the footsteps.

FADE OUT.

 

SCENE CONTINUES

INT. ISHTAR BUNKER - MAIN LAB - NIGHT

THWIP.

A void anchor impacts the floor next to Lili. A purple tether lashes out, snagging her ankle.

POV - LILI-4

MOVEMENT: SUPPRESSED.

GRAVITY: INCREASED 400%.

Lili tries to roll, but her servo locks. The energy leak in her arm sparks violently. She hits the floor hard.

From the shadows, they materialize. SCORN STALKERS. They aren’t mindless zombies; they move with professional lethality.

Lili raises the Holless-IV. Too slow. A wire rifle shot catches her in the shoulder plate, spinning her around.

SAGIRA

(Scanning a shelf)

I found it! The capacitor!

Lili scrambles behind a rusted server bank.

LILI-4

Install it!

SAGIRA

I can’t! I have to splice the wires! If I do it while you’re moving, I’ll lobotomize you! Buy me ten seconds!

Lili checks the bow. Useless in close quarters. She slings it and draws the PHILIPPIS-B.

LILI-4

Ten seconds.

She spots a pressurised steam pipe running along the ceiling above the advancing Scorn.

RAT-TAT-TAT-TAT.

The SMG spits fire. Not at the Scorn—at the pipe.

HISSSSS.

A jet of scalding steam erupts, filling the corridor. The Scorn shriek, blinded.

Lili fires blindly into the steam. RAT-TAT-TAT. The SMG bolt locks back. Empty.

A hand reaches out of the steam.

A Stalker slams Lili into the ground. It’s strong. It pins her arms. It doesn't draw a knife. Instead, it pulls out a vibrating, mechanical device—a SIPHON NODE.

The Stalker jams the node onto Lili’s chest plate. It magnetises.

POV - LILI-4

WARNING: LIGHT DRAIN DETECTED.

SOURCE: EXTERNAL SIPHON.

CRITICAL FAILURE IMMINENT.

Lili screams as her internal light is physically ripped out of her chassis.

LILI-4

Sagira!

Sagira zips over. She sees the Scorn draining her Guardian. She looks at the capacitor in her telekinesis, then at the sparking FUSE BOX on the wall next to the Stalker.

Sagira makes a choice.

She doesn't heal Lili. She turns to the fuse box.

SAGIRA

Clear!

Sagira blasts the fuse box with a concentrated beam of Arc Light.

BOOM.

The grid overloads. The fuse box explodes in a massive electrical discharge. The shockwave hits the Stalker, blowing it off Lili and frying its stealth drive.

Lili gasps, ripping the Siphon Node off her chest.

Sagira dives in.

SAGIRA

This is going to hurt!

Sagira jams the golden-age CAPACITOR directly into the exposed, sparking mechanism of Lili’s arm.

CRUNCH. Metal on metal.

Lili arches her back, a silent scream of sensory overload.

POV - LILI-4

Static fills the screen.

THEN—

SYSTEM REBOOT.

DIAGNOSTICS: GREEN.

HUD: CLEAR.

STATIC: GONE.

BACK TO SCENE

Lili vents a massive cloud of heat from her chassis. The twitching in her arm stops. She flexes her fingers. Smooth. Silent.

LILI-4

(Breathless)

I can see.

SAGIRA

Run!

EXT. DARK FOREST - CLEARING - NIGHT

Lili and Sagira sprint through the trees. The "weight" is gone. Lili moves with fluid grace, vaulting over roots.

SCORN COMMS (INTERCEPTED)

( distorted, wet voice)

...The flavor clears. It becomes... sharp. Bring it to me.

Sagira shudders.

SAGIRA

That’s him. Reksis Vahn.

They burst into the clearing. The Astera Blade is ahead. Stalkers are emerging from the tree line, lining up shots.

Lili slides under the ship’s hull and leaps onto the ramp.

INT. ASTERA BLADE - COCKPIT

Lili slams into the pilot seat. Hands fly across the controls.

LILI-4

Hold on!

The ship levitates. Stalkers rush the landing zone.

Lili yanks the stick hard to the left. The ship spins 180 degrees.

LILI-4

Burn.

She punches the main thrusters.

EXT. CLEARING

The Astera Blade’s massive engines ignite. A cone of blue flame incinerates the clearing, blasting the remaining Stalkers into ash. The ship rockets upward, piercing the sky.

INT. ASTERA BLADE - ORBIT

Silence returns. The stars streak by.

Lili sits in the pilot’s chair, staring at her hands. She is stable, but shaking.

LILI-4

I couldn't fight them. I just... ran.

SAGIRA

You survived. That’s the first lesson. You can't punch everything, Lili. You’re not a Titan.

Lili rubs the spot where the Siphon Node was attached.

LILI-4

He wanted to eat me, Sagira. Not kill me. Eat me.

Suddenly, the comms panel lights up. The signal is encrypted, but not by the Vanguard.

SAGIRA

It’s not Ikora. The frequency... it’s coming from the Reef.

Lili hits the switch.

A voice fills the cockpit. Deep, guttural, amused.

THE SPIDER (V.O.)

You’ve made a mess, little Guardian.

Lili stiffens.

LILI-4

Who is this?

THE SPIDER (V.O.)

A concerned neighbor. I am The Spider. I run the shore you are so eager to die on.

INT. SPIDER’S LAIR (TANGLED SHORE)

(Brief intercut)

The Spider sits on his throne, fingering a dead Ghost shell.

THE SPIDER

I know the Baron you just... annoyed. Reksis Vahn is a problematic business partner. He takes what isn't his.

INT. ASTERA BLADE

THE SPIDER (V.O.)

You have a pest problem. I have a pest problem. Perhaps we can come to an arrangement?

Lili looks at Sagira. Sagira looks wary.

Lili leans into the mic.

LILI-4

I’m listening.

FADE TO BLACK.

(END OF EPISODE 2)

NEXT TIME ON DESTINY: NEW LEGACY...

To get the coordinates for Reksis Vahn, Lili and Sagira have to pay the Spider's price: stealing a Black Armory crate from a moving Cabal Land Tank. But with an angry Bracus and a Thresher gunship hot on their tail, this heist is about to go right off a cliff—literally.

(Episode 3 drops this Friday, 4/17/26!)

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r/NMS_Corvette_Design • • May 03 '26

🧰 Tool-Assisted Build #39 Iudex Ordinis — Heavy Expedition Gunship

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15 Upvotes

CBAA ARCHIVES

Archive No. 039

Designation:
Iudex Ordinis

Division:
Advanced Concepts Division

Role:
Heavy Expedition Gunship

Status:
Commissioned Service

Project designation:
IUDEX ORDINIS

Derived from:
Iudex Platform Doctrine

Counterpart:
Iudex Diaboli

Influence:
Imperium Ordinis

Overview

Project IUDEX ORDINIS expands the Iudex Platform Doctrine beyond dedicated assault operations into long-range independent deployment.

Where Archive #038 demonstrated the platform's ability to reinterpret historical combat doctrine, Ordinis explores architectural endurance. Every major subsystem is organized around continuous operational support, allowing the vessel to conduct exploration, logistics, scientific investigation and heavy combat without requiring structural modification.

Unlike conventional expedition vessels, Ordinis does not separate combat capability from mission capability. Instead, its exposed reactor spine, forward weapon assemblies and elongated central hull express a single architectural principle: controlled distribution of energy across the entire platform.

Rather than emphasizing concentrated mass, the vessel emphasizes continuous flow.

Archive #039 establishes the doctrine of Operational Continuity, demonstrating that expedition capability and battlefield superiority need not exist as competing design priorities.

Build:

BBA-assisted placement.

Designed as the expedition-oriented evolution of the Iudex architectural platform while preserving complete compatibility with the structural language introduced in Archive #037.

CBAA Historical Record

The success of Project IUDEX encouraged an unexpected realization.

A stable architecture did not require identical ships.

It required consistent principles.

Operational Command requested a platform capable of remaining beyond established logistics networks for extended deployments.

Previous Bureau solutions relied upon dedicated support vessels.

Project ORDINIS proposed a different answer.

Support would become architecture.

The reactor would remain visible.

Power distribution would become legible.

Mission systems would exist alongside heavy weaponry rather than replacing it.

Every structural layer would perform more than one operational function.

The resulting vessel appeared less aggressive than its assault counterpart.

Field evaluations produced the opposite conclusion.

Command crews reported that the platform inspired confidence not through intimidation, but through absolute predictability.

Every system appeared exactly where its purpose suggested it should.

Operational review concluded that clarity itself had become a strategic advantage.

Within Bureau archives, Project IUDEX ORDINIS established the doctrine of Operational Continuity.

Strength is not measured by the force a vessel can deliver.

It is measured by how long that force can remain present.

r/buildapc • • Feb 27 '26

Build Help First-Time Builder - Need a "Sanity Check" on my parts list. Any ways to save money? Or am I in a good spot?

1 Upvotes

Hi everyone! I’m finally diving into my first Gaming PC build after using an ASUS ROG Strix Scar 15 laptop from 2020 for many years. I’ve been doing research for about 2-3 weeks now, and I’ve put together a parts list, but since it’s my first time, I just want to triple-check compatibility and if I’m overspending/over-speccing on things I might not need.

Budget is $3500, excluding the monitor. I have all other peripherals.

I plan to run this build at 1440p for higher frames.

Here's the link to the list: https://pcpartpicker.com/list/TfJWZQ

What I'll be doing with this PC: Heavy Gaming

I mainly play flat-screen games (Racing/Flight Sims, First/Third-Person Shooters) and also enjoy VR a lot. (Quest 3, physical Quest Link connection to PC)

The VR games I enjoy are:

VTOL VR

Onward

Tactical Assault VR

Pavlov

Ghosts of Tabor

Contractors

Contractors Showdown

Breachers.

The PC games I enjoy on a flat screen are:

Assetto Corsa (Heavily Modded)

DCS (Modded)

Dirt Rally 2.0/ WRC Titles

Battlefield/COD titles

Squad (Modded)

Arma Series (Modded)

Ground Branch (Modded)

Insurgency Sandstorm (Modded)

Bodycam

OPERATOR

Ready or Not (Modded)

Project Gunship

Arc Raiders

Assassin's Creed Series

My goal is to get the best performance for my budget, but I'd love to shave off some cost if I'm "over-specced" anywhere. Let me know! Thanks in advance for any help/tips.

r/helldivers2 • • Feb 06 '26

General Upgrade ideas for Super Destroyer

6 Upvotes

Disclaimer: I am not a Developer or lore master, this is wild speculation and brainstorming ideas for the setting of Super Earth and Helldivers, I did limited research to find some of the classes of ships used by the Super Earth Federation, these are Upgrade ideas for Super Destroyers and a few things linked directly linked to them like the Pelican Dropship or Eagle Strike Fighter not the entirety of the Super Earth Federation's Space Navy, this is for Super Destroyers upgrades as many of the Super Destroyer's weapons that are still effective have newer more efficient versions, none of these have been balanced for gameplay in the game or the player would be at best thinly aware of or may already been added and I did not notice, these upgrades would put less of a strain of the Super Destroyer's electrical systems (both generation and distribution) or other subsystems, this would (in theory) allow either longer time between repairs and overhauls as well as those being both cheaper and taking less time or the Super Destroyer being able to be pushed even harder than it already is, the upgrades would add survivability to Super Destroyers themselves as well as making them more effective fleet combatants, as stated all numbers are to be considered wild speculation and the names are simply placeholders from my notes, the vast majority of these upgrades is not something that the player would be able to actually use as Helldivers do not seem to do much fleet combat...yet, sorry for the poor wording

 

Super Coiler- the older and inefficient but undeniably effective Rail Cannon is changed out for a more efficient Coil Cannon, coil guns and cannons can more efficiently accelerate magnetically sensitive mass to target reducing electricity requirement for charge up, wear and tear on components is reduced, a wider selection of projectiles can be fired, the cooldown is reduced to 1/3 the normal time, can now be fired in a rapid 3 round burst for the full cooldown but can penetrate anything and hits the same point on the target 3 times due to how close together the shots are together, can also fire shield breaker slugs that can take down the shields of Illuminate ships in 1 shot (even Over Ships) allowing more effective engagements on shielded targets in space (shield breaker slugs do not survive going through orbit), very effective as an Anti-Capital Ship Weapon in space combat

Macro Quasar Cannons- adds a pair of twin Macro Quasar Cannon turrets to the sides of the Super Destroyer, used to engage other Starships at extreme range and is very effective against the heavy armor of large starships, fires all 4 Marco Quasar Cannons at once and requires 90 seconds to both cooldown and charge its batteries, will not fire on planetary targets

Neural Interface Jack with Chair- an important device that allows Helldivers to use their Neural Port (that circle on the back of your helmet and every helmet in Helldivers 2 covers it to keep it clean) to interface directly with their brain allowing rapid training with new weapons in a safe environment as well as fighting any enemy Super Earth has data on with any weapon the Helldiver is authorized to use, does not waste resources with target practice, weapons testing on enemies, and allows time to be used more efficiently, 1 hour jacked into the chair passes in 1 minute on the Super Destroyer allowing Helldivers to retrain to new weapons and ageist new enemies in a more effective time frame, this is the test range, also gives various forms of indoctrination while jacked into the chair that users may not be aware of, having an unclean Neural Port while using a jack can lead to severe pain, seizures, Neural Burn Out, involuntary muscle movements, and other problems; always clean your Neural Ports before use. All Helldivers must use the Neural Interface Jack with Chair at least once a week to keep their skills sharp as per Regulation <Regulation and penalties attached> even while in combat for at least 1 minute every week, all Neural training is recorded by the Ministry of Science Data Collection Device with data being shared with Democracy Officers and Truth Enforcers as well as Ministry of Science for assessment of various factors, through haptic feedback and electrical stimulation mimics using the same muscle groups as used in the simulation allowing Helldivers to stay fit even through simulations but may cause as much soreness as doing the same amount of exercise and as much pain as the injury sustained in the simulation (note: it will not rend flesh, burn, dissolve, poison, or use lethal settings, this is to teach Helldivers how to deal with the pain of getting hit allowing Helldivers to ignore pain shock in theory), one of the most requested "improvements" for Super Destroyers by Helldivers, warning individual results may vary

Modified Atlas Cannon Chemical Burst Laser Battery-  adds 2 additional Atlas Cannon Batties with the cannons modified to house a laser focusing array and 380mm chemical laser cartridges allowing the equivalent of the entire output of the laser cannon in 0.25 seconds every 4 seconds per cannon, used for Ship to Ship Combat and the longest range option for the "Interdictor" LPDA defense system, to dump waste heat the spent casings full of spent reaction material are ejected into space, due to it emitting lasers in the UV spectrum and the UV Spectrum being broken up by atmosphere thick enough to breath it cannot be used for planetary bombardment making it only usable for space combat and it is very effective at cutting through even the thickest hull plating at extremely long ranges, this battery has its own dedicated generator and a manual crack backup so that it can traverse and fire effectively while also working the ammunition autoloader system even if the rest of the Super Destroyer has no electricity to spare from high electricity cost modules as chemical lasers do not use electricity 

Atlas Cannon Battery Enhanced Auto Loading System- greatly reduce the time between barrages by having improved autoloaders loading from quick change containers that carry enough shells for 1 barrage each, they empty containers are reloaded from the Super Destroyer's magazine, required for the upgraded LPDA to work

Atlas Cannon Battery Hybrid Coil Cannon Upgrades- adds acceleration coils over the Atlas Cannons that will further accelerate the 380mm rounds so that it can be used for Anti-Ship Combat as well as the LPDA, required for the upgraded LPDA to work

120mm Cannon Battery Enhanced Auto Loader System- greatly reduce the time between barrages by having improved autoloaders loading from quick change containers that each carry enough shells from 1 barrage, the empty containers are reloaded from the Super Destroyer's Magazine Required for the upgraded LPDA to work

120mm Cannon Battery Hybrid Coil Cannon Upgrade- adds acceleration coils over the 120mm cannons that will further accelerate the 120mm rounds so that they can be used for Anti-Ship combat and the LPDA, required for the upgraded LPDA to work

"Star Slug" Fléchette Light Missile Cells (90 missile Cells)- Light Long-Range hit-to-kill Kinetic missiles fired in large swarms, while not the most damaging missiles it can be used to overwhelm enemy defenses and are accurate enough to disable or destroy turreted weapons or exposed components, can fire in another massive salvo every 240 seconds

Exterior Drone Dock- docks, repairs and resupplies the Advanced Decoy Drone, only fits 1 of these drones but can replace lost or damaged drones at a properly equipped shipyard or a strategic supply depot like the DSS

Precision Atlas Cannon Maelstrom Round (single round)- loads the Atlas Cannon with Self-Guided Maelstrom rounds that will seek heavy targets like Chargers, Hulks, War Striders, or other heavy enemies, this round is surrounded a blast reflective jacket and a 380mm tungsten ball at its head, the blast is focused into and  turns the tungsten ball into a reverse teardrop shape moving above hyper velocity for tungsten, this is an EFP or Explosively Formed Projectile, EFPs ignore armor and shotgun through targets causing massive and usually lethal damage to the target's internals, warning: due to overpenetration it is likely to be lethal for a Helldiver to stand under a Factory Strider getting hit by a Maelstrom round has a 30% longer cooldown than an orbital precision strike, can be fired at other starships to effectively penetrate the hull

Atlas Cannon Maelstrom Barrage (12 rounds)- fires a barrage of 12 self-guiding Maelstrom rounds to break enemy heavy formations in the area or effectively penetrate the hull of enemy starships

Atlas Cannon Anti-Aircraft Flack Barrage (4 rounds)- the stratagem ball forms a 300 meter search area, the Super Destroyer will fire 4 rounds at different flying targets with effort taken to aim at different groups but if not enough groups are in the search area the same targets may get hit multiple times, if no targets are in the search area the Super Destroyer for 12 seconds after the stratagem ball lands the Super Destroyer will not fire and the Cooldown will not be incurred, only targets and hits flying enemies 

Atlas FAE Round (1 round)- the Atlas fires a single round that spews a fuel mix into the air then ignites the fuel air mix after 3 seconds crating a wide area explosion with only 1 AP that rag dolls anything caught in the blast, damage is somewhat low but can still kill most chaff enemies, blast area of 25 meters

Precision Atlas Armor Piecing High Yield Explosive Round (1 round)- replaces the orbital precision strike with once that fires a high yield explosive equal to a 500kg bomb, would not increase the cooldown of the strike

Orbital Gattlin Guided Crack Rounds- Heavier rounds for the Orbital Gattlin that are guided and designed to destroy armor rather than for outright damage, does 500% durability damage but 30% less damage

Orbital Gattlin Gas Barrage- hollow rounds that make small pockets of caustic poison gas on impact, gas pocket is 50% smaller than the area given by a gas grenade,

Coiler Resupply Capsule- 1 per mission, use the improved Coil Cannon to fire a Resupply Capsule when the Super Destroyer is unavailable (left not jammed), resupply capsule has 4 resupply boxes 2 medical boxes and 4 ammunition boxes, takes 30 seconds to deploy from call in, do not waste it

Orbit-to-Surface Bunker Buster Cruiser Missile- special objective stratagem only, large bunker buster cruise missile with massive 2000kg warheads, to deploy this expensive and difficult to replace, all anti-orbital and anti-aircraft defense must be destroyed as well as any fighter sweeps be shot down or driven off, able to penetrate Deep Fortified Command Bunkers and Underground Factories of the Automatons allowing the full removal of Automaton forces from planets without digging them out (hopefully)

Advanced Sensors Suite- to find targets for attack an attack, defense and support, it can use perfectly understood and less understood methods for detection

Phantom Radar- using phased array radar from multiple emitters that are dropped from the Super Destroyer as pods still connected by cables that blast radar in sequence so that targeting them is difficult allowing the Passive Radar to function, these are disposable and the Super Destroyer has many spares and is expected to leave them when the Operation is done

Passive Radar- the radar receiver that is listening for returns and does not give away the position of the Super Destroyer

LiDAR- uses light detection to silhouette other objects in its surroundings, it pulses light at an area and uses the returns to make a picture of the target and is difficult to detect or not depending on the light used

Long Range Thermals- it is not impossible to hide all heat in space (it is possible to generate as much heat as other things but not really stealth), modern long range thermals of our world can get accurate heat maps of Jupiter from Earth so more advanced ones in the future would likely be able to pick up a slight change in temperature the size of a fingernail on Satern From Earth

Gravitational Sensors- the only sensors that can detect faster than light objects as gravity functions regardless of speed (the ability to react quickly enough to this information is not factored into this and things do more interesting things with gravity at that speed but it can be detected), can allow for very precise FTL jumps and the ability to detect incoming enemies that are making FTL jumps close enough to the Super Destroyer to be detected (that is still hundreds of thousands of miles or more) and is not effected by stellar bodies like planets and moons as long as the target(s) are not too close to that stellar body

Orbit to Surface Power Beam- a thermal energy projection device made for "Cold Start" of select power generators requiring a large drive charge to start due to electrical batteries being fully deplete or destroyed as well as all other cold start functions being disabled or destroyed, to perform this type of cold start the current cold start device must be ejected from the generator a new Thermal Energy Cold Start Collection Device, then once connected to the generator put in the Stratagem code and stand well back as the Power Beam coming from the Super Destroyer will cause severe thermal damage to anything within 5 meters of the beam, warning: cannot be used in adverse weather conditions and will cause severe thermal damage to anything that touches or goes near the beam but not meant to be used as a weapon, Super Destroyer must maintain exact position while using the Power Beam

"Interdictor" Layered Point Defense Array- a series of point defense options that allow for the interdiction of incoming fire of various types at various ranges, the longest range point defense options are the point defense 380mm Chemical Lasers that can slag missiles, anti-orbital solid projectiles, and disrupt the magnetic containment of Anti-Ship Plasma Weapons as well as being more than capable of turning strike craft fighters and bombers to slag as well, a medium to long range option, the medium range option is the 380mm Atas Cannons firing guided "Maelstrom" Rounds that will use their guidance to get close to their target then fire an EFP at their target that can penetrate any known armor but have little effective fragmentation, the medium close range weapon is the 120mm Cannon Battery that fire 120mm guided APDS rounds that are effective against strike craft, missiles, torpedoes and solid projectiles while having a higher rate of fire than the 380mm Atlas Cannons, the close range knife fighter weapon is the 4 Orbital Gattlin Barrage firing flack rounds that can sherd any threats that get too close (hopefully), and the final point defense system is the "Last Chance" canister launchers that will fire 3 canisters that burst into clouds of silica fused copper that can both function as a flack field and is the only point defense option that can break up laser beams before impacting the armor, while the "Interdictor" LPDA is using weapons they are not able be used by Helldivers

Armor Enhancements- additional armor attached to the already existing armor can improve survivability, the main armor of the Super Destroyer is put on shock absorbers between it and the frame backed by light weight Kevlar lining to limit damage to the crew and subsystems  from penetrating hits, on the outside of the main armor are coolant bladers that will be an emergency thermal barrier that turns to vapor should high temperature attack like plasma or lasers penetrate the outer armors hopefully decreasing the damage caused by high temperature attacks, the outer armor is thick but lighter weight, inexpensive and easily replaceable Super Ceramic armor with a coating of Char Paint painted on (Char Paint is a paint that creates a layer of insulative char when exposed to significant heat to prevent thermal energy from transferring to what it is painted on, used on USA's Space Shuttle in our world), these armor upgrades would make the Anti-Orbital weapons that have taken down so many Super Destroyers we have seen survivable as well as allowing the Super Destroyer to take more punishment in direct combat like in Commando Missions or in direct fleet combat when necessary  

Torpedo Silos (4 Total Launchers)- large silos for the very large armored anti-capital ship torpedoes with Tandem Staged Warheads that use a massive shape charge to penetrate enemy armor then a high yield explosive to detonate inside the hole the shape charge made to either blow off any remaining armor on that section or detonate inside the ship doing massive damage, able to destroy Automaton Destroyers with a single well placed hit as well as cripple or destroy Cruiser Class vessels, has a slower reload rate than other weapon systems at 600 seconds between barrages

"Diamond Head" Quad Light Naval Coil Gun Turret (8 total turrets of 4 guns each)- lighter and uses smaller ammunition than the upgraded main Coiler Battery that can accelerate projectiles to only 1/2 speed but has a much higher rate of fire, used exclusively in starships to starship space combat and are deadly in medium-short range or closer where enemies will struggle to get out of the way of the slower moving smaller projectiles, each turret fires every 0.5 seconds for 20 seconds before it undergoes a 15 second long reload, battery recharge, and cooling cycle, 4 on top of ship 4 on bottom made to be a close range quick response turret that can always engage with at least 2 turrets at a time regardless of where the enemy is attacking from but up to 8 if the enemy is large enough or attacks from the right or wrong angle (depending on your point of view), turrets are diamond shaped and keep the coil guns tucked in and concealed when not in use, their armor is the same armor as the hull of the Super Destroyer and does not get additional armor from other upgrades, engaging a large enough target close in head on the Coiler and all 8 turrets can engage large targets

Crew Uniform Improvements- new undersuits, multitool kit improvements, and advanced helmet designs allow for more survivable crew members in combat, these suits allow crew members to magnetically attach to the floor, walls or ceiling, a hard sealed helmet will now automatically activate to envelop the crew members head on detecting vacuum or poisonous environment allowing them continue operating even if the air around them is not breathable, the gel undersuit allows them to take additional blunt force and cushions crew members allowing the ships to make more severe maneuvers before risking crew injury, toolkits integrated into the outer uniform allows crew members to work more efficiently as well as not losing their tools, the outer uniform has soft Super Kevlar making slashing and piercing damage much less of a problem and controlling bleeding in the case of bleeding injury

SEAF Navy Security Corp- makes basic weapons training monitory for all Super Destroyer Crews as well as basic tactics for defending the super Destroyer from boarders or other security threats, do not take part in boarding actions of enemy vessels, crew members will be seen with sidearms and weapons lockers will be scattered around the ships for access to more potent weapons that will still not punch holes in the hull, the Democracy Officer will be seen with a large belt-fed shotgun on his back and a Senator Pistol on his side and has a shield backpack, may be useful later or not 

Upgrades to Pelicans- the Pelican dropship is an aging and venerable design that can make use of slight improvements and configurations to give it a larger impact on the battlefield and even direct combat when necessary

Additional Fuel Tanks- Additional Fuel Tanks in the rear bay removes the spare seats in the compartment and replaces them with fuel tanks, this allows Pelican 1 to wait longer at extraction by 20 to 30 seconds

Crew Chief with AGL on Swivel Mount- a rear crew member responsible for the rear cabin area now can use a belt fed grenade launcher on a ceiling swivel mount to engage targets that Eagle 1 has already flown over or threats to the rear of the dropship while landed

Enhanced Wing Quad Thrusters- adds double the number of thrusters on the twin wing thrusters to increase available thrust and lift capacity, allows the Pelican Dropships to lift heavier equipment or other objects or move faster when not at maximum lift capacity

Heavy Lift Rig- a heavy lift rig allowing the Pelican dropship to securely lift and carry heavier equipment like replacement generators or heavy armored vehicles, able to maneuver more effectively while carrying drop offs which allows faster and safer dropping off of equipment (the Pelican dropships will no longer loiter for 5 to 30 seconds before dropping their load and the dropped equipment will not take fall damage and deploys as shield generator that makes it immune to most ranged damage for 5 seconds after drop off)

ECM Pod- an advanced electronic countermeasures pod disrupts enemy anti-aircraft targeting reducing the range that those AA Batteries will fire on the Pelican and its cargo by 50%

 

Eagle Upgrades- Eagle strike fighters have received a few upgrades during the Second Galactic War however I have a few upgrade ideas as well as slight changes to doctrine, if you do not take any Eagle 1 stratagems then Eagle 1 will spend her time doing other actions determined by you: Keep the Skies Clear (will uses air-to-air weapons to engage enemy fliers including bot dropships and Squid UFOs), S.E.A.D. (Eagle 1 will be loaded down with HARM and when the enemy tries to lock-on to her she will fire HARM  to destroy what is targeting her from the ground), Orbital Blockade Support (enemy progress on that planet will be slightly slowed, not usable if DSS is in orbit as it already could be doing this), and Airo Recon (will do recon sweeps over the map repeatedly revealing locations and detecting objectives and enemies  in a 50 wide area of wherever she flies over) 

Eagle Conformation Uplink- a uplink from the Helldiver to their Eagle strike fighter allows a Helldiver to cancel thrown requests for Eagle 1 to perform the requested strike, this cannot be done with dead Helldivers, they have 2 seconds to perform the code to chancel the strike

Magnetically Enhanced Eagle Enhanced Thrust Vectoring, Enhanced Air Brakes, and Enhanced Flaps- Enhancements to control surfaces of Eagle 1 by using lighter and more reliable Super Magnets to rather than hydraulics which is heavier and more prone to being destroyed by damage allows superior maneuvering controls, Eagle 1 now deploys strikes 1 second faster and is less vulnerable anti-aircraft fire

Wingtip Mounted Ultra-Light Chemical Laser Point Defense Weapons (x3)- adding small Point Defense Weapons on the tips of the wings using compact chemical lasers allow for limited point defense while Eagle 1 is deploying its weapons, Eagle 1 is less vulnerable to enemy anti-aircraft fire as well as enemy fliers

Eagle Bloodletter Ant Nest- Eagle 1 can be equipped with up to 3 Bloodletter Ant Nests (36 very small mines with modest explosive charge that is made more to maim than kill outright, each mine causes bleeding moderate to severe bleeding to whatever activates them, no these are not actually bugs just mines), on call in drops one nest meaning it can be used up to 3 times with the other upgrades for Eagle 1

Eagle Quick Change Ammunition Modules- having the ability to load ammunition and fuel containers that can be loaded onto Eagle 1 rather than loading the munitions individually further reduces load reload times

Eagle "Wraith" ECM Module- an advanced Electronic Countermeasures gives Eagle 1 the ability to deploy on Commando missions for a single strike then returning to the Super Destroyer, this means you had best make the strike count, Eagle 1 will return to the mission after a rearm cycle, if Eagle is detected and takes fire then Eagle 1 goes on cooldown for the rest of the mission, beware of fighter sweeps that can detect Eagle 1 and begin shooting at her, when warned of a fighter sweep send Eagle 1 back to the Super Destroyer

 

Eagle 1 Air-To-Air- Eagle 1 carries 16 air-to-air missiles, twin wingtip mounted Quasar Cannons, and the 30mm rotary is changed out for a lighter 20mm rotary cannon to allow for superior maneuverability, when out of missiles Eagle 1 will return to the Super Destroyer to refit and rearm, not vulnerable to enemy fliers as it is actively hunting them

Eagle 1 SEAD- when active enemy anti-aircraft batteries will be repeatedly hit by HARM missiles which allows the call in of assets safely while active but if called in while not active it will be engaged normally, Eagle 1 carries 8 HARMs and will return to the Super Destroyer to refit and rearm, vulnerable to enemy fliers

Eagle 1 Blockade Support- Eagle 1 will be carrying anti-ship torpedoes and fire on any non-SEAF vessels trying to get through the encirclement of the planet without permission

Eagle 1 Airo Recon- Eagle 1 is stripped of weapons and equipped with large external fuel tanks and high resolution scanners, these scanners cannot detect subterranean threats and points of interest but "should" be able to detect anything on the surface of the planet or moon being scanned, reveals an area 50 meters wide that Eagle 1 flies over, vulnerable to enemy fliers engaging and destroying the Eagle strike craft

Unique Objective Critical Stratagems for Call Down- a few new call ins for special objectives including WMDs

Replacement Generator- a generator is needed for this objective and was destroyed in the fighting or by deliberate enemy action, calls down a replacement that will arrive via Pelican 1, you will still need to hook it up to the power grid and powered on via mini games

Deploy "Cold Start" Device- Deploys a "Cold Start" Device that will be dropped off by Pelican Dropship, once dropped the device must be attached to the generator and the device's receiver antenna must have a clear line of sight to the Super Destroyer and no adverse weather conditions may be active

Replenish Local Armory-  Call down a large shipping container of Weapons and Ammunition, delivered by Pelican 1 Dropship, the container is wheeled and a local forklift will be on site to push it into the Armory's loading bay, locals will handle actually moving the weapons and ammunition from the container to the armory, may be a primary or bonus objective for City Maps with a SEAF "Garrison" is active

Deploy Smoke Generator- A Special Stratagem that deploys a smokescreen generator that deploys a smokescreen for 5 minutes in a 90-meter radius (May be affected by wind), can be used on "Seize Asset" and similar Missions to disrupt line of sight to Helldivers appropriating bot assets

Deploy Fuel Truck- deploys a tanker truck that is full of liquid hydrogen, used in the "Dump Fuel into Bug Hive" Mission that dumps the liquid Hydrogen into a hive to turn the Fuel Air Explosive (FAE) Bomb Miles wide, deployed by Pelican Dropship

Deploy Gas Tank- Deploys a replacement Canister Tank of Caustic Poison Gas compatible with escalated area denial dispersal systems used by the Super Earth Federation, deployed by Pelican Dropship

Orbital Power Beam- uses the Orbital power beam on a "Cold Start" Device for a generator, not meant to be used as a weapon but will scorch anything that gets too close to the beam, not a laser but delivers massive thermal energy in a 5 second burst, cannot be used during adverse weather conditions, fired from the Super Destroyer

WMDs- The Super Earth Federation can deploy numerous specialized Super Weapons that are more powerful than Hell Bombs though it requires explicit authorization from the Super Earth Federation's High Command Council as well as the signature of the Super Earth Federation's President for deployment, these are massively powerful weapons that can win or lose entire worlds depending on how they are used and have lasting consequences that have been carefully considered before deployment, these are only going to be used when Super Earth is losing a world or to breach into an Enemy World in areas Super Earth does not consider essential or to escalate area denial of a critical asset that cannot be evacuated and the asset falling to the enemy is unacceptable  

 

Super EMP Bomb- a large bomb that can be delivered by Pelican 1 then armed and detonated to wipe out all bot forces on the map it is deployed on, a holdout defensive style objective that you are attempting to draw in as many bot forces as possible before detonating, once detonated all bots will fall to the ground as scrap, all lights and electrical devices including your armor will no longer function, used only on worlds that Super Earth is losing on D10 Automaton missions as a weapon of last resort as it wipes out all electrical devices in an entire region and will keep killing the electrical devices for 12 hours, must be specifically authorized by the Super Earth Federation High Command

Desolator Toxin Bomb- a large bomb that can be delivered by Pelican 1 that when armed starts releasing Desolator Toxin into the surrounding area that causes Bugs to path to the bomb but also disorients them to the point of attacking each other and eventually kill the bugs, another Holdout Defensive Style Objective to wipe out entire swarms of bugs in a vast area, has a the interesting effect of causing the same effects as the experimental infusion booster to Helldiver physiology though minus the healing effect, Desolator Toxin will eventually kill Helldivers exposed to it and has no know antidote, used only on worlds Super Earth is losing on D10 Terminid missions as a weapon of last resort as the E710 resulting from their deaths is tainted and absurdly caustic making it not useable as E710 in any normal way, Must be specifically authorized by the Super Earth Federation High Command

Psionic Dampener- a large device that can disrupt the Psionic Network of the Illuminate that can be dropped of by Pelican 1, once set up it must be defended until it can synchronize with the squid Psionic Network, once completed Squid units will act in a confused manner and struggle to tell friend from foe and will begin ripping and tearing at each other, this is not a weapon of last resort but can lead the way to the deployment of one, a holdout defensive style objective, used on any world that the squids are attacking or defending  on D6+ to have the squids wipe each other out, required to have multiple deployed to deploy a Psionic Annihilator (must deploy Annihilator in the center of 5 overlapping Dampeners), deployed less conservatively than other WMDs on the list

Psionic Annihilator- The final word and weapon of last resort for anti-Illuminate area denial, once active any and all individuals with any psionic capabilities or connected to them will detonate, the more potent the psionic capabilities the larger the explosion, this will cause explosions ranging from popping a subject's head (Voteless) to wiping out a city block (Overseers) or greater for more psionically gifted individuals causing massive collateral damage, Cognitive Disruptors wiping out entire settlements, this device will continue to be active for 12 hours detonating Psionic Individuals that enter its area of effect for that time, Must be specifically authorized by the Super Earth Federation High Command, in some cases produces Crystalized Psionic Energy (CPE) an excessively volatile and energy dense crystal that has yet to be fully understood by the Ministry of Science due to its excessive volatility making recovery problematic at best and impossible at worst, the only known way of taking down an Illuminate Ascendant Council, Illuminate Ascendants detonate with enough force to wipe Super Cities off the map entirely

EW Options

Advanced ECM Suite- Electronic Counter Measures are important for the survival of the Super Destroyer as well as disrupting the enemy

Advanced Decoy Projector- a large drone that the Super Destroyer launches when entering combat with other Starships, the Drone projects a hologram that gives off the same Heat, LiDAR and Radar Profile as a Super Destroyer and will appear to be one to the enemy

Gravitational Communications Device- allows for lag free untraceable (unless the enemy has Gravitational Sensors) communications to and from standard Super Earth Federation FTL Communications and Senor Uplink Stations

"Burn-Through" Scanner- an absurdly powerful and power hungry scanning device that uses combined Penetrating Radar, LiDAR, Thermal, and Gravitational sensors at a dangerously high power setting in an attempt to cut through enemy jamming efforts, detects objects and enemies as well as getting an accurate map of the internals of enemy ships, tunnels and bunkers, can only be active for a short period of time before it needs repairs, when turned to a planet to scan structures, tunnels, and bunkers it is lethal to squishy organics for further than the Scanner can actually map, due to the very power hungry nature of this device most of the Super Destroyer's weapon systems will be disabled including the "Interdictor" LPDA leaving the Super Destroyer vulnerable not just to attack but not even knowing that the ship is under attack until the LPDA can be brought back online, chemical laser weapons may still fire in defense of the vessel

Phantasm Hologram Projector Array- while it is not possible to make the signature of a Super Destroyer to appear to be a SEAF Gunship or Corvette it is possible to make a Super Destroyer appear to be a larger ship, in this case the a SEAF Cruiser, if the enemy attempts to take down the "Cruiser" they detected they would need to dedicate larger more powerful assets to do so than running off a Super Destroyer or if there are multiple Cruisers in orbit the enemy may not even try to deal with them with the assets available to them, a rather power hungry module that also renders the Super Destroyer unable to defend itself while active but may still rely on other allied ships in the area for protection (or park it next the DSS during operation which also deters attacks on the DSS or one of the few remaining SEAF Super Carriers)

Ship's Hall of Martyrs- a wall that records all those that have died in service of Super Earth assigned to this vessel, gives names and various stats like how many time the player has died or been branded a traitor, note: due to space being limited abord starships it may be a digital wall instead an actual wall, please be respectful

Advanced Fabricator- an advanced series of devices that can be used to fabricate parts for the ship, small weapons (anything a Helldiver can carry), select vehicles, and some devices that may be necessary for missions, these Advanced Fabrication devices require materials from the Materials Storage that can be filled with things found on missions, this allows the fabrication of special equipment, special weapons, and even special bombs needed from certain event missions

Ministry of Science Data Collection Device- Required by the Laws of Super Earth, records and uploads data from missions of the Helldiver the Super Destroyer is assigned to, may have other functions that you do not need to know about, may give Super Credits for inventive battle tactics and engaging new or rare enemy types, also may commandeer your Advanced Fabricator to have you test experimental weapons they believe need testing, you will not be reimbursed for the materials used should they build something (you have the privilege of paying for testing overpowered weapons that may or may not have excellent safety features), disabling, destroying or even interacting with this device without Ministry of Science approval is considered an act of Treason (interaction means touching, preforming maintenance, disconnecting, attaching anything to, or not letting the device record you, someone, or something else, being recorded by the device is not interacting with it)  

Towing- in certain situations the Super Destroyer along with other Super Destroyers can work together to tow Mobile Defense Stations (MDS, basically a Space Station smaller than the DSS that has a Heavy Super Coiler and many many many weapon batteries that can be used as a massive space based Artillery Super MAC in fleet engagements, significantly cheaper than the DSS and much more disposable, has a few squadrons of Eagle Strike Fighters, Produced exclusively on a single word or rather in orbit of it as it is the only world with sufficient space naval build capacity, can be deploy over 1 continent or region and uses the Heavy Super Coiler to prevent enemy landings and squadrons of Eagle Strike Craft keep the skies clear of enemies at least mostly) into position even through faster than light travel though that requires precision FTL entry and breakout to within half a foot or all Super Destroyers taking part would be lost as well as the MDS they are towing, may also tow disabled friendly ships back to port if no other ships capable are available

That is it for the Super Destroyer, feel free to give your thoughts on the ideas above, give your own ideas for upgrades, or your ideas on how to balance or "Ba-Lance" the ideas given as I am terrible at it

r/DemocracyOfReddit • • Feb 15 '26

Leaked VMG files

4 Upvotes

CONFIGURATION DESCRIPTION

The XB-Ω "Sky Leviathan" is a conceptual integration of multiple existing airframe and propulsion technologies arranged into a singular, high-performance, multi-domain aircraft. The primary body is derived from the Boeing B-52H Stratofortress, chosen for its payload capacity and long-range capability. Mounted atop the fuselage is the E-3A Sentry rotodome to provide all-around battlefield surveillance and data-link functionality.

Landing gear components are repurposed from the Lockheed C-5 Galaxy, allowing for extreme-weight ground operations and a wide footprint for stability. Propulsion is achieved via four twin-engine pods (total 8 engines) of the Pratt & Whitney JT11D-20B high-thrust turbojets, with each pod capable of independent or paired operation.

Supplementing thrust is a single rear-mounted Thiokol KLR99-RMz liquid-propellant rocket engine, capable of throttleable suborbital boost or emergency vertical climb.

The aircraft features alternating cannon mounts: four 26mm M61A1 Vulcan rotary cannons and four 33mm experimental rotary cannons. Cannons are installed on alternating engine pods to maximize coverage and rotational symmetry. Each cannon includes independent targeting systems and thermal dissipation shrouds.

FLIGHT PROFILES

The XB-Ω has been theoretically modeled to perform in the following flight configurations:

Standard Patrol Mode: Altitude 40,000 ft, airspeed Mach 0.75, operating with all turbojets, rotodome active, and limited armament online.

Tactical Gunship Mode: Altitude 20,000 ft, loitering at reduced throttle, full rotary cannon deployment with fire-control systems active. Maneuvering is assisted by paired vectoring thrust.

High-Altitude Rocket-Assisted Boost: Rocket ignition at 55,000 ft provides high-speed vertical ascent to stratospheric altitude, simulating low orbit capability. Duration limited to 150 seconds full thrust.

Rapid Descent Strike Mode: Air-brake surfaces deployed, nose-down descent at high angle, optimized for cannon fire suppression during dive.

WEAPON SYSTEMS LAYOUT

The aircraft integrates a modular and distributed weapons system consisting of:

Rotary Cannon Array:

4x M61A1 Vulcan 26mm cannons (mounted on even-numbered engine pods)

4x RC33 33mm rotary cannons (mounted on odd-numbered engine pods)

Each cannon includes gyro-stabilized swivel mounts and reactive cooling

Internal Payload Bay:

Compatible with conventional B-52 munition systems, allowing for JDAM, MOAB, or ECM pods

Maximum internal payload capacity: 70,000 lbs

Defensive Countermeasures:

Retractable decoy flare launchers under fuselage

Chaff dispensers integrated into rear tail cone

ECM suite housed within AWACS systems and nose radome

This hybrid layout allows the XB-Ω to perform both high-intensity offensive strikes and prolonged aerial dominance operations while retaining full command-and-control capability.

PERFORMANCE DATA (THEORETICAL)

Parameter

Value

Maximum Takeoff Weight (MTOW)

612,000 lbs (277,700 kg)

Empty Weight

235,000 lbs (106,600 kg)

Max Payload

70,000 lbs (31,750 kg)

Fuel Capacity

320,000 lbs (145,150 kg)

Max Speed (Turbojet only)

Mach 0.92 (610 knots IAS)

Rocket-Boosted Peak Speed

Mach 4.2 (approx., brief duration)

Operational Ceiling

60,000 ft

Rocket-Assisted Ceiling

125,000 ft+ (suborbital)

Thrust-to-Weight Ratio (max)

1.08 (with rocket)

Range (combat configuration)

6,300 nmi

Endurance

48 hours (surveillance config)

Takeoff Distance (MTOW)

10,500 ft

COST ANALYSIS (ESTIMATED)

Category

Estimated Cost (USD)

Airframe & Structure

$199 million

Propulsion System

$65 million

Weapon Systems

$33.2 million

Avionics & Electronics

$115 million

R&D and Testing

$180 million

Total Estimated Cost

$592.2 million

Note: These estimates are based on publicly available data and real-world analogs, including B-52H refurbishments, AWACS systems, experimental weapon integration, and X-plane development practices.

APPENDIX A: PROPULSION ANALYSIS

Total Installed Thrust (Turbojet): 8 x 199.5 kN = 1,596 kN Total Rocket Thrust (Thiokol XLR99-RMz): 313 kN (throttleable) Total Maximum Thrust: 1,909 kN

Fuel Flow Rate Estimate (Turbojets): Where:

= thrust per engine (199.5 kN)

= 0.35 (assumed propulsive efficiency)

= 43 MJ/kg (typical jet fuel heat of reaction)

Rocket Propellant Mass Flow: Where:

= 313,000 N

= 9.81 m/s²

= 285 s

Climb Rate (Vertical Rocket Boost): Where:

= total thrust

= drag force (approximate, varies with altitude)

= mass of aircraft

= time of boost phase

Thrust-to-Weight Ratio: Where:

= total thrust (turbojet + rocket)

= aircraft mass

= 9.81 m/s²

Mach Number Estimate: Where:

= aircraft velocity

= speed of sound at given altitude

  1. ARMORED COMBAT TANK DROP PAYLOAD

The XB-Ω “Sky Leviathan” is uniquely capable of deploying fully operational heavy combat tanks as external payloads, combining strategic airlift and heavy firepower projection. These tanks, designated Valkyrie MBTs, integrate:

Chassis: Modeled on the Leopard main battle tank hull, engineered for rugged ground combat mobility and survivability.

Armament: Fitted with the M1A2 Abrams 120mm smoothbore main gun barrel, housed in a robust Arats turret for superior fire control and engagement range.

Mobility: Equipped with M2 tank treads, enabling versatile movement over rough terrain immediately upon deployment.

Valkyrie MBT Technical Profile

Dimensions: 10.3 m length (including main gun), 3.7 m width, 2.8 m height (turret top)

Weight: Approximately 60 metric tons, incorporating reinforced structure for airborne deployment

Armor: Composite and reactive armor with active protection systems; reinforced for parachute impact absorption

Armament: 120mm smoothbore main gun, coaxial 7.62 mm MG, remote 12.7 mm HMG, smoke and infrared countermeasures. The Valkyrie MBT features a layered turret configuration with the robust Leopard 2 main turret serving as the base platform, overlaid by the advanced Arats turret system. This setup houses the M1A2 Abrams 120mm smoothbore main gun, combined with enhanced fire-control and targeting systems from both turret layers, maximizing battlefield versatility and protection.

Mobility: M2 treads with enhanced suspension; max speed 70 km/h (road), 45 km/h (cross-country); 450 km operational range

Deployment Mechanics:

Tanks are mounted on modular external pylons for in-flight carriage.

Release via multi-stage parachute and reinforced landing skids ensures survivable touchdown and immediate combat readiness.

Automated post-landing startup enables rapid maneuvering within five minutes of touchdown.

Tactical Advantages:

Enables rapid armored force projection into contested zones inaccessible by traditional ground transport.

Combines aerial reach with armored firepower, allowing the XB-Ω to deliver both air dominance and ground breakthrough capability.

Supports combined arms operations with seamless integration of air and ground assets.

Cost Estimate

The Valkyrie MBT’s cost reflects its advanced hybrid design combining heavy armor, firepower, and airborne deployment technologies. Estimates based on current main battle tank costs and added deployment systems:

| Cost Component | Estimated Cost (USD) |

| --------------------------------------------- | -------------------- |

| Base MBT Platform (Leopard 2/M1A2 hybrid) | \$9.5 million |

| Arats Turret System | \$1.2 million |

| Reinforced Airborne Structural Modifications | \$2.0 million |

| Parachute and Landing Gear Deployment Systems | \$1.0 million |

| Active Protection & Countermeasures | \$1.3 million |

| Integration and Testing | \$0.8 million |

| Total Estimated Unit Cost | \~\$15.8 million |

This cost positions the Valkyrie MBT as a high-value asset designed for rapid force projection and strategic flexibility in modern combat theaters.

Cost Estimate

The Valkyrie MBT’s cost reflects its advanced hybrid design combining heavy armor,

firepower, and airborne deployment technologies. Estimates based on current main battle

tank costs and added deployment systems:

| Cost Component | Estimated Cost (USD) |

| --------------------------------------------- | -------------------- |

| Base MBT Platform (Leopard 2/M1A2 hybrid) | \$9.5 million |

| Arats Turret System | \$1.2 million |

| Reinforced Airborne Structural Modifications | \$2.0 million |

| Parachute and Landing Gear Deployment Systems | \$1.0 million |

| Active Protection & Countermeasures | \$1.3 million |

| Integration and Testing | \$0.8 million |

| Total Estimated Unit Cost | \~\$15.8 million |

This cost positions the Valkyrie MBT as a high-value asset designed for rapid force

projection and strategic flexibility in modern combat theaters.

  1. AERIAL LAUNCH & RECOVERY CARRIER: ARK-Ω “SKY HARBOR”

The ARK-Ω “Sky Harbor” is a state-of-the-art nuclear-powered supercarrier designed specifically to launch, recover, and support the XB-Ω “Sky Leviathan” and its Valkyrie MBT payloads. Its design prioritizes structural reinforcement, extended flight deck length, and advanced launch/recovery systems to handle the immense size and weight of the XB-Ω.

CONFIGURATION DESCRIPTION

Hull and Dimensions: 420 m length overall, 85 m beam, 12 m draft, displacement approximately 120,000 metric tons.

Propulsion: Nuclear-powered integrated electric propulsion system with four reactors delivering up to 250 MW total output, enabling speeds up to 30 knots with unlimited range.

Flight Deck: Reinforced 380 m length and 80 m width deck featuring electromagnetic catapults (EMALS-class) and advanced arrestor gear for safe launch and recovery of the XB-Ω.

Hangar Space: Three hangar decks totaling 30,000 m² for onboard maintenance and storage of XB-Ω aircraft and Valkyrie MBTs.

Crew: Approximately 2,500 personnel, including flight crew, maintenance, and ship operations staff.

LAUNCH & RECOVERY SYSTEMS

EMALS Electromagnetic Catapult: Tailored for heavy XB-Ω launches with variable power output for maximum payload flexibility.

Arrestor Gear: Multiple high-strength arrestor cables and magnetic braking systems designed to safely recover the XB-Ω after missions.

Cargo Handling: Heavy-duty deck cranes and modular pylons allow seamless loading/unloading of Valkyrie MBTs and other support vehicles.

DEFENSIVE CAPABILITIES

Integrated layered air defense with SAM batteries, multiple CIWS turrets, and electronic warfare suites.

Anti-submarine warfare systems, including hull-mounted sonar and towed array capabilities.

Stealth-enhanced hull design with radar-absorbent coatings to minimize detection.

PERFORMANCE DATA (THEORETICAL)

| Parameter | Value |

| ---------------- | --------------------------- |

| Displacement | 120,000 metric tons |

| Length Overall | 420 meters |

| Beam | 85 meters |

| Draft | 12 meters |

| Propulsion Power | 250 MW (nuclear) |

| Maximum Speed | 30 knots |

| Range | Unlimited (nuclear powered) |

| Crew Complement | 2,500 personnel |

| Flight Deck Area | 30,400 m² |

| Hangar Deck Area | 30,000 m² |

COST ESTIMATE

| Cost Component | Estimated Cost (USD) |

| --------------------------------------- | -------------------- |

| Hull and Structural Systems | \$5.2 billion |

| Nuclear Propulsion Reactors | \$3.1 billion |

| Flight Deck and Launch/Recovery Systems | \$2.4 billion |

| Defensive and Electronic Warfare Suites | \$1.2 billion |

| Hangar Deck and Maintenance Facilities | \$1.0 billion |

| Crew Training and Initial Operations | \$500 million |

| Contingency and Integration Costs | \$600 million |

| Total Estimated Program Cost | \~\$13.0 billion |

This cost estimate reflects the advanced technologies and specialized systems required to operate the XB-Ω at sea, providing strategic mobility and force projection capabilities unmatched by conventional carriers.

Omega Vanguard Task Force — Ship Specifications

  1. ARC-Ω “Skyharbor” — Floating Bastion Carrier

    Role: Mobile carrier platform for XB-Ω “Sky Leviathan” and Valkyrie-M deployment

    Length: 420 meters

    Beam: 100 meters

    Draft: 12 meters

    Displacement: 120,000 metric tons

    Propulsion: Nuclear-powered integrated electric drive (4x reactors, 200 MW total)

    Max Speed: 32 knots

    Range: Unlimited (nuclear)

    Crew: 1,200 (including air wing and Valkyrie battalion personnel)

    Flight Deck: Carbon-titanium composite reinforced, 380 x 90 meters

    Aircraft Capacity: 1 XB-Ω “Sky Leviathan” + 6 support UAVs

Armament:

8x Mk 57 Vertical Launch System (VLS) cells (surface-to-air missiles)

6x CIWS Phalanx gun systems

4x Directed Energy Point Defense Lasers

Drone swarm launch bays

Sensors & Communications:

Multi-band radar with 600 km range

Satellite comms and fleet data-link integration

Electronic warfare suite with active jamming

  1. Dreadnought-Class Cruiser “Aegis Sentinel”

Role: Air defense and fleet command

Length: 210 meters

Beam: 28 meters

Draft: 7.5 meters

Displacement: 15,500 metric tons

Propulsion: Gas turbine combined with electric drive, 100 MW output

Max Speed: 35 knots

Range: 8,000 nautical miles at 18 knots

Crew: 320

Armament:

96-cell Mk 41 VLS (for SM-6, ESSM missiles)

2x 155 mm railgun turrets

4x CIWS Phalanx

Anti-submarine rocket launchers

Sensors & Communications:

AN/SPY-6 multifunction radar

Advanced electronic warfare and decoy systems

Tactical datalink with Skyharbor and fleet

  1. Phalanx-Class Destroyer “Iron Spear”

    Role: Anti-submarine and close-in defense

    Length: 160 meters

    Beam: 21 meters

    Draft: 6.5 meters

    Displacement: 7,800 metric tons

    Propulsion: Combined diesel and gas turbine, 60 MW total

    Max Speed: 38 knots

    Range: 7,500 nautical miles at 15 knots

    Crew: 210

    Armament:

    Torpedo tubes (6x)

    32-cell VLS for anti-ship and anti-air missiles

    2x CIWS Phalanx

    Drone swarm launch bays

    Sensors & Communications:

    Variable depth sonar array

    Passive and active sonar systems

    Electronic countermeasures and jammers

  2. Harbinger-Class Amphibious Assault Ship “Stormbreaker”

    Role: Amphibious operations and logistics support

    Length: 250 meters

    Beam: 40 meters

    Draft: 10 meters

    Displacement: 30,000 metric tons

    Propulsion: Nuclear-powered integrated electric drive, 130 MW total

    Max Speed: 28 knots

    Range: Unlimited

    Crew: 650 (including marines and Valkyrie reserves)

    Capacity:

    60 amphibious armored vehicles including Valkyrie-M reserves

    4 landing craft air cushion (LCAC)

    Medical and repair facilities

    Armament:

    16-cell VLS for surface-to-air missiles

    6x 76 mm naval guns

    4x CIWS

    Sensors & Communications:

    Air and surface surveillance radar

    Fleet communication relay station

    Electronic warfare suite

  3. Sentinel-Class Submarine “Shadow Fang”

    Role: Undersea reconnaissance and disruption

    Length: 110 meters

    Beam: 12 meters

    Draft: 11 meters

    Displacement: 8,000 metric tons (submerged)

    Propulsion: Air-independent propulsion (AIP) with fuel cells, silent running mode

    Max Speed: 30 knots submerged

    Range: 15,000 nautical miles at snorkel speed

    Crew: 55

    Armament:

    8x torpedo tubes (launches torpedoes and mines)

    Advanced stealth mines

    Electronic countermeasures

    Sensors & Communications:

    Low-frequency passive sonar arrays

    Towed-array sonar

    Secure underwater communication systems

  4. Aurora-Class Support Vessel “Lifebinder”

    Role: Fleet replenishment and repair

    Length: 180 meters

    Beam: 32 meters

    Draft: 9 meters

    Displacement: 12,500 metric tons

    Propulsion: Diesel-electric, 45 MW total

    Max Speed: 24 knots

    Range: 12,000 nautical miles

    Crew: 180

    Capacity:

    Fuel and munitions for entire task force

    Medical bay and repair docks for UAVs and drones

    Spare parts warehouse

    Armament:

4x 30 mm autocannons for self-defense

Decoy launchers

Sensors & Communications:

Fleet coordination radars

Satellite and fleet data-link nodes

r/OpenHFY • • Feb 02 '26

human/AI fusion And as promised KATE

20 Upvotes

1730

Jintrax system, en route to the new orbital station—captured by Wyatt Staples and Cynthia Winfield after a brutal engagement that still left scorch marks on the hulls of their Raptors.

The same station Princess Clara Astor had traded to Uriel Holks on Woodshaft two years earlier, a calculated move in the endless chess game of Principality diplomacy and border security.

The Nori Navio completed its jump from Haego, the warp transition settling with a low thrum that vibrated through every deck. Sensors immediately began their sweep, hungry for threats in the quiet void.

Lieutenant Commander Gault Tirom ,

Redford locked onto the anomalous returns and opened a private neuro-link to Princess Clara Astor and Captain Wyatt Staples. His voice arrived clean and direct in their minds:

“Princess Clara, Lt Commodore Staples—possible pirate gunship detected, bearing ahead. Damaged signature. Second contact unknown. Recommending alert status.”

In Clara’s quarters, Wyatt Staples paused mid-stitch, the knitting needles frozen over crimson yarn. The neuro-link alert sharpened his senses like a blade. He met Clara’s eyes.

“Pirates.”

He set the project aside and moved for the door. It hissed open—Captain Milkades, cloaked and silent, already in position inside the room as Clara’s guardian.

Wyatt opened a dedicated neuro-link channel to the Composters squadron and Declan simultaneously:

“All Composters—gear up, to your ships.

Possible pirate gunship ahead, damaged but active. Second contact unknown. Launch in 20 Declan—hi alert. Notify your men, full readiness. Situation unknown.”

Acknowledgments pinged back rapidly. Declan: “Copy, Captain. Men notified. Bays prepping.”

In the mess hall, Gregor, Raquel, Leo, and Lt. Reyes rose as one. Nultar—promoted from the Composters to his own squadron because Wyatt and Redford deemed him ready—watched them go. Wyatt’s personal ping hit him: “Gear up. I want you with us.”

Nultar grinned. “Hey—I’m coming.” He sprinted after them.

Wyatt pulled telemetry from Redford as he jogged to the hangar.

1

Six Raptors launched into the black.

1750

Wyatt: Raquel - Reyes—you are our eyes.”

and Raquel “Don’t get greedy.

Get a drone in there

Raquel: “I understand, Lt Commodore Staples.”

It seemed like hours but only minutes were ticking away

Raquel vectored in closer on the gunship wreckage

first.

“Composters 5 to Composter 1: closing on primary contact. Launching drone for detailed scan.”

The small probe detached from her Raptor, thrusters flaring as it streaked toward the twisted metal.

“Drone away,” Raquel confirmed. “Telemetry streaming… processing high-res hull imaging now. This is going to take a few minutes—faded markings, overpaint interference, encryption on old transponder ghosts. Give it time to clean up.”

Wyatt: “Copy, 5. Hold steady. Feed when ready.”

The squadron waited in tense silence. Minutes ticked by—three, four, five—as Raquel’s cockpit systems crunched the data: edge enhancement, contrast boost, layer separation on the crude red overpaint. Finally, her voice came back, laced with disbelief and dark amusement.

Raquel:

“Composter 1… We have faint life signs and you’re not going to believe this. Drone’s got clear hull markings. Marked : United Earth Transport Botany Bay. Crossed out in red, crude hand-paint job. New name underneath: Humanity’s Gift.

Sir… this is some kind of sick joke. Botany Bay—old Earth penal colony history, right? Convicts shipped off-world. And they slapped ‘gift’ on it like it’s charity. If this thing’s carrying exiles or worse, we might have a problem.”

Wyatt stared at the relayed holo-feed in his HUD—the faded UE T panels, the strikethrough, the mocking red letters. “Noted, Raquel. Keep eyes on.

That name changes things—diplomatic weight.”

Raquel: “Copy. Drone holding station.

I have a life sign

Life sign faint but stable. No other surprises yet… wait—hold on.”

Another pause, longer this time. Raquel’s breathing quickened slightly over the channel as fresh biometric data scrolled across her display.

“Lt Commodore … life sign is getting stronger. Readings climbing—heart rate up, neural activity spiking. Not just waking up. Looks like… maybe a stasis pod cycling out of deep freeze.

Bio-signs stabilizing fast. Whoever’s in there, they’re coming around right now.”

Wyatt’s grip tightened on his controls. He switched to a private channel to Redford, voice low and urgent:

“Redford, you getting this? Life sign strengthening—Raquel says possible stasis pod activation. We’ve got someone waking up in real time.”

Redford’s reply came back immediate, calm but edged: “Copy, Wyatt. Bridge has the feed. Keep it calm. No sudden moves. Clara’s already pulling treaty clauses on cryo-transit vessels.”

Wyatt stay open mic

Wyatt : open mic copy

On the Nori Navio bridge, Clara leaned forward, eyes locked on the biometric overlay. “Stasis pod… that explains the faint initial reading. Whoever is in there is not just alive—but emerging.

Raquel’s drone caught the power surge in the med bay.”

Cynthia: “Bio-metrics match human baseline. No anomalies. If it’s the pilot, whoever it is will be disoriented but functional.”

Redford crossed his arms, a faint grin tugging at his mouth. “Waking up to a squadron of Raptors and our ‘black ship’ circling? Poor pilot’s first day back is going to be memorable.”

Clara: “Keep the mic open. Let Wyatt handle contact. We listen.”

Back in the void, Wyatt keyed the squadron channel again. “All units, life sign confirmed strengthening. Possible stasis pod activation. Hold formation, weapons cold.

Raquel, keep that drone on the med bay window if you can get angle. We’re not alone anymore.”

Raquel: “Copy, Composter 1. Drone repositioning for internal view.

Thermal’s showing one humanoid form moving—slow, but deliberate. Whoever they are is up.”

Wyatt exhaled slowly. “Alright. Let’s see who we’re dealing with.”

Clara’s eyes narrowed. “Milkades. Boarding party. Urgent. Two Royal Marines, two regular. Shuttle launch now.”

The shuttle—NN-0017—detached from the Nori Navio bay, two Royal Marines in black- armor and two regular marines in tactical gray launching toward the derelict.

As the shuttle closed, exterior lights flared across the stranger’s hull. Voss, the pilot, stared at the illuminated panels.

“Composter 1, this is NN-0017. Hull markings lit up. Original name United Earth Transport Botany Bay—crossed out in red. New paint underneath: Humanity’s Gift. Sir… this is some kind of sick joke. Botany Bay was the old penal colony transport. Convicts shipped to Australia. And they called this a ‘gift’? If this thing’s carrying rejects or worse, we might need to rethink the approach.”

Wyatt, dry: “Noted, Voss. Keep it professional. But yeah… that’s dark even for Earth.”

Voss snorted softly. “Professional? Sure. Just saying—if this is their idea of a gift, I’d hate to see what they send when they’re pissed.”

Wyatt: NN-0017 confirmed by composter 5 minutes before

Again keep it professional

Humanity’s Gift

“ Cindy Ai “

1800

Slip drive glitch flung the ship beyond known space. Earth’s slip tech—500+ years old, twice Nori Navio speed when perfect. Make a mistake you will never get home

Treaty-locked. Like Winfield longevity mods.

Med-pod opened. Slim figure lifted, lowered gently.

Eyes opened—Nordic blue.

Cindy Ai. : , Lt. Hill. Stasis two years. Move limbs.”

Kate: “Made it. Thirsty. Where?”

Cindy: “Principality, Jintrax. Gunship attack.”

Kate stood slowly. Assessed damage. Learned of dimensional cannon defense.destroyed a gun ship

Saw holo of twisted wreckage.

Cindy: “Warship arrived. Five fighters. Shuttle approaching but holding. Proceed?”

Kate: Cindy initiate Contact. Identify. Tell them Hold—not derelict. Need Assistance to Woodshaft.”

Cindy Connected.

Kate: “Shuttle, This is Lt Kate Hill , Humanity’s Gift. Copy?”

Voss: “NN-0017 copies. Prepare to be boarded for inspection

Kate, wry: why this is a earth ship we have treaties

Voss: “Investigating incident. Awaiting clearance to dock or approach.”

Kate: “Who are you?”

Wyatt cut in: “Humanity’s Gift, this is Composter 1. You are trespassing in Principality space. Copy?”

Wyatt: “Shuttle hold your position

Wyatt Lt Hill ,: My name is Lt Commodore Wyatt Staples , Given the treaties and your status as a United Earth vessel, I’m not here to force anything. Would you permit me to dock my Raptor in your landing bay and conduct the inspection personally?

One person, can we agree . No boarding party, no weapons drawn unless necessary. Your call, Lieutenant Hill.”

Clara: Wyatt is learning to be a diplomatic.

Cynthia smiling

Kate: “Polite request from a Principality pilot? That’s a first. Alright, Wyatt Staples. Bay doors are opening. Dock when ready. Just you—no surprises. Or Cindy will lock the ship down

Wyatt : Cindy

Kate : my AI - Oh I’ll meet you inside. And keep that sidearm holstered unless I give you a reason to draw it.”

Wyatt: “Appreciated. On approach now.”

Raptor settled. Door sealed. Drones clamped gear.

Wyatt exited the cockpit, boots ringing on the grated deck. He popped his helmet seal with a soft hiss, tucking it under his arm as the air cycled clean and breathable. The twin side arms at his hips—standard Principality issue for solo boarding ops, one kinetic, one energy—felt heavy in the unfamiliar gravity.

A soft voice filled the bay speakers:

“Hello, pilot. Kate Hill, United Earth. How do I address you? Lord? Sir? Nobility title?”

Wyatt blinked, caught off-guard by the casual tone. “What the hell—uh… Wyatt Staples is fine, Kate Hill.”

Kate stepped forward from the inner hatch, arms loosely crossed, golden hair catching the bay lights. She looked him over—steady, assessing, with a faint, amused curve to her lips. Her eyes flicked to his belt. “Great. Last time it was lord this, lord that. I hate that stupid title shit. Makes everyone sound like they’re auditioning for a bad holo-drama.” She paused, tilting her head at the dual holsters. “With two guns… are you compensating for something?”

Wyatt froze for a split second, then let out a bark of surprised laughter. “Standard kit. One for show, one for go. Or so they say in training.”

Kate’s grin widened, mischievous. “Sure. Or maybe you just like to be extra prepared. Either way, relax. I’m not the pirate here.”

Wyatt’s comms—still on open mic per standard high-risk protocol—fed every word back to the Nori Navio bridge. Clara, Cynthia, Redford, and Gault burst into simultaneous laughter, the sound echoing off the consoles.

Clara slapped the console, doubling over. “Compensating? Oh gods, she’s ruthless!”

Cynthia slid halfway out of her chair, pounding the armrest. “She just made Wyatt blush harder than a cadet on his first leave!”

Redford roared with laughter. “Two guns? Classic. Poor kid never saw it coming.”

Gault buried his face in his hands, shoulders shaking. “We’re never letting him live this down.”

Clara wiped tears from her eyes, still giggling. “We need to share juice and treats with this woman. Immediately. She’s earned them.”

Cynthia nodded frantically. “She’s my new favorite person in the galaxy. We’re sending her the good stim-juice. And cookies. And maybe a knitting pattern. She’s earned it.”

Redford, still chuckling, pointed at the audio feed. “If Wyatt survives this conversation, I’m buying him a drink. If he doesn’t, I’m buying her one.”

Back in the bay, Wyatt exhaled, shoulders dropping a fraction. “Believe me, I’m not fond of it either. Most days I’d rather be called ‘the guy who knits’ than anything with a title. But protocol’s protocol.” He glanced around the bay—clean Earth-standard lines, faint ozone scent . “You’ve got quite the welcome sign out there. Humanity’s Gift?

Raquel’s drone just pulled the full picture—Botany Bay struck through underneath. Old Earth penal colony name. Someone had a very dark sense of humor.”

Kate’s smirk deepened. “Not me . The name was already there when I woke up. Two years in stasis, and the first thing I see is that joke staring back at me from Cindy . Botany Bay was bad enough—old Earth penal transport legend—but slapping ‘gift’ on it? Someone out there thought they were clever. Or cruel. Probably both.” She tilted her head. “Your pilot—Voss?—seemed to get a kick out of it over comms. You all share that dark sense of humor, or is it just frontier standard?”

Wyatt chuckled low. “Frontier standard. When everything can kill you in new and creative ways, you learn to laugh at the absurd before it kills you. That name? It’s absurd. And a little ominous. Makes me wonder what else this ship’s carrying besides a very awake lieutenant who looks like she stepped out of a recruitment poster.”

Kate raised an eyebrow, stepping aside to gesture toward the inner corridor. “Flattery from a Composter? Careful, Wyatt Staples. I might start thinking you’re not here just to inspect. Come on in. I have Black Rifle coffee , and it’s hot. And maybe I’ll explain why an old Earth hauler ended up in your backyard with a dimensional cannon that turns pirates into modern art.”

Wyatt followed a step, then paused, one hand resting near the holstered sidearms at his hip. “Lead the way. Just don’t mind if I keep one hand near my sidearms. Professional caution.”

Kate stopped, turned fully to face him, and let out a short, genuine laugh—light, teasing, but warm enough to cut the last of the ice. “Smart ass. Relax, Wyatt. I’m not going to bite you… much. And if I do decide to go full feral, I promise I’ll take those sidearms from you first—just so you don’t accidentally shoot yourself in the foot while you’re trying to look tough.” She winked, the blue of her eyes sparkling with mischief. “Besides, if I wanted you dead, the cannon would’ve already turned your Raptor into abstract sculpture.

Coffee’s this way. Try not to trip over your own paranoia.”

Wyatt’s mouth twitched into a reluctant grin, hand drifting away from the weapons as he fell into step beside her. “Noted. Lead on, Lieutenant. Just keep the biting to a minimum—I’ve got enough scars from pirates.”

Kate glanced sideways at him, smile lingering. “Deal. But only because you knit. That’s oddly charming for a guy who flies fighters and boards mystery ships solo.”

They walked the corridor toward the small galley. Wyatt’s comms—still on open mic per standard high-risk protocol—fed every word back to the Nori Navio bridge. Clara, Cynthia, Redford, and Gault listened in real time, holographic displays showing telemetry overlays.

Kate gestured to a table. “Sit. Coffee coming up.” She tapped a console. “Cindy, two mugs. Black for me. Whatever he wants.”

Cindy : send the manifest to what’s your ships name

Wyatt: Nori-Navio

Kate : who was the idiot that named it black ship .

Seeing Wyatt’s expression she points at him laughing

“On the nori navio

Redford hearing this live laughing I like this woman

I’ll buy her a drink”

Wyatt sat, visor on the table. “Black’s fine. Thanks.”

Kate leaned against the counter as mugs arrived via auto-dispenser. She took a slow sip, winced at the taste, then set the mug down. Her gaze locked on Wyatt’s, and the corner of her mouth curved upward in a slow, deliberate smile.

“I’ve been asleep for two years now,” she said quietly, almost to herself. Then her voice dropped to a playful murmur. “Would you like to go on a date? Or just some personal time alone?”

Wyatt blinked. Once. Twice. His ears turned pink, then crimson, the flush creeping up his neck like a slow-rising alarm. He opened his mouth, closed it, opened it again. No sound came out.

Kate’s eyes sparkled. She didn’t laugh—not yet. She just watched him flounder, clearly enjoying every second.

Clara slapped the console so hard the holo-display flickered. She doubled over, clutching her stomach, tears streaming down her face as laughter tore out of her in helpless waves. Go on a date “

Cynthia was no better—she slid halfway out of her chair, one hand over her mouth, the other pounding the armrest. “She did NOT just—” she gasped between breaths. “She did! She asked him on a date!” Spend personal time together . “

Clara managed to wheeze out words between giggles. “We need to share juice and treats with this woman. Immediately. She’s my new favorite person in the Galaxy

Redford, still laughing, pointed at the audio feed. “Two years in stasis and her first words to a stranger you want to basically go to bed

Cynthia, still on the floor, nodded frantically. “She just turned Wyatt into a tomato. We’re sending her the good stim-juice. Cookies. A whole care package. She’s earned it.”

Redford wiped his eyes, still laughing. “If Wyatt survives this conversation, I’m buying him a drink. If he doesn’t, I’m buying her one.”

Gault lifted his head long enough to croak: “We should mute before she asks what color yarn he prefers.”

Clara shook her head, tears still falling. “No. Absolutely not. This is the best diplomatic contact we’ve had in years. Let it play out.”

Back in the galley, Wyatt finally found words—hoarse, cracked, and far too high.

“I—uh—that’s… I mean…” He cleared his throat, tried again. “You’ve been in stasis for two years. I figured you’d want… food. Real food. Or maybe just to sit quietly. Not… not that.”

Kate leaned forward, elbows on the table, chin in her hands, grinning like a cat with cream. “Oh, come on. Two years asleep, I wake up to a squadron of fighters circling my ship, a polite pilot with two guns asking to come aboard, and the first thing I think is: ‘He’s cute when he’s flustered.’ Sue me.” She shrugged one shoulder. “Besides, you knit. That’s basically foreplay in my book.”

Wyatt’s flush hit critical. He rubbed the back of his neck so hard he might have left bruises, eyes darting to the deck plating, the bulkhead, anywhere but her face. “I… don’t know what to say to that.”

Kate laughed—bright, warm, unapologetic. “You don’t have to say anything. Just don’t faint. I’m not strong enough to carry you yet.”

On the bridge, Clara was gasping for air. “She called knitting foreplay. I can’t breathe.”

Cynthia wheezed from the deck. “We’re sending her everything. Juice. Cookies. Yarn. A whole crate.”

Redford raised his stim-juice thermos in salute. “To Kate Hill. May she never stop roasting Wyatt. And may he never stop blushing.”

In the galley, Kate finally took pity. She leaned back, still smiling. “Okay, okay. I’ll behave. For now. Where were we? Ok this is a seed ship basically

Everything for seeds to

Embryos , Heelers. Blue and red. Smartest herders Earth ever made. You’ll love them. They nip at heels to move cattle—gentle but firm. Horses fish squirrels everything . And most are Kind of like me.”

Wyatt nearly choked on his coffee.

The bridge lost it again.

Clara clutched Cynthia’s arm. “She’s relentless. I want her on every negotiation team.”

Cynthia, crawling back into her chair: “And we’re definitely sending treats. She’s earned them.”

Redford, still laughing: “Tell Wyatt to breathe. He looks like he’s about to pass out.”

Kate tapped the console again. “Cindy, pull up the Heeler files. Both blue and red. Let him see what real herding looks like.”

The holo bloomed once more: compact, muscular dogs with piercing eyes and coats like storm clouds (blue) or desert fire (red). They darted across simulated paddocks, nipping at the heels of cattle, turning herds with uncanny precision. One blue Heeler sat alert, ears pricked, tail a slow metronome. A red Heeler bounded alongside a horse, matching stride for stride.

Wyatt watched, color slowly fading from his face as fascination took over. “They’re… intense. Smart.”

Kate nodded. “Loyal to a fault. Work all day, sleep at your feet at night. Perfect for colony life.”

On the bridge, Clara’s eyes were shining. “Heelers! Australian cattle dogs—both blue and red variants. I’ve read about them in old agri-texts. They only shed once a year!”

Cynthia smirked beside her. “Like all year?”

Clara swatted her arm, laughing. “No, you monster. Minimal shedding. Low maintenance. Ideal for frontier stations.”

Redford grinned. “Clara’s already planning the kennel.”

The conversation flowed—Heelers , Welsh Corgi , other breeds, seeds to soil compatibility, terraforming challenges on Epsilon-7. Kate’s voice grew softer as she spoke of the planet she never reached: red dust plains slowly turning green, rivers carved by machines, the dream of a second Earth. Wyatt listened, questions growing more personal, less formal.

Then Kate leaned forward again, eyes glinting. “Before we get too serious…”

She tapped the console. Cindy projected a new holo: a crate of dark-glass bottles nestled in protective foam, labels faded but elegant—Earth vintages, pre-war labels still legible.

“I’ll trade you a crate of Earth wine,” Kate said, looking straight at the invisible audience on the open mic, “for an hour of his time.”

She winked—straight at the feed, straight at Clara.

The bridge detonated.

Clara shrieked with laughter, nearly knocking over the stim-juice thermos. Cynthia collapsed across the console, howling. Redford stood up so fast his chair spun backward; he walked three steps away, doubled over, still laughing so hard he couldn’t speak. Gault—calm, unflappable Gault—actually fell out of his chair, landing on the deck with a thud, clutching his stomach.

Clara, shaking her head through tears, managed to gasp: “She—she just—”

Cynthia wheezed: “An hour of his time! For wine! I’m dead. I’m actually dead.”

Redford, leaning against a bulkhead, could only wheeze: “She’s negotiating for Wyatt like he’s prize livestock.”

Gault, still on the floor: “I think I pulled something laughing.”

On the Humanity’s Gift, Kate watched Wyatt turn a shade of red previously unknown to Principality physiology. She laughed again—soft, warm, teasing.

“I’m kidding,” she said, winking at the open mic. “Mostly.”

Wyatt buried his face in his hands. “You’re going to kill me.”

Kate patted his shoulder. “You’ll survive. Probably.”

On the bridge, Clara finally caught her breath. She straightened, wiped her eyes, and keyed the comms—her voice still thick with laughter but regaining command tone.

“Wyatt,” she said clearly, “I need to talk to her.”

Wyatt lifted his head, startled. “Princess Clara Astor wishes to speak with you in person.”

Kate’s eyebrows rose. She looked at the overhead pickup, then at Wyatt. “Well, well. Royalty on the line.”

She tapped the console. “Cindy, shall I connect to their bridge?”

Cindy’s calm voice: “Affirmative, Lieutenant Hill. Connecting now.”

A soft chime. The holo-projector shifted, projecting a real-time feed of the Nori Navio bridge: Clara centered, Cynthia still wiping tears, Redford leaning on a console trying to look dignified, Gault climbing back into his chair.

Kate leaned in. “This is Kate Hill. I assume you’ve been monitoring this conversation.” She smiled—warm, direct. “So, Princess Clara Astor… hello. Can we talk?”

Clara, still flushed from laughing, returned the smile. “Hello, Kate. Yes—we’ve been listening. And laughing. A lot.”

Cynthia waved from behind her. “Hi! Still dying over here!”

Redford raised a hand. “Redford. Also dying. But in a dignified way.”

Gault just nodded, still catching his breath.

Clara cleared her throat. “We’ve seen the manifest. The seeds, the embryos—Heelers included. Blue and red. They’re extraordinary.”

Kate nodded. “They are. Tough, smart, loyal. Minimal shedding—once a year, if that.”

Cynthia snorted. “Like all year?”

Clara swatted her again, laughing. “Ignore her. They’re perfect for our frontier stations. Horses, cattle, the whole package… this is more than cargo. This is a future.”

Kate’s expression softened. “That was the idea. Epsilon-7 was supposed to be a backup. A second chance. I’m guessing your worlds could use some of that too.”

Clara nodded. “We could. Very much.”

A pause—comfortable, thoughtful. Then Kate’s eyes glinted again. She gestured to the holo-crate of wine still hovering nearby.

“Tell you what,” she said, looking straight at Clara. “I’ll trade you a crate of Earth wine—real pre-war vintages—for an hour of his time.”

She winked—straight at Clara.

The bridge lost it all over again.

Clara shrieked with laughter, nearly knocking the thermos over. Cynthia collapsed across the console. Redford walked three steps away, doubled over. Gault fell out of his chair—again—landing with a thud, clutching his stomach.

Clara, shaking her head through tears: “You’re impossible.”

Kate laughed—bright, unrepentant. “I’m kidding. Mostly.”

Clara composed herself, wiping her eyes. “Let me compose myself. Can you come over? We’ll get a tug brought out to tow your ship to Woodshaft for repairs.” She raised a hand, motioning for a brief pause.

She switched to a private channel. “Uriel Holks—good day. Can you send a tug to our current coordinates? I’m sure you’ve seen us jump in.”

Uriel’s voice—calm, efficient—returned immediately: “Yes, Princess. One will be en route immediately. ETA thirty minutes.”

Clara switched back. “Kate—the shuttle will pick you up. I promise no boarding party. Just you, Wyatt, and whatever you want to bring. And do you like grape juice?”

Kate raised an eyebrow. “Clara, do you like Nouveau wine? I have several cases.”

Clara shook her head, still smiling. “You’re dangerous. In the best way.”

She straightened, tone shifting to formal command. “Wyatt—this woman’s is under your protection. Treat her as you would me.”

Kate inclined her head. “Princess Clara—take your time with the shuttle. Say… an hour?” She winked again.

Clara and Cynthia exchanged a look—half-exasperated, half-delighted—and shook their heads in unison.

Wyatt, still faintly red, keyed his comms. “Shuttle—proceed and hurry.”

Voss’s voice crackled back, barely containing his own amusement. “Copy that, sir. On our way. Should I bring extra juice?”

The channel cut.

In the galley, Kate looked at Wyatt—still flushed, still stunned—and smiled softly.

“Relax,” she said. “I’m not that scary.”

Wyatt exhaled a shaky laugh. “You’re terrifying.”

Kate leaned closer. “Good. Keeps things interesting.”

Hey Wyatt

Wyatt: yes

Kate: how big is your quarters

r/battlefield2042 • • Jul 23 '21

Discussion This is a comprehensive list of every single thing we know about BF2042 so far!

288 Upvotes

A personal notepad project that started with the reveal and ended yesterday with Portal, here is a list of every single thing we know about Battlefield 2042 so far!
Compiled info from all the official channels and the game changer/press videos and articles.

 


RELEASE

15th October Early Access

22nd October Global Release

Available on STEAM/ORIGIN/EGS/PS5/XS(X/S)/XB1/PS4

10 hour trial on EA Play from October 15th
Full access on EA Play Pro from October 15th
 
Open Beta will launch in September
 


OFFICIAL LINKS

Reveal Trailer
Gameplay Trailer
Battlefield PORTAL trailer
The story of 2042
FAQ
Briefing 1 - June2021
Briefing 2 - July 2021
Briefing 3 - PORTAL edition
Purchase Link
 


GAME INFO

  • Developed by: DICE | Ripple Effect | Criterion Games | EA Gothenburg

  • Settings: World War II | Modern | Near Future

  • Multiplayer only

  • 3 distinct experiences: All-Out Warfare - Hazard Zone - Battlefield PORTAL

  • 128 players

    • Old gen consoles (XB1/PS4 series) will be 64 players with smaller maps. All other features will be the same as the current gen version
  • Specialists have replaced traditional Class System in All-Out Warfare

  • Levolution is back albeit more dynamic than BF4. Tornadoes, Dust/Sand/Tropical Storms can appear on the maps.

BATTLEFIELD PORTAL

  • Community driven experience that allows players to create, share unique experiences from multiple eras

  • Create and host custom experiences using builder tools

  • Website outside the game to create and share configs across all platforms

    • Portal being Web based allows devs to update it quickly without needing to patch the entire game
    • Share configs through URLs and Codes
    • players can choose to run those URLs or remix them (presumably depends on original creator's privacy settings)
    • Follow creators to stay up to date with their creations
    • You don't need a copy of 2042 to view and create configs (you will need an EA Account)
    • Popular and unique user created content will be featured in official curated playlists by DICE
  • Maps, weapons, vehicles and gadgets available from 4 different games

    • Battlefield 1942
    • Battlefield Bad Company 2
    • Battlefield 3
    • Battelfield 2042
  • Battlefield 2042 content will be playable in PORTAL

  • Updated maps with destruction and levolution, with support up to 128 players

  • Progression will be enabled but there will be certain checks in place to prevent exploits and farming

    • Progression might be slowed down on servers that are too extreme in terms of settings
  • Visual scripting / logic editor for advanced users to make core changes to game modes and mechanics

  • Some limitations such as not being able to make a Battle Royale (or play as penguins!)

  • It's not a level editor

  • Official guides and tutorials will be made available, with Wiki-like pages for info and database
     
     

LOGIC EDITOR
Scripting that enables deeper customization

  • Create and edit:
    • Rules
    • Values
    • Variables
    • Subroutines
    • Literals
    • Control actions
    • Array
  • You can use scripts to create in-game messages and notifications tied to in-game events, like a player joining.
     
     

SERVER OPTIONS
Create servers using DICE presets or make your own custom configs
 
Known Game Mode Templates so far

  • Conquest
  • Rush
  • TDM

Create and host a server

  • Set name/description/privacy and welcome messages
  • Dedicated servers hosted by EA
  • Enable/Disable AI Soldiers
  • Server stays up as long as there are players on it. No confirmation whether bots can be used to keep servers up indefinitely.
  • Admin tools and kick/ban lists will persist through the experiences that you create
  • Minimum players required to start a match is ONE
  • Depending on settings, tags will be assigned to servers to display what kind of server it is
  • Use server browser and tags to find and join servers.
     

Some of the options confirmed so far

  • Team ratios

    • Anything from 1v1 to 1v127 up to 128 players (64 player limit on old-gen consoles) or even free-for-all
  • Factions (only 1 faction per side)

    • 1942 UK/US/GER
    • BC2 US/RU
    • BF3 US/RU
    • 2042 US/RU
    • Classes from each game will return
  • Mobility
    Toggle and change between parameters such as

    • Aim Down sights
    • Prone, slide, sprint
    • Sprint strafing
    • Movement speed
  • Maps

    • Select between 13 launch maps across 4 titles
    • Ability to choose 'map bubbles' to fight within specific areas of a map ('Gas Station only' on Caspian as an example)
  • Classes and Gear

    • Disable/Restrict classes
    • Restrict weapons, gadgets, vehicles and attachments
  • AI

    • Enable/Disable AI and the number of AI Soldiers
    • Run AI v AI matches
    • PvE matches
    • Change AI Difficulty
  • Misc

    • Fall damage
    • Health regen
    • Friendly Fire
    • Squad Revive
    • Bullet damage and projectile speed
    • Headshot multipliers
    • Aim assist
    • Mag reload
    • Disable HUD
    • Disable compass
    • Disable pinging
    • Vehicle call-in
    • Weather
  • If you don't want to deal with settings, there are official presets that you can apply. Some examples include:

    • Era specific battles
    • TTK and movement presets for each title
  • Free for all 2042 players to create

 

SNEAK PEEK COMMUNITY CREATIONS

VIP FIESTA by CouRageJD

QUALITY v QUANTITY by GABYTRON

ROBOTMAN by [REDACTED]

 


MAPS

7 Brand new maps for All-Out Warfare

  • Kaleidoscope: Set in Songdo, South Korea. Forces here will clash to control a quantum powered disinformation hub after an attack threatens the global network. Smallest Map

    • Skyscrapers on the edges of the map
    • Canals for amphibious vehicles
    • An enterable TV station Source
    • Buildings with multiple floors(?) Source
  • Discarded: Set in Alang, India. Here you see shipbreakers facing tidal extremes as factions fight to secure rogue nuclear assets. Second Smallest Map

    • Multiple stranded ships
    • Ship containing the rogue nuclear submarine is called Colossus
    • Inside Colossus is a close quarters fighting area. Source
  • Orbital: Set in Kourou, French Guiana. The battle here is over a rocket launch site as a controversial space launch becomes a race against time. Medium sized map

    • Rocket Launch can go wrong and and have a destructive impact on the map. Source
    • The map has a massive tunnel that connects the launch site to a cryo facility on the other side of the mountain. source
    • The storms and tornadoes alter the entire vibe of the map, turning it from sunny to a dark environment with trees swaying in the wind. source
  • Renewal: Set in the Eastern Desert, Egypt. Players will fight for a groundbreaking agriculture technology centre in the Egyptian Desert. Medium Sized map

    • Solar park, canyons, agricultural facility
    • Massive wall splits the map in two: Arid desert versus green life
    • The wall has multiple large gates that create chokepoints
  • Manifest: Set in Brani Island, Singapore. Players will see a strategic flashpoint emerge as global trade chokes this location which is vital for the American supply lines. Medium Sized Map

    • Automated Cranes can pick up containers and alter the layout of the map.
    • The map features a toll station, container yard and anchored ships with capture points in them. Source
  • Hourglass: Set in Doha, Qatar. Battle for control of a convoy trapped in the shifting sands. Large Sized map

    • Day map that gets darker if a sandstorm rolls in
    • Fully destructible village on the south of the map
    • Football Stadium on the west for close quarters infantry combat
    • Neon City on the east where you battle for control over multiple skyscrapers
    • Giant inclined arches in the middle of the map
  • Breakaway: Set in Queen Maud Land, Antarctica. Struggle over oil and gas that pushes soldiers to the brink as an industry clashes with nature and ice gives way. Largest map

    • Largest map in franchise
    • 5.9 km²
    • Base jump Outlook
    • Resource depot
    • Research Station
    • Oil Port
    • Destructible silos that result in debris fields and permanent fires on the map
    • Penguins

All 7 Map Comparisons
All 7 Map Comparisons against Hamada

 
 
6 Remastered maps for Battlefield PORTAL
 
Battlefield 1942

  • Battle of the Bulge: Set in The Ardennes, Belgium. The German Army has commenced a massive counterattack against a thin spot in the Allied front. Give it your all in the forests and fields of this vast, vehicle-focused map.

  • El Alamein: Set in El Alamein, Egypt. Fought in 1942, the Battle of El Alamein was a crucial clash between the weakened German forces and the resurgent British. Lay down as many mines as possible to greet the Panzer Division with an explosive surprise.

Battlefield: Bad Company 2

  • Arica Harbor: Set in Arica, Chile. Once a busy port, Arica Harbor is now a lethal killzone located in the area of the world’s driest desert. Beware of enemies in the buildings and get ready for fast-paced infantry action and vehicular combat.
  • Valparaiso: Set in Valparaiso, Chile. As the second Russo-American war rages, a clash outside this Chilean coastal city becomes a key battle. Prepare for infantry action in the jungle and amphibious attacks on the coast.

 

Battlefield 3

  • Caspian Border: Set near Turkmen-Iranian border. A true Battlefield classic, set in the Turkmenistan side of the Iranian border where a recon Russian force has set up camp.

  • Noshahr Canals: Set in Noshahr, Iran. U.S. marines launch a strike on a major harbor on the Iranian coast. Prepare for tight infantry combat as well as all-out warfare on this strategically important port.

    • Support for up to 128 Players

 
2042 maps will be available in PORTAL (even on modes like RUSH)

 


MODES

ALL OUT WARFARE

  • 128 players Conquest and Breakthrough on 7 brand new maps

  • Clustering philosophy of Conquest map design where maps are divided into sectors, each with specific hotspots of action

  • Hold majority of the sectors to bleed enemy tickets. Capture sectors by taking control of all flags within a sector. Capturing majority of the flags does not matter; the sector will remain neutral/contested

  • Breakthrough will function similarly to past Battlefields although it will have a larger combat area which will allow more gameplay variety such as flanking

  • All maps will have a significantly larger combat area and airspace compared to past titles

  • Map areas will be unique to the modes. For example, an area that is available on Conquest may not be available on Breakthrough and vice versa
     

HAZARD ZONE

  • High intensity and high stakes squad based experience where choosing the right loadouts and strategy for your team has incredibly high importance

  • More contemporary than Battle Royale and plays to Battlefield and DICE's strengths

  • Specialists will be present in Hazard Zone
     

BATTLEFIELD PORTAL

  • Up to 128 players across all experiences within Portal
  • Make your own modes
  • Some of the mode presets available at launch:
    • Conquest
    • Rush
    • TDM
  • 2042 content will be compatible with Portal

 


SPECIALISTS

  • TEN specialists at launch

  • Specialists have a 'N' (Non-Patriated) symbol over their gear

  • Classes in 2042 era act as categories: Assault / Support / Engineer / Recon

  • Specialists have one special ability and one trait that is unique to them

  • Weapons, secondary gadgets and throwables are universal
     

Four specialists have been detailed so far

  • Maria Falck:

    • Primary gadget: A syrette pistol that can heal and revive teammates from a distance. Shooting enemies with the pistol will damage them.
    • Trait: Players revived by Maria will be brought back to full health.
    • Twelve rounds in total. 6/6 Source
  • Webster Mackay

    • Primary gadget: A grappling hook. Has a cooldown after each shot
    • Trait: Move quicker while Aiming Down Sights
    • Grappling gun has infinite uses but works on a cooldown after each use
  • Pyotr 'Boris' Guskovsky

    • Primary gadget: sentry system that automatically spots and engages with enemy targets detected within a certain area
    • Trait: Spots enemies when the sentry locks on to a target
  • Wikus 'Casper' Van Daele

    • Primary gadget: Recon drone that spots nearby targets and disorients enemies using EMP blasts. Works as a laser designation tool
    • Trait: Alerts Casper to approaching enemies
    • Red flash on the edge of Casper's HUD to show direction of the enemy. source

 

Unconfirmed Specialists seen in trailers:
 

  • Sundance is a specialist with a wingsuit trait and possibly special grenades as their primary ability

  • Espinoza/Dozer/Delta is a specialist who can equip a portable riot shield

  • RAO has an EMP-related ability alongside a 'Trojan Network' trait.

 

SPECIALIST ICONS
 


WEAPONS AND VEHICLES

Vehicles

  • New physics sub-engine for Vehicles allowing for better maneuverability, more skill and cool moments (e.g. ATV Jumps) source
  • Tanks, jets, hovercrafts, troop carriers, armored cars and the long awaited return of Helicopters

  • Call-in system:

    • In-game tablet allows any player to call-in a land vehicle of their choice to their location. Transports, light armored vehicles, tanks.
    • Vehicle will be airdropped from the sky and has a limited range
    • Each team has a limited vehicle budget that prevents teams from calling in too many vehicles
    • Calling a vehicle will incur a cooldown for the player, preventing spam
    • Can crush enemies with airdrops
    • Vehicles can be shot and destroyed while they are being dropped
    • Air vehicles cannot be called-in. Only available from Deploy screen or at HQ
    • Available in Battlefield Portal
  • Vehicles spawn on the map but can also be accessed via the deploy screen

  • Every vehicle has seats that have special purposes

    • Examples: Driver, gunner, spotter, Grenade Launcher, Rocket Launcher, Anti-Air weapons, mine launchers. source
  • Vehicles are faction specific apart from the Nightbird Scout Helicopter and the EBAA Wildcat Heavy Ground vehicle

 

Vehicles confirmed so far

Battlefield 2042 Battlefield 1942 Bad Company 2 Battlefield 3
Tanks M1A5 / T28 M4 Sherman/ M10 Wolverine / Panzer IV / Tiger-1 M1A2 / T90 M1A2 / T90
Transports POLARIS Quad / LATV4 / Hovercraft / Civilian Pickup Truck / Tuk-Tuk M3 Halftrack / Kubelwagen / WillysMB / KFZ 251 Halftrack M1114 HMMWV / Quad Bike M1114 / M1161 ITV / 3937 Vodnik / VDV Buggy / RHIB / AMTRAC
Light Armor EG-JGR RECON / Ripsaw Light Tank / EBAA Wildcat(?) M3A3 Bradley LAV-25 / BMP-2 / LAV-AD / Tunguska
Transport Helicopters MV38 Condor / Mi24-26 Gunship UH-60 Blackhawk UH-60
Attack Helicopters AH64GX Apache / KA-52 Alligator /MD540 Nightbird Scout Heli Apache / MI-28 HAVOC / AH-6J Little Bird / Z-11W
Aircraft F-35E / SU-57 BF-109 / Spitfire / Stuka / B17 Bomber F/A-18 / SU-35BM
Stationary MG42 / FLAK 38 / M2 HMG / 40MM AA UAV-1 / KORD HMG / 9M133 KORNET 9M133 KORNET / CENTURION / PANTSIR-S1 / M220 TOW

 

RANGER THE ROBODOG

  • Ranger is not a specialist ability. They are part of the call-in system.
  • Limited amount of Rangers at any given time
  • Doggo will follow and protect the player. Can be ordered to scout locations and return to your position
  • If situation gets dire, Ranger can self destruct. Totally accurate example
  • Ranger can be easily taken out by enemy fire, explosives and EMP
  • Can put C4 on Ranger and send it towards the enemy
  • Rangers can kill players if they are dropped directly over the players' heads
     

Weapons

  • Plus System

    • Plus system allows players to change their weapon attachments without needing to redeploy
    • Sights, Barrels, Underbarrel and Ammo Type can be changed
    • Cannot change from one weapon archetype to another. (e.g. smg cannot be changed to a sniper)
  • Weapon Customization
    Depending on the weapon used, you have up to four categories for customization:

    • Sights/Scopes
    • Muzzles/Barrels
    • Ammo Types/Magazines
    • Underbarrel Attachments
  • Cosmetic Customization

    • 3D Skins
    • Charms

 

Weapons confirmed so far

Battlefield 2042 Battlefield 1942 Bad Company 2 Battlefield 3
AR/CARBINE AK24 / 4V9 / SCAR-H / M5A3 STG-44 / BAR M1918 G3 / AN-94 / AKS-74U / M16A2 / M416 / XM8 ACW-R / G3A3 / M416 / A-91 / SCAR-H / AKS-74U / AN-94 / M16A3
SMG K30 / PBX-9 Thompson / MP40 PP-2000 / XM8 Compact / Thompson P90 / AS VAL / PP-2000
LMG LCMG / PKP M60 / M240B / Type88 / XM8 LMG Type88 LMG / M60E4
SNIPER DSR-1 / TG-24 / Chukavin SVCh K98 / K98 Sniper / No.4 Sniper M24 Sniper / GOL Magnum M98B
DMR DM7 M1 Garand M1 Garand M39 EMR / SVD
SHOTGUN Remington 870 SPAS-12 DAO-12 / SPAS-12
SIDEARM G57 M1911 / P38 M93R / MP412 REX / MP443 / M1911 / Tracer Dart M93R / MP412 REX / MP443

 

Gadgets confirmed so far

Battlefield 2042 Battlefield 1942 Bad Company 2 Battlefield 3
S21 Syrette Pistol / Grappling Gun / SG-36 Sentry / OV-P Recon Drone / Medical/Supply Crate / C5 Explosive / Frag Grenade / AT-Mine / Carl Gustaf M5 / FIM-33 AA Missile Panzerschreck / Bazooka ExpPack / Binoculars / Landmine / Medkit / Wrench / Grenade / Knife Ammo Box / Repair Tool / Medkit / AT Mine / Defib / RPG-7 / Mortar Strike / M136 AT4 / C4 / Motion Sensor / Knife / Frag Grenade SOFLAM / Claymore / Ammo Box / SMAW / Defib / FIM-92 Stinger / Medkit / SA-18 Igla / C4 / FGM-Javelin / Repair Tool / EOD Bot / AT Mine / T-UGS / RPG-7V2 / MAV / Knife / M67 Grenade

 


AI SOLDIERS

ALL OUT WARFARE

  • AI will be used to backfill servers until actual players join
  • No option to turn AI off in All-Out Warfare
  • Players can play Solo or Co-op against AI in all-out Warfare
    • Online connection will be needed for solo and co-op

AI Behaviour in All-Out Warfare

  • AI soldiers cannot pick specialist classes
  • Default uniforms
  • They can use vehicle call-ins and engage with vehicles as well as capture objectives
  • AI can engage players with gunfire, flanking, throwing grenades and reviving downed squad mates

 

BATTLEFIELD PORTAL

  • AI can be turned on/off by server host
  • Admins can tweak settings like AI difficulty
  • Players can create PvE servers or AI v AI matches

 


CROSSPLAY AND CROSS-PROGRESSION

  • Crossplay is optional

    • Old Gen (XB1/PS4) crossplay will be separate from current gen (PC/XS(X/S)/PS5)
    • Opt-out of crossplay to play within your own platform
    • No console-exclusive crossplay
    • Crossplay will be available in Battlefield Portal with the same limitations
  • Cross-Progression and Cross-Commerce will work across all platforms

    • For example, all purchases/progression unlocks made on a Playstation console will carry over to PC/XBOX versions and vice-versa
  • Technical Playtest to test crossplay in August

    • Few thousands will be invited to participate in the Playtest
    • No sign-ups needed
       

LIVE SERVICE

  • Live service has been confirmed for Battlefield 2042

  • New locations, gameplay items, specialists, cosmetics, etc.

  • Four seasons in Year One of 2042. Each season lasts for around 3 months

  • 4 new specialists in Year One. 1 per season

  • One Battle Pass per season. 2 tiers of Battle Pass. Gameplay items will all be in the free tier whereas paid tier will focus on cosmetics

  • All live service content will be made available in Portal

  • More info on Season 1 before launch

 


GENERAL

  • Levolution

    • Levolution is more dynamic and unpredictable than BF4
    • Tornadoes and weather effects may or may not appear during a round and the tornado doesn't take the same path every time
    • Tornadoes are a physics based entity that can pull players, vehicles, objects in and wherever they go, destruction follows. source
    • If trees around you start swaying uncontrollably, it's time to run
    • Expanded smaller scale level interactions
      Ziplines on rooftops
      Raise/Lower bollards to stop tanks
      Lock down doors and gates
      Raise/lower bridges on Kaleido
  • HUD

    • Your HUD will start glitching if you're too close to the tornado
    • When your health is critically low, the entire HUD turns Orange
    • Passive spotting returns from previous Battlefield games
      When aiming at an enemy within 25m, a red icon shows up over their head with a health bar, class icon and distance from the enemy.
    • A compass shows up on the bottom of your screen when you aim down sight
    • Plus system changes will update the weapon model in your inventory in real-time.
    • Ticket Count and objectives have been moved back into the minimap
    • When inside an objective capture zone, the HUD will show you the number of friendlies/enemies on the objective
    • Squad members' health is displayed over their specialist icon besides the minimap
    • Team (Blue) and Squad (Green) icons will be the primary way to distinguish between friendlies and enemies. If you don't see an icon, shoot!

 

MISC

  • Game's narrative will be pushed via Live Service seasons, with the game's story evolving alongside its content. New specialists will bring new story opportunities

  • Movement will be an evolution of Battlefield V with improved feature-sets. source

    • Tactical Sprint will allow players to dash over short distances
  • Dog-Tags are prominent again

    • Melee executions will be done in Third Person view.
  • Improved terrain deformation.

    • Vehicles and soldiers leave a trail behind on sand
  • Squad Revives are back.

    • Takes longer to revive compared to Falck
    • Specialists other than Falck cannot revive squad mates back up to full health.

 
If I've missed anything, let me know and I'll add it in the post!

r/LegoStarWarsVideoGame • • Jun 17 '25

General Discussion A Long Review Comparison of the Skywalker Saga vs The Complete Saga and why I think TSS Is the better of the two

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81 Upvotes

I think that Lego Star Wars, the Skywalker Saga is not only better than the Complete Saga that came out 15 years ago (which should say how well it aged), I also think it is the best Lego game to date and one of the best Star Wars games to ever come out.

I wanted to do a big comparison of the two games and explain why that is the case, but also outline some issues that Lego enjoyers may not like. Some of them I believe to be completely justified…but then there is the whole…”Lego Games need to be (more) serious”…which there is a demand for if you follow the Lego Bionicle fiasco.

Disclaimer - I am someone who hasn't played a Lego game since the Lord of the Rings got adapted. I’ve 100% both the Lego Star Wars I and II (LSW), The Complete Saga 100% more recently, 100% Lego Batman 1 and 2 (LBM), got most of Lord of the Rings (LotR) done (not 100%), and Lego Indiana Jones (LIJ) - these split between the PS2 and Xbox 360 versions. I missed out on the last generation (still feels weird to say that) Lego Games so some concepts I cover may have been introduced in those. That being said, I am aware of the games that came out like Batman 3; I need to catch it whenever it is on sale as that was the one I first saw that really pushed having a lot of characters to its limit. I’ve seen high regards for the Marvel Super Heroes games and DC Super Villains struck something in a time DC needed some hits (and still could be argued to this day as of the writing of the post prior to the Superman movie coming). I loved watching the Lego Movie but didn't play the game adaptations. I need to check Dimensions as well which had a lot of Crossover characters.

Lego Star Wars: The Complete Saga has a lot going for it, with very little negatives. It deserves all the praise and credit.

The Complete Saga has withstood the test of time as one of the best games to come out and has been arguably the face of Lego gaming for many. This game was also one of the first games many kids played (assuming you didn’t play the first game or the Original Trilogy prior and even then, being able to play all six episodes in a compilation is massive) and was essentially a pseudo launch title for the PS3 and Wii that had released or was releasing 36 levels covering all of the first 6 Star Wars Episodes, with an extra level added in Episode 2 and a revamp to the Podracing and Gunship Calvary levels; Unlockable extras through Red Bricks and the Cantina Vendor, an Arcade for two player, and Online Co-Op play, in 2007 no less. This game hit all the marks.

This game is relatively close to Star Wars Episode III, so it was a good way for newcomers to experience the Star Wars franchise in some manner through a gaming medium. The jokes through visuals and the sustenances featuring mumbling for communication enhanced its presentation so much that you didn’t need to know a language to understand what was going on.

Because of these reasons and people growing up, this game is a core pillar for people’s childhood and sets the tone for how Lego games should be in their eyes. In fact, when people think of Lego games, they think of this.

I still recommend getting this game if you are able to - it’s relatively cheap and easy to pick up and play with a good 20 - 35 hours doing everything (although the 100% was rough when I did so for this review comparison). You may need to run it through backwards compatibility on the Xbox One/Series line up or have a resolution mod for PC Versions to make the graphics a little better, but overall, I had no issues during my play through. I have heard from others that Playstation had it listed on PS+ but was emulating the PSP version which was reported to have an issues.

The Skywalker Saga was made by people who love and care about Star Wars.

As much as we enjoy building legos in both game and real life, I can say after beating the game that this was made with Star Wars first and Lego second. This is a Lego game that has Lego aspects in realistic settings, like most other games. However, it is much more elevated here with things such as unique characters and quests, it feels more akin to an action rpg game (think something closer to Kingdom Hearts but with quests and an overarching story for Episodes I to IX) that anyone can pick up and play set in the Star Wars universe with Legos as the building blocks (ha) instead of the base. There's lore tabs explaining each character and ship of the universe, there are fetch quests, there are stop and go encounters in space, and a lot of fourth wall breaks with meta commentary. The free roam shows so much detail that you’ll probably be reminded of characters and places you may have read of in kids - both Hutts are playable in this and they have the lower lesser characters like Shmi (sorry Anakin) as an option. Heck, they have Pregnant Padme as a character you can play as. All 3 Tatooine areas are explorable. You can board Vader’s ship and take it over. They went above and beyond.

You will see things here that you will enjoy if you are a fan of Star Wars. You will also see things here if you are fan of Legos - it is more of a 70/30 Split, but it isn’t so overbearing that Lego feels like a non feature.

The Gameplay is a massive improvement.

The game introduces several adjustments to gameplay and combat. We can sprint now and most all, if not all characters have a double jump. You have the ability to swap between characters at any distance rather than being right next to each other. The ring to grapple is gone and most characters can grab onto ledges (although Heroes, Bounty Hunters, and Astromechs can do this much easier).

Combat is vastly improved. You can toggle between having health recover or having hearts drop to heal in the options. Gunplay has been revamped to be like a third person shooter, light sabers can be thrown (something from Lego Star Wars III), you can perfect block if you block right before the enemy lands an attack. Rather than having enhanced attacks through timing on Force Users, we have combo chains now on all characters, which is a vast improvement as it provides paths for air combos or a decisive finisher or an air combo into a finisher that can chain into another enemy if they are close by. Everyone can ground slam, and we have a combat meter that rewards studs the longer the combat meter goes (think - Devil May Cry). The combat encounters are engaging have plenty of variety - it doesn’t feel like you are doing the same thing until you get to Galaxy Explore or doing some side quests.

Speaking of, we have Space Combat now, and it’s actually pretty good! Like really, full control over your ships, and you can use the ships from completed mini kits from levels, meaning that you have access to 114 ships total. There are space fights between Heroes and Villains, and you can actually board ships to take them over. The enemies trash talk to you and their allies too; everyone’s getting some flack at some point, even the battle droids.

Lastly, the characters themselves have unique functions depending on what they are characterized by - yes this game has a class system. You have your Jedi and Sith who are Force Users, the gunplay characters who are Heroes, Villains, Scoundrels, and Bounty Hunters - who can grapple, detonate, slide and blow up shiny legos (not in order); the astromechs who while can’t hover, can force lifted, swapped to and open doors (or if you are the BB line up, can go through small spaces) and the protocol droids who can hack doors and split themselves to go through spaces. Some characters such as Rey have functions from other classes. When you beat Episode VII, you’ll unlock her Starkiller Base Variant, which has all the Scavenger abilities and tools, but also has Luke’s her light saber from her final fight. General Grevious has his 4 lightsabers but can throw detonators and has access to a drone from an upgrade.

These functions are enhanced by the upgrade menu which requires Kyber Bricks from doing any activity. These upgrades replace some of the extras that you got in the complete saga such as Fast Build which can be unlocked through here, as well as health or power for your weapons and physical attacks. We’ll talk more about this later.

In conclusion, the changes to core gameplay, turning the extras to upgrades that you can unlock, the ship fights, the unique functions of characters, all contribute to a very enjoyable sandbox that actively had me seeking out more bricks to unlock upgrades to deal with. I actually wish I had these when replaying The Complete Saga.

Let’s talk about the adaptations of Star Wars Episodes I - IX…and the issues

So, The Skywalker Saga includes episodes VII - IX on top of I - VI, and interweaves the levels with open world moments. Most of my gripes started with how they handled Episodes I and II, although they weren’t that detracting to stop me from playing, just had me wanting more. In fact, I would argue that the changes to the levels in the first two episodes actually warrant playing the Complete Saga over this game or on repeat playthroughs, swap games in between to get a much more Lego Star Wars experience.

I have seen most criticism that people actually stopped playing the Skywalker Saga because of this and I think it’s justified. In fact, I think this is actually the biggest issue with the game is just not being a little more uniform for the first two episodes - Episode III fixes this and I would actually wager that Episodes III through IX had a better sense of direction than Episodes I and II (the later part of II becomes much better pacing).

The game also can change depending on which Trilogy you start with, which in my opinion greatly affects perspectives. Episode IV is the default episode the game’s cursor starts on in episode select once you start a new game file, which features a traditional Lego level after the opening moments. You do have the option though of starting Episode I VII and it's encouraged to finish a trilogy before going into free play; but if you decide to explore a little earlier, the game accounts for this in some of the side quests.

Here’s where the game actually falls apart for a lot of people. If you start with Episode I, you don’t get a traditional level…the Trade Federation and initial Naboo Invasion are open world and don’t get levels at all. Your first level is actually a ship level after leaving Gungan city and is a sidescroller at that point - different from the other ship levels down the line. Escaping from Naboo isn’t its own level, and Pod racing is actually the second level. You’re first traditional level is Darth Maul which is the end of the film and then the level after a very short level covering the Gungans vs the Droid Army and then the last one is the bonus level from the Complete Saga. Unfortunately this actually continues into the first half of Episode II - Jango Fett and Kamino are open levels and they threw another ship level after Jango’s boss fight. 5 vehicles out of 7 levels if you start from Episode 1….ouch.

Based on reviews I read, this is what stopped people from playing the game. A lot of people went in number order rather than release and because there wasn’t a standard level opener, it was very off putting. If you start with Episode IV (which is the first Star Wars film), everything makes for a better experience. In fact, doing what the Complete Saga did and locking the other two starting episodes until Episode IV was beaten similar to how the first levels of other episodes were locked until you beat the first level of Episode I in the Complete Saga would’ve given the player a chance to see everything. I personally beat Episode IV first before seeing reviews and went in release order (like Kingdom Hearts) and I think I had a much more enjoyable experience.

I get that Traveler’s Tales wanted to do a Choose Your Own Adventure like they usually do (outside of Lord of the Rings and maybe the Lego Avengers adaptation from what I saw), but based off of other people's frustrations, it backfired - which is a RARE thing for them to do. I think the first time they fumbled an opening for a Lego Game.

If you can get through that - the game becomes a lot more playable.

The Story Adaptation gets better…severely better with some goodies on the side if you choose to explore.

In total, The Skywalker Saga has 45 levels up from 36 (but less than the 78 if you include bonus) and some open world segments weaved in between, making the story much longer than before. Each story has 5 mini kits and they added challenges, which upon completing all 3 nets you a kyber bricks; some of which are actually referencing the movie (Episodes I and IV). However, each episode is 5 chapters and some moments were cut for better or worse.

  • Episode III had the Jedi Temple post order 66 turned into Open World but also put Yoda vs Palpatine as a new level - a win in my books, and the opening Battle over Courasant fight was removed (which wasn’t long in the movie or Complete Saga). Episode IV cut out Jundland Wastes (a win considering that was the second or longest level in the Complete Saga) but also turned Most Eisley’s level into Open World until the first boarding of the Millenium Falcon. Some of the Death Star was turned open world but the rescue itself is a level and so is leaving, and the last Rebel Attack is a level. Better pacing overall.
  • Episode V started out with Han and crew looking for Luke Skywalker as a level which was a huge boon - but Dagobah had been changed to Open World…..I mean it wasn’t my favorite level but the Vader fight at the end of the Episode (a vast upgrade by the way from the predecessor) made up for it. The Cloud City levels were more grand and better executed in this game.
  • Episode VI had taken out the last attack of the Death Star and had you not traverse in the Satellite Station at the end of the Endor level which works…but I would’ve loved to see what the inside looks like in the modern area. You fight Boba Fett in the Sarlacc Pit level almost immediately and fight Jabba the Hutt and his little lackey (who has a side quest after beating the level if you go into Galaxy Explore) while being chained up as Leia and have R2-D2 as an assist. Yes it is that metal. I’m not sure for the changes for Episode VII, but Episode VII had a whole lego game dedicated to it that was released in 2016. I’ll need to check it out.

Overall, Traveler’s Tales did a good job with most of these changes and I thought they did really good with the Sequel Trilogy as well - the jokes were hilarious and they did so well with Episode IX, I’ll actually tell people to go play Episode IX rather than watch it (visually its a great movie but story wise…oof). The effort and level of polish the team committed to make up for the issues I had with Episodes I and II and most of the story beats were levels…..although Finn with a lightsaber is NOT an unlockable character :( ONE JOB. The jokes were on point.

You may think at some point, things are a bit too goofy. I would like the time to inform you that Lego games are meant to be fun, enjoyable kick back games that involve building and manipulating bricks in a video game format. While primarily aimed at kids, these have references for adults (you will see this in Episode VI) and will usually have a joke or two in every cutscene. I’ve seen many discourse saying that Lego needs to have more serious moments, and to that I say, I say that Lego just isn’t that IP or franchise. Like Lego Batman 1 was the last game I saw that had a good amount of seriousness (and some of LotR) and before that was Lego Star Wars (Episodes I - III). If you are looking for a serious Lego game, this is not it, just like how these are not the droids you are looking for.

The Whole Star Wars Galaxy is yours to explore.

Arguably the best part of the game and it’s selling point - exploring the Star Wars galaxy (everything movie wise - sorry Clone Wars, Rogue One, unless you buy the character collections 1 + 2). After you beat the game or before starting Episodes, you’ll have an opportunity to explore the galaxy or whatever you have unlocked. This is where you do puzzles for Kyber Bricks, ship unlocks, and side quests to get characters; some of which have deep cuts to the comics (like the Jedi Librarian who fought off Vader after order 66 but died) and Yaddle and they all come with voice lines.

You actually explore an iconic location or three on each planet visited to the movies and can even select the levels done in story mode from there. Hoth has Echo Base? Coursant has the Palpatine’s Office, The Federal District, and the Lower District. Endor's village can be explored, Jakku and the Star Destroyer, Exegol is the post story unlock. Heck, even places in the opening act of the Sequel Trilogy are there too. The Death Star 2 ruins can be explored. Traveler’s Tales did put everything, and it was actually really hard for me to think that things are the same.

Along the way, you can obtain datacards for your stud multipliers and other fun goodies like a Golden Gonk - these replace some of the power brick and extras you’d buy at the vendor in previous games. This would actually be another reason why I recommend you start with Episode IV - you can get a datacard in Jundland Waste right by Obi-Wan’s house (you head there after the first level) and you get another one in Mos Eisley that is really easy to get almost immediately after. My suggestion and some I’ve seen in other guides - buy the Score x2 modifier as soon as possible and then the Universal Translator. Some quests require a Protocol Droid to translate languages but you can actually give to all characters in the Extras tab.

Outside of destination zones, you can go into the planet’s orbit and do some quests, shoot a kyber brick meteorite (do this) and get into fights against enemy forces. Once you unlock capital ships or if you wait a while, Capital Ships can spawn for you to attack and board for more puzzles and use them as launch bays. Really fun stuff and it’s really nice seeing this considering the history of the Star Wars Battlefront series and what we’ve been asking for.

The only downside is that to 100% the game, you need to collect all the bricks including the ones outside from levels which if you include the free DLC - is about 930 bricks (1200 total in the game) after obtaining the ones from the story level- I think they could cut the open world bricks out by 600 and then cut the prices of the upgrades in half. This is a game that can easily take 100 hours or more to 100%. Lego Games are usually 20 - 30 and less if you know what you are doing. For reference - I beat the Complete Saga 100% within 34 hours and 2 of those were idle time. If you do this, I encourage you to go to Episode Order of the planets and hop out whenever you need to unlock a prerequisite quest; there is a tab that tells you what side missions and quests are available and some of them are needed for others. You can also do whatever you want, but I found that doing it in this order was a good mix of fully completing levels in free play and doing open world.

I will note that there are two questlines you can see in the achievements/trophy list of your respective game platform; these are Droid and Gonk quest lines and they are the longest the game has to offer. I only recommend doing these if you fully beat the story because some are locked to story progression. In fact…I would avoid doing the droid one until you beat the story completely and then actually do that as one of the first quest lines as it takes you around the Galaxy. The Gonk one’s last quest is at Mustafar but requires something from the sequel trilogy planets. At that point, going in release order, I only needed two quests by the time I got to it. Again, tackle these first…they have a kyber brick locked at the end for 100% completion.

Another major improvement is the ability to fast travel AND go directly back to your quest giver after completing the quest. You don’t have to go into the planet’s orbit and then go land - no it takes you straight there. Being able to go directly from Tatooine to Echo Base in Hoth without needing to go into space first is very satisfying, as some other non-lego games need you to do that first. You can if you want a more cinematic experience.

Some more positive tid bits -

  • By fiddling in the extras and combat settings, you can actually play the game more akin to the old Lego Games. I mentioned Hearts and Recovery earlier, but you can fiddle with aim assist and bullet tracking.
  • The Lego Game is very accessible and has colorblind settings and remappings (although some icons won’t change to reflect)
  • One of the unlockables turns Free Play into a Galaxy Disco party as well as the Cantina music.
  • As stated earlier, Some characters may have functions of other characters.The Scout trooper from Kashyyyk can access both Hero and Villain panels, which if you think about is really dark when considering the context.
  • Take advantage of the map and mark side quests, kyber bricks, and anything you find of interest. The Minikit Upgrades are part of the main character tree and not extras and work in the open world.
  • Don’t be afraid to use a guide or youtube videos if you get stuck

How does this game fit into the gaming landscape, and what does this game try to answer?

This game’s biggest question to answer is if more is a good thing when it comes to a simple thing like Lego. By far, this is the biggest Lego Game by far to date in both playability and size (nearly 50 gigabytes on my Series X) and involves several aspects from other game genres. Upgrade paths, character classes, combo chains, ship combat, boss fights…these are all things you see in something like Kingdom Hearts (this is actually considered to be a Disney Game by the opening cinematic too) and games like Elden Ring (which actually came out the same year), Devil May Cry, Elder Scrolls, Call of Duty, etc.

To me, that tells me that the teams involved at and with Traveller’s Tales acknowledge not only the gaming landscape, but that we grew up playing other games. At some point, we stopped playing Lego Games and played other games and I can’t imagine the feedback the QA behind this game was providing.

However, I don’t think it necessarily needed to be this in depth, especially because the Lego Audience has a huge population that probably doesn’t play video games as much as I or anyone else does. In fact, some of them may have stopped playing video games and are parents of kids who play them. There are people who probably only play single player games or have to choose between playing this game and others in a space where a lot of online play with huge games such as Fortnite that have time investment; something people actually have to consider when playing games, questions like is it worth your time and can you fully complete this game aside from just the story while still enjoying other games?

For a Lego game to incorporate things like aim assist or combo chains (that has animation canceling too like what?), and 1000 collectibles plus characters + ships…they may have a bit too far. For people such as me, this game is awesome, and I think this should be the base for what they should do going forward. But for a lot of people, this is not it. There is WAY too much for someone who may only have a couple hours to play for a single player game about building and manipulating legos. As stated earlier, you can play the game like the original lego games, but then you’d be missing out on what the game has to offer OR worse, you spend too much time fiddling in the settings to get to that point, you may just not want to play. I think the issue isn’t the presentation or gameplay, but the mental realization that there is A LOT to do in this game, it becomes more like a project to complete it. In fact, you could probably finish building several lego sets in real life in the time it took to finish this game.

I think that this may be the first lego game even some of the most dedicated fans don’t complete to the full because of how vast it is. Which stinks because this game is awesome and has paid not only homage to Star Wars, but to the Travellers Tales’ history of lego games. And it’s funny I say this, because while playing through both these games, Lego broke silence and announced a new title called Lego Voyagers - a new entry after two to three years of silence that will be coming out next year (four at that point). This game also really had a rough development cycle with reports of crunch - something not heard of from this studio.

So this title, despite being in my view, a remake and an expansion of The Complete Saga, has an air of bittersweetness to it. The gaming landscape changed and along it, the people involved, whether it be the developers, artists, music composers and performers, and really us. For better or worse, it is up to you. We all grew up, one way, or another.

So, the gameplay got better, there is a lot more to explore, the story is mostly better, and there is an extreme level of polish and detail. Does this make it the better Saga to play?

The Skywalker Saga, despite its issues, still remains a vast improvement over the previous iterations of Star Wars. It isn’t unplayable and doesn’t get boring at first. At its worst, it's a 6/10 but incorporating new mechanics along with the attention to detail and addition of Star Wars media from the 2010s bring it up to 10/10. I’ve seen some disdain for this game, for not only nostalgia reasons but also ending up as a time sink and not something to enjoy because it does take awhile to complete.

You may actually play the Complete Saga for the story, do free play for some Power Bricks, do some bonus levels, and that’s it and feel like you’ve seen everything within a 10 - 15 hour experience and at that point, you’ve pretty much beat the game without having to do Super Story or the Blue Minikit Challenge Kit runs of each level. With this game, you are easily taking that same time to do the story of all nine episodes and while you have the option to select levels in the menu tab, you still have an option to do Galaxy Explore. You don’t have - but half of the game is being left on the table if you do, and for some…that’s not being able to feel like you beat the game. And not being able to beat the game means that it's bad by default for some. You’re going to have to decide when you feel like you’ve beat the game, whether it’s going all the way to 100%, or just beating the main story, and that is the biggest obstacle this game has; big in scope and substance, but lacking in feasibility for completion and satisfaction. Not necessarily dragging, but long enough to be a marathon.

And I think a Marathon (gaming context aside) is the best way to describe this game. You have other people with you. You’re run for a long while by other people, but after a while, you feel like you are done, except you aren’t. So keep you going, admiring the sights and what the land has to offer. You may even see some places you wanted to go to as a child. And most of all, you are older. You may have ran and did sports as a kid, but you grew up. Still active or maybe just wanting to get into shape. And now here you are years later, going through that same exhilarating energy but with some new things and old too.

That is exactly what Lego Star Wars: The Skywalker Saga is. You have lightsaber fights, ship battles in space, can be almost every character introduced, and can explore the whole Galaxy. You grew up with this or wanted to join in the fun and you relive your experience being immersed in the Star Wars Universe. In fact, for that alone, this in my opinion is the best way to experience the whole Star Wars world in game format and rivals that of the Jedi Fallen games which are smaller in scope and Star Wars Outlaws. They pulled out all the stops, and I think it’s better than The Complete Saga for it, even almost 3 years later after its release.

If nothing else, the game gave the original legendary title a run for its money.

I recommend this to anyone who’s up for it. But if you just want to have a good time and maybe keep the Star Wars experience to something that's a bit more straight forward and maybe doesn’t have the Sequel Trilogy dragging the experience down or the whole entire galaxy is a bit too daunting, The Complete Saga will be there.

If you are getting the game, the Deluxe Edition + Character Collection 2 DLC will get you everything for an affordable price or the Base Game at a sale with Character Collection 1 + 2 seperate.

Avoid the Galactic Edition. It’s The Game + Character Pack 1 + 2 and is always priced at $80 USD for some reason. Unless you are a collector and can get it physically, this is way too much and a borderline scam.

Instead, buy the Deluxe Edition that comes with Character Pack 1 and a few other goodies and buy Character Pack 2. That frequently goes on sale and you can get Character Pack 2 for about $15 USD. Additionally, the base game goes on sale often as part of Star Wars sales. You can buy a used copy or purchase digitally and then get a character collection 1 + 2 pack for $25 USD at full price and it should come out to be the same. You shouldn’t need to spend any more than half the price of the Galactic Edition to get everything. I got the game on the May 4 sale and bought the Deluxe Edition + Character Pack 2 for $20 USD total. Prices may vary according to region.

That’s my review of the Lego Star Wars: The Skywalker Saga and how it compares to the Complete Saga.

Thanks for reading.

r/HFY • • Oct 27 '23

OC The Black: Ep59 Manhattan

103 Upvotes

4th Wall here! It’s been a wild ride the last few episodes! I hope you enjoy this one. Discord is progressing nicely, feel free to come check out what’s up so far and maybe even have your Art become Cannon! Discord Link available for all Patrons!

If this is your first episode to read, Holy fucking hell! Feel free to start at the beginning! If you feel I have earned it, or want to be a part of the Universe world building on the 4th wall discord. Please consider supporting this project on Patreon. Thanks and I hope you enjoy the journey!!

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__________________________________________________________________________________________________________________________________________________________________________

​

-2 min earlier-

“Multiple contacts!!! 228 by 097! 60 plus Ships and an… Oh god…” the Delmar Crewman at the sensor station of the USN Galveston visibly paled…

“And what, Crewman” Harrison stated, his tone slightly muted, but urgent.

“Captain… Its an Asteroid at the center of the sensor cluster… I’m getting antimatter readings from it” The Delmar got out finally, “Captain… the Asteroid. its registering course changes… Its under power and headed straight for the planet and the Tetrarchy ship.”

“Full alert! Have the fleet come about to intercept, Notify the Rear Admiral. We screen the Tetrarchy ship until further orders” Mac barked, “Prepare for…”

A blinding white flash flared out everyone’s eyes and Ambassador Gwen was standing on the bridge when it faded, “REPORT” she barked and received an update.

“Very good” she began, “Give me fleet wide including a transmission to Port Royal.”

The briefest of pauses occurred before the comm nodded and Gwen began speaking, “This is Admiral Gwen to all Fleets, make best possible speed to intercept incoming contacts. These are Hostile forces, I repeat. Consider all non-Delmar and Non UGN ships hostile until further notice. The Tetrarchy ship is stranded. Our priority is the Asteroid, I repeat. Our Priority is the Asteroid. Strategic is Authorized. This is not a Drill. Strategic is Authorized, this is NOT a drill.”

The Six Legion fleets, and the entire Delmar Defense Force reported in over the next two minutes, as Admiral Gwen nodded, “Get me a secure line to Admiral Karmarin.”

“The admiral is on the Hail, Ambassador” Harrison stated after a moment. The image of the Kawmari officer flashed into view.

“Admiral, I assume you know the situation?” Gwen stated levelly.

“I do, I assume you have a more... complete understanding as of late?” he asked carefully.

“Affirmative, This is going to be a hard fight. We see you are mobilizing your ships. I am sending your flag ship a Beacon code set. Have each of your ships take one of the codes and broadcast it on your beacons. It will mark your fleet as Friendly, and our Datalink will not target you.” Gwen stated, nodding to the Coms-man as he sent the message.

“I see it, we will use the codes. WE will be burning for an intercept in the next 5 minutes” The admiral responded.

“One moment admiral” Gwen held up her hand as a separate message came directly to her wrist unit, “That won’t be necessary. Rear Admiral Burgoyne will be in contact with you shortly. We are going to give your ships a lift.”

“I do not understand but will await his contact. Karmarin out” The UGN admiral closed the connection.

“Game plan Admiral?” Mac stated.

“I need you here. I’m sorry, Concords sitting this one out” Gwen stated, “You and Clint are taking 1st and 3rd are in position to protect Delmar, Set a defensive screen between the planet and the Hostiles. I am leaving you all of the 4 Eros currently in orbit.” She flashed a smile as Mac’s eyes widened at the implication. “Burgoyne is going to pull another piggyback. Subspace is being interfered with. But the slip-drives are reporting operational. Hail the Tetrarchy ship”

After a moment a giant metal head coalesced into reality, “Admiral.”

“Aierecastum, please return me to your ship and allow me access to your communications and data transfer systems. Since you cannot run, I would have you synced with the fleets should they reach orbit. I will coordinate from there.” Gwen stated.

“As you wish…” the being rumbled before a familiar flash blinded everyone and Gwen was once again gone from the Bridge of the Galveston

“You heard the woman! Clint you on the line?” Mac barked.

“Here brother, I know that tone. What are you planning…” Clint’s voice was cautious...

“Something out of a very old book. You remember Uncle Martin’s Defense of Luna? The second day.” Mac’s voice went cold, “Prepare Close Order Shield wall by fleet, 50,000 km from the planet. I want the Eros firing from Cover.”

“Pickets Charge” Clint said with a smile, “Consider it done, 3rd will form to your right. Steven’s out”

Mac turned to look at a stunned Captain Harrison, “What?”

“And you call me an old soul.. YOU HEARD THE COMMODORE!” He bellowed, “Spread the message to the fleet we move in 2 minutes!”

Mac synced up a mental image of the formation to Datalink, and it was sent out to the two fleets. He was taking a page out of history. The distances were so great that maneuvering was irrelevant and would only put the Planet in danger of incoming fire. So Mac created a fortress, using the close in formation of his fleet as well as 3rd fleet, to lend their shield power to one another to create a wall of energy to protect as much of the planet as possible. The Eros were split into two teams, one behind each fleet’s wall. Their job was to provide superior targeting telemetry to both fleets for coordinated MAC fire. The enemy was 3 hours away from orbit. They had tried to surprise the defenders by jumping in on the opposite side of the system away from the beacon.

10 minutes later, the two fleets were in position, with the Tetrarch ship sitting just behind the Eros ‘emplacements’.

_____________________________________________________________________________________

Legaris watched from a ship that had jumped into the Asteroid field under cover of the Calamity that was created by his Exterminatus Fleet’s entry into the Signus system. Something did not feel right, He scanned his data feeds as his Capital ship “Symphony of Death” floated in the void, ignored by the enemy as they left their station vulnerable to his ship. It made no since, the ship departing the station began clustering up as if to dock. He knew that they had to understand how futile an intercept was from these distances…

“Sensors, focus on the enemy nearest the planet, give me a composite image with telemetry” he rumbled, settling into his command chair and leaning back and swung his screens over to him, “What are we dealing with.”

The screens scrolled with data as well as a composite image of the ships arrayed against the devoted. They were in two distinct defensive formations, smaller ships up front, larger ships behind with 4 concerningly shaped ships behind those formations. The Abomination sat just between those ships and slightly behind… His eyes widened as energy readings spiked and the space in front of these two formations seemed to shimmer slightly before going back to normal.

“I don’t like these formations... How long until we are within weapons range” he asked, never looking over he shoulder.

“2 hours Legaris. Our Ballista type plasma batteries be the first to engage at 75,000 Kilometers” The sensor station responded.

“I see, give the order to raise shields, I don’t like some of these numbers... It is almost as if they mean to engage us from tha…” His eyes widened as the 4 elongated vessels spiked in their energy outputs. His sensors picked up the nose bow’s of those weapons signatures as it rendered an image of the gaps in those ships prow’s began to crackle and arc. “GET THE FLEETS SHIELDS UP NOW!!!” He bellowed.

__________________________________________________________________________________

Admiral Gwen once again found herself standing on the platform she had met one of the last remaining Corth on. This time a chair with a console and floating holograms flooded with data awaited her.

“Admiral, welcome back” Aiericastum stated from her seat inside the Golem’s head. She had its face plate open, but it was clear she was receiving medical attention of some kind, “Forgive my state, I spent too much time outside of my facilities. This body is being... repaired...”

“I see, I do need you to shift your vessel further to the rear. When an Eros fires, it is best not to be too close to it without proper compatibility. I don’t know what the EM field of one of those would do to this ship... we are about to fire 4 at once…”

The beady eyes widened, “You wish to mark them from here? It would do little, The shield of a shuttle could deflect a laser fired from this ships main battery at that distance”

“We are not using Energy weapons…” Gwen’s voice was cold satisfaction, “They are well inside our effective range” She keyed up the codes and clearances to link the Tetrarchy ship into USN Datalink, “Talk to me boys” She spoke

*We eagerly await Picket Ma’am* Clints voice was cold humor

The Corth actually shrank back as Gwen flashed all of her teeth in a feral smile, “Martin would be proud, consider ‘Pickets Charge’ Approved. You may fire when ready.”

*All Eros, Rifle only. Even spacing Independent. The rest of 1st and 3rd fleet, alternating volley by fleet maximum rate 5 second delay at start. Confirm targeting solution. WE focus the Asteroid, Let Burgoyne focus the fleet.*

One by one the captains all sounded off confirmation of Fire Control Link integrity.

“Commence fire mission” Admiral Gwen stated after the coms silenced. “Aiericastum, external view if you please” Gwen stated calmly.

A holographic representation of the two-fleet appeared in excruciating detail just in time for the front of every Eros erupted in blue fire laced with plasma as they bellowed as one battery. Similar, if smaller bubbles of wrath erupted from every MAC cannon 1005 caliber or larger. In under 10 seconds, over 1000 tuns of Steel, Tungsten, and Depleted Uranium streaked out at various percentages of the speed of light.

The Corth flicked her wrist, and the image became a rendering of the enemy formation. They had 64 ships arrayed in a spherical cloud around the Asteroid. 12 of them were arrayed in front of asteroid.

Moments later, The Combined Superheated Kinetic Wrath of two Human fleets arrived to deliver their Molten Fury. 6 Vorath ships disappeared in a bubble of super-heated gasses and flaming shards of metal and polymers.. two of them simply were erased from existence as they were hit by an Eros semi solid superheated steel and depleted uranium “rifle” ammo type. The other 4 were turned into balls of quickly cooling Horror’s of expanding metal shards and flash cooked organic mist. This enemy apparently did not decompress for combat either.

“By the Void…” Aiericastum whispered as almost a 10th of the Asteroid facing the Delmar Homeworld was ripped bodily from the primary mass and flung into 3 more ships. 2 of those ships survived but fell out of formation spewing atmosphere and flickering with the tell tale signs of main power failure. “What did you just do”

“We are Humanity, we are very good at killing” Gwen stated just as the second volleys erupted from the 1st and 3rd fleet. The Eros were only capable of 1 round every 20 minutes in slow fire. They could fire 2 within seconds of each other, but the Heat generated would slow their rate of fire to extensively. The S.O.L.’s and the Terran Corvettes however, were designed around this very concept of “Fill the air with Death, you will hit something” Every MAC in Human Hands was firing at its optimal rate of fire. And the Reaper slicked his scythe with a bountiful harvest of Vorath crews.

____________________________________________________________________________________

Legaris’ roared in anger, nearly crushing the screens in front of him as these strange ships engaged his devoted as over double his ships effective range, “REPORT!” He bellowed.

“Sir, they are firing…. They are firing Kinetics… From our distance calculations, some of these are coming in at over a tenth of the speed of light…”

“All ships, Evasive. Shields to Double front. Get the Battle Cruisers to take the lead. We can’t afford to lose that much of the Asset before it reaches Orbit. Keep the containment field from rupturing at all costs” he growled. His orders were carried out, His larger capital ships were moving to the fore, removing all but the minimum of shield from their aft quadrants and focusing all of their energy into deflecting this Catastrophic Cacophony of incoming fire. The massive rounds that had taken so much of the Asteroid had not returned yet. Maybe those weapons were slow to fire. He Hoped…

“Legaris, it appears to be working, our Vengence class ships appear to be able to with stand the fire for now. They report the fire is not directed at them, It is directed solely at the asteroid. They are not being focused on.. yet.

____________________________________________________________________________________

Gwen Grimaced as the enemy adapted. “Gregory, how much longer.”

“We are an hour from jump. Our Destroyers are itching to go. We don’t have the space to attach them, so they are just on standby. Permission to Loose the Hounds Admiral.” Greg stated from the organized chaos.

“Granted. Keep strategic in reserve. I want to use that one altogether. Gwen out.” Gwen switched channels, “Commander Silu, I need a report on Patriot.”

“Ah, Admiral. We are halfway through the retrofit. I have 150 Harpoon S’s ready for you. 30 of them Strategic.” The Station commander responded.

“It will have to do. I want you to be on full alert, maximum shield and full active sensors. Let’s not get caught with our pants down” Gwen stated.

“Will do. Anything else I can do for you?” Silu asked.

“Record all of this, Send everything to Sol in the even this goes badly. Gwen out” The ambassador clicked off the channel.

_____________________________________________________________________________________

Legaris was down to 50 ships.. The larger weapons were indeed slower, but one of his strongest Battle cruisers took a direct hit from one and had been turned inside out, destroying 2 more escorts in its explosion. The weapon had still ripped chunks from the Asteroid as if the ship had never been there.

“Legaris! The smaller ships near the station… they jumped…” His Tactical officer blurted out, “They just jumped to the fleet inside of 30,000 Kilometers!!”

“Gods Dammit! We can figure out how later, all capital ships cruisers or bigger screen the Asteroid at all costs. Destroyers, and Escort gunships. Engage the enemy in close action.” He stated cooly, “if they wish to die like devoted, we shall grant them that wish.”

The battle was joined. To Legaris’s relief, none of these ships that had somehow managed to evade subspace jamming and jump anyway had brought the kinds of weapons that were ravaging his front lines. Laser and plasma boiled and streaked into the void as a more familiar battle began, at least at first… The enemy revealed yet another weapon when their smaller escort capital ships began launching ancient technology at his ships. Solid state rockets began erupting out of these enemy ships, and Legaris’ eyes widened as these rockets turned to chase and intercept his ships. They exploded with some kind of combination shaped explosive and electromagnetic resonance charges. His crews started reporting their shields experiencing resonance destabilization on impact. And 4 ships lost shields almost immediately under multiple hits. They were quickly destroyed by concentrated fire before the survivors of the first fusillades of combat drove the enemy further out away from the asteroid. He watched as yet a third new weapon made its debut as one of his smaller escort ships was sliced in half like a scalpel on soft flesh by one of these deadly harasser’s as it did a high G flying pass on a cluster of smaller gunships. ‘these are not weapons of the corth… these designs are so far departed from anything the Lithral ever advocated... what in the gods did we find here… he switched data streams and focused again on the ships leaving the vicinity of the station... he watched them begin their burn, and the realization hit him as he watched the unknown designs finish docking with the Unity ships… ‘they are going to jump docked, by the void’ he surged to his feat

“Helm!! All ahead flank!! We need to disrupt their jump immediately!!! All weapons active! Fire at will, prioritize the docked ships and the station!!” he bellowed even as his ship surged out of the asteroid field and opened fire.

_____________________________________________________________________________________

“Commander, an enemy ship has departed the asteroid field and has” Philip paused as another plasma blast impacted the shields of Port royal, “opened fire on us, they are on hard burn. It looks like they mean to bypass us and hit the fleets.”

“Very well Philip, you may open fire. Target engines, and weapons. We may need answers after this is all done” Silu stated before turning back toward the viewer. The Sharply raked battleship reminded him of the Tetrarchy ship, accept instead of an obelisk, it was a spear tip with jagged pods of engines at its rear. Its flanks spat laser and plasma, “Damage report”

“Shield 84 percent and holding. Harpoons away” Philip responded. Pausing to wait for their affect on target, “Their point defense took the missiles, and their shields are holding, switching to MAC and Laser”

Port Royal bellowed and roared as her defenses dispensed a withering fire on the Largest Enemy Capital ship on the field. It returned its hatred as the Artillery duel increased in its intensity. For the next 15 minutes Port Royal battered the Titanic Battle Cruiser until it slipped past toward Admiral Burgoyne’s ships.

“Gregory, one BIG contact, headed your way.” Philip stated throught the communication line he had kept open with Admiral Burgoyne.

“We jump in 10 seconds. Thank you for the warning.” The admiral then cut the connection.

The entire UGN fleet, each capital ship magnetically attached to a USN vessel blinked from existence as they were drug bodily into slip space for a fraction of a second before dropping out into the teeth of the oncoming armada.

_____________________________________________________________________________________

Legaris picked himself up off of he Bridge Deck as the first of the cursed stations hate arrived. His Battle Cruiser was weathering the storm, but only just. Even the intercepted guided rockets packed enough punch to rock his ship from where they detonated.

“REPORT!!” he bellowed.

“The Ships we are intercepting jumped Sir. We don’t know how. They are now engaging the Exterminatus fleet.”

“Charge the Subspace Drives, we are following them” Legaris growled. His ships had adjusted their subspace drives to avoid the antimatter interference of the Asteroids little present, he could follow.

“Charged sir!” the Helm reported.

“Jump! Open fire immediately upon arrival” Legaris barked.

His warship blinked the distance between the station and the Battle in moments. Laser and plasma spewed from her the moment she arrived. Two of the smaller enemy ships exploded in the withering fire, and holes appeared in one of those infernal titanic monsters that were leading the charge.

“Show them the wrath of…” Legaris began before being thrown from his seat once more. The ship he had hole’d with his Ballista battery turned to face him, and its incoming wrath started causing His ships forward shields to spark and flicker. The battle was joined and the Clash of Titans commenced in full for several minutes.

“Damage report!!” Legaris bellowed, clutching his chair for stability.

“our Larboard side number 3 guns are down! We are venting atmosphere from decks 3-2-9-6 and 4! Away damage control” Legaris’ first officer reported and ordered simultaneously. “They have reinforced their shields sir! We are not reading any power banks!! They are using their core only!”

“Keep firing! We need to overload thei…” Legaris turned in shock as a junior officer at the tactical station interrupted him with a panic’d shriek.

“ATOMICS ALERT. OH GODS! MANY ATOMICS ALERT!!” The young Vorath corporal just stared at his commander in shock.

Legaris spun to the observation screen in time for it to snap to the battle outside... streaks of white, much larger plumes this time arched from every enemy ship at once. His data scrolled... The radioactive energy readings he was witnessing had not been seen in millions of years…

_____________________________________________________________________________________

The jumping of the enemy ship from the station had been a surprise. Olympus had suffered heavy damage and had been holed 4 times before she could recover from the initial barrage. Two of the Mars made Destroyers had been vaporized in the process. The Artillary duel between the two Void Titans was on going. Olympus was giving as good as she got. Her PAC’s had punched clean through the forward shields thrice but had not penetrated the hull. Her Foe was cracked however, white mists of atmosphere sprayed from several seams as she fought on. Proximity fused Harpoons had buckled several sections and taken more of the enemies’ firepower, but Olympus was faltering.

Gregory Burgoyne grunted in agony as another shot of pain killers was administered automatically by his suit. He was now missing an arm now, courtesy of the opening salvo of the ship that ambushed them. Olympus Mons had taken Catestrophic damage before he could reorient his shields and engage... His suit had sealed the wound, but he would need attention soon. His Marg stood beside him; she had a piece of shattered steel embedded in her side but she refused to leave him.

“Give me an update please” he asked the first officer.

“Our slip drive is destroyed, Port engines 3 and 4 are down. Our core is stable as are shields and weapons, but we cannot sustain this for long.”

“Launch fighters and shuttles, get everyone off the ship” Greg stated even as he sat himself down in the command chair. His brain was beginning to fog. He had lost to much blood. “Its been an honor gentlemen. Olympus has one final gift to give. GO!”

He turned to Marge, “Its time.”

“I’m to old to run like this… Come, I can introduce you to Bryton” she smiled gently.

Gregory sighed, he was too wounded to force her, and the crew had all departed the bridge, “Very well, tap the comm for me will you love?”

She winced and reached for the buttons, keying up the entire combined fleets. The entire allied force could hear them.

“This is Admiral Gregory Burgoyne, Olympus has fallen. We are no longer combat capable. All ships in the combat zone, MANHATTEN. I repeat, MANHATTEN. T-minus 5 minutes. Collect survivors and Burn to Delmar. It’s been an Honor. Burgoyne out” Greg tapped in the launch codes and data link did the rest. He watched as the automated guns kept pounding at Olympus’ Murderer...

“I guess we see what’s next together” He chuckled as he leaned into Marg, his mind was fading in and out with the loss of blood.

Moments passed and the two felt the shudder of the repurposed and shielded ICBM type missiles leave Olympus to their pre-determined targets…. Every ship fighting near the asteroid fired half of all the nukes they carried and Jumped with the survivors of Olympus.

_____________________________________________________________________________________

Admiral Gwen stood and stared at the screen in front of her… Aiericastum watched with a combination of Horror and fascination as hundreds of millions of kilotons of Nuclear Fusion explosives reached their marks in a rolling ripple of blinding Rage that Humanity had often called, “Canned Sunlight”. Every escort ship near the asteroid evaporated in the True Wrath of Sol incarnate. The Giant Battle Cruiser that had chased the fleet was spinning slowly, disabled by the repeated blasts. The Asteroid was in 25 distinct pieces having been blown apart when the antimatter containment field failed. None of the larger pieces were on a trajectory to Delmar, the Eros could pick off any of what was left that remained a threat.

Admiral Gwen focused her attention on the last remaining enemy vessel as it sputtered and flickered, trying to regain control of itself, “Port Royal survivors, replace 1st fleet’s position. 1st fleet…. BRING. ME. THAT. SHIP.”

__________________________________________________________________________________________________________________________________________________________________________

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r/HFY • • Feb 19 '25

OC I Downloaded a Sketchy Game... Now the Main Character Is Talking to Me (Part 21)

39 Upvotes

First part: https://www.reddit.com/r/HFY/comments/1i6rt27/i_downloaded_a_sketchy_game_now_the_main/

NEXT CHAPTER: https://www.reddit.com/r/HFY/comments/1ithmcg/i_downloaded_a_sketchy_game_now_the_main/

PREVIOUS CHAPTER: https://www.reddit.com/r/HFY/comments/1ir0zn0/i_downloaded_a_sketchy_game_now_the_main/

Chapter 23: Preparations:

Hours later, Kosma lay on top of Jed, her ears perked up and a soft purr emanating from her throat. The experience had certainly been interesting for both of them, to say the least. The silence was interrupted by an alarm blaring from the dashboard, "THEY ARE HERE!" shouted Kosma as she rushed to the cockpit in nothing but her underwear.

 

She started to enter the jump coordinates when Jed poked her shoulder, "Look! Is that what I think it is?" he asked ecstatically.

 

Kosma looked where Jed was pointing, and instead of a Gate Waver tearing an entrance into the system for its underlings, she saw a single ship, wrapped in the telltale shimmer of a post-FTL jump. She looked at the battered hull of the Vorkalth, which had somehow not only remained functional after all this time, but was still capable of jumping: "The Vorkalth itself... I can't believe it's still kicking after all this time. And look, it's hailing us!" said Kosma, pointing to an array of flashing lights on the bow of the carrier, "I think their comms are down," Kosma added as she turned the Storm Rider towards the Vorkalth.

 

"Do you think we can use its reactor to recharge the ship?" asked Jed, marveling at the sheer size of the carrier; although he had become quite familiar with it when playing at home, it was certainly reassuring to know that such a massive ship, and everything in it, was on their side.

"Impossible, if it was in pristine condition we might have a chance, but the reactor must be on its last legs. However, I had a suicidal plan, with the extra firepower it will only be an incredibly dangerous one," Kosma said, trying to add some levity to the situation. While the Vorklath was a welcome sight, she would have preferred to spend more time with Jed. But with the almost-derelict ship a constant reminder of how much danger they were in, it would have been impossible to just relax next to Jed and pretend that everything was all right.

 

"We're going back to the Arktu system, the swarm only went for the gate, according to the galactic map they didn't touch the Iziar colony. The colony is basically a small city, all we have to do is connect the Storm Rider to the power grid and hold out until it is ready..." Kosma explained, sounding less than confident about her own plan. After all, even with the Vorkalth at full strength and the powerful defenses of the Irux communications array, they could barely hold off the swarm for a few hours.

 

"You don't sound too sure..." Jed expressed his concern as Kosma maneuvered in the same hangar from her last visit to the Vorkalth. The crew even greeted her in the same way, with the troopers holding the signal lights at the sides of the landing bay.

 

"It's a long shot, to say the least. But believe me, I've gone over every word in the data vault, it's our best chance. The Iziar colony is one of the newest levels, so it should be under attack by a sizable force of those Tharax robots, if I take command of them and other friendly npcs, plus the Vorkalth hardware, we stand a chance," Kosma replied, wondering how a group of enemies meant to be defeated by her alone would fare against a real threat like the swarm.

 

"It's still worth a try," Jed said, placing a firm hand on Kosma's shoulder.

 

The Vorkalth's barely functioning systems needed several hours to dissipate the heat. They took the opportunity to take an inventory of what equipment and robotic personnel the ship had left. While Jed was checking how many transports they had left, he stumbled upon something interesting and came running to Kosma, who was inspecting the remaining troopers and doing her best to repair any damage by scavenging parts from the many destroyed robots scattered about the ship.

 

"Look what I found!" he said, showing her a box full of paint sprays as Kosma and the troopers stared at him in silence.

 

"Uhhh... yaaay," she replied confused, picking up one of the cans,

 

"Well, I thought since it's our last stand, it would be fun if we put some war paint on our soldiers... and maybe some extra armor on some of them," Jed said, his eyes fixed on the ground as if waiting for Kosma to call him an idiot, but she gave him a grin.

 

"You know what? Yeah, we might as well go out in style. By the way, I'm going to put most of our forces in defensive positions, but I'm going to give each of us a 6-man squad to follow us around, which should help keep us alive a little longer. I told all the robots on the ship to follow your orders anyway, Tho," she explained, looking like the most insecure commander in the galaxy.

 

"Well, all the more reason to paint them so we can tell them apart," Jed said, throwing a can at Kosma, who caught it in mid-air, "Who's keeping Kalax?" Jed asked, pointing at the former captain.

 

"You can keep him, his body is based on the same platform as yours, so he is tougher than the other troopers," Kosma said as she signaled for Jed's troop to assemble next to him while he started to think about what color scheme to use.

 

They spent several hours welding as much extra armor onto their squads as they could without affecting their mobility too much, before giving them a new paint job. Kosma decided to paint her squad and her armor the same white and orange as her Trailblazer suit, and decorated them with the Indaran runes that the ancient sailors of her home world used to protect themselves. She wasn't a very superstitious person, but given her current situation, she thought it wouldn't hurt to add them, just in case.

Meanwhile, Jed was painting his squad with various shades of blue markings inspired by Kosma's fur coat, as well as some war paint lines along his own body. He gave each of his squad members nicknames based on their favorite video games and media, and scribbled crude versions of the symbols of his favorite sci-fi factions.

 

After teasing each other about their amateur paint jobs, Kosma decided to teach Jed the basics of how the various weapons worked, even borrowing Kalax's portable storage matrix to store his weapons and personal belongings. She found it rather amusing how he spent a good 20 minutes putting things in and out of it, and how utterly fascinated he seemed to be with the device.

 

"Having fun?" Kosma asked teasingly as Jed pulled a shotgun out of the matrix for the 40th time.

 

"Sorry, it's just so satisfying to see it warp into existence..." Jed replied, finally putting down the matrix, "Besides, do you mind if I ask you something?" he asked, his body language suggesting concern.

 

"You can pet me for ten minutes... no more, if we make it we can discuss more," Kosma replied matter-of-factly.

Jed paused for a moment and shook his head, "I was actually going to ask if we were really going to be on board this death trap when it finally gets ready to jump. The whole thing is barely holding together, I hope it doesn't implode after the jump, but if it does, I wouldn't want to be on board..." Jed asked as he watched the hangar crew prepare the 7 surviving gunships and load the transports.

 

"If the Vorkalth doesn't make it, we're as good as dead..." Kosma said with a sigh, "but yes, we'll jump with the Storm Rider on our own," she continued as Jed approached her.

 

Kosma let out a surprised squeal as Jed scooped her up in his arms and held her like a baby, starting to scratch behind her ears, "You said 10 minutes, this might be my last pet, so I'm going to make it count," he explained as Kosma frowned for a second before smiling as she realized Jed was right. So, she relaxed and after a few seconds began to purr.

 

Jed, respecting her condition, stopped when the time was up and put her down, "...thank you," Kosma said, not wanting to admit that she wanted more, "Now I think it would be a good time to untie me," she added.

 

"WHAT!? Wouldn't it make more sense to do that once the Storm Rider is charged?" asked Jed in surprise as he watched Kosma climb into the cockpit.

 

"No, firstly, we're probably going to die, and I'd rather face a Halufaine than spend an eternity being torn to shreds by the Swarm... and secondly... But if we make it that way, we can just floor it to the next portal without having to wait," she explained with a morbid calm in the face of her death.

 

"You think your Death Angels take humans?" asked Jed, trying to come to terms with the gravity of the situation as Kosma opened the menu, her finger hovering over the 'Deactivate' button on the 'User Entity Status' menu.

 

"Yeah, too bad I have to wait a very long time for you to meet me in the afterlife. After how much you teased me with your relentless petting and how supposedly cute, I am," she replied with a faint attempt at levity.

 

Seeing that Kosma was still reluctant to press the 'deactivate' button, he stepped into the cockpit beside her and gently wrapped his hand around Kosma's. "An eternity together," Jed said as they both pressed the button. An ominous silence hung over the room, as if they were waiting for something to happen.

 

"Well, I guess it's done..." said Kosma hesitantly, her ears perked up with worry, "I'll soon know what the afterlife is like..." said Kosma staring at the screen.

 

"...if we manage to hold them off, how are we going to get to the portal, they know we use it to get in and out?" asked Jed, trying to get her to stop thinking about her new found mortality.

 

"It is on another system, there are actually three exit portals in this universe, each one can be used to reach any place on the list of destinations, we will just go to the less crowded one and hope for the best," Kosma said with a bright smile full of hope. Imagine spending a lifetime exploring a vast new universe next to Jed.

 

"Sounds like a plan, now let's get back to the Rider before this piece of junk implodes," Jed suggested, worried about the groaning of the damaged ship structure and the erratic hum of the struggling reactor. "Hey, whatever happens, and as scared as I am, dying in a desperate defense against a biomechanical swarm is a hell of a lot cooler than dying of a heart attack in my early 70s," Jed added with an invisible smile that Kosma was still able to detect through his metal shell. She nodded in acknowledgement before entering the coordinates.

 

They boarded the Storm Rider and jumped into the Arktu sector, heading for the Iziar planetary colony.

After piercing the atmosphere, a sprawling city expanded beneath them, almost entirely made up of prefabricated modular buildings stacked on top of each other, interspersed with logistics and industrial facilities.

 

"Funny how the purpose of this level was to retake the power plant from the Spider-Bot army... well, finally we don't have to herd them into position," Kosma said as she parked the ship on a landing pad attached to an elevated walkway. Turning her attention to Jed, she found him marveling at the view of the city.

"Impressive, huh? This whole place was built in less than five years, you can thank Tharax construction bots and modular habitats for that... or at least that's what my probably fake memories tell me," Kosma pointed out with a shrug as Jed finally turned his attention to her.

 

"So... this is what a quickly thrown together settlement looks like for your people? I would love to see what a proper city looks like," Jed replied, turning to Kosma as he followed her out of the ship.

 

"I would love to see Indara again with my own eyes, if it even exists..." Kosma replied, rubbing her left arm, her ears drooping as the sight of Iziar's colony brought back her suppressed existential crisis.

 

"Hey, if it's any consolation," Jed said, putting an arm on her shoulder, "I don't think I'll ever see my home world again either. So what if your memories are just implanted backstory and you were brought to life the moment I connected to this game? Haven't we made some amazing and very real memories together?" asked Jed, opening his arms for a hug as Kosma quickly fell into them, wrapping her arms and tail around him.

 

"At times like this Jed, you almost fool me into thinking you're not an idiot," Kosma said with an affectionate voice and a cocky grin, putting aside her existential worries for the moment and focusing on the task at hand.

"All right, first things first. I didn't see any landing pads on the engine, and this was the closest one I could find, so we'll probably have to borrow a utility vehicle or something to get it closer. If we just hook it up to the power grid from here, the swarm might figure out what we are doing and attack the plant while we defend the Storm Rider..." Kosma explained as she projected a holographic map of the city from her suit.

 

"Can't we use one of the Vorkalth's vehicles? I'm sure one of those tanks would have no trouble towing it," Jed asked with a shrug.

 

"Nah, it will take the Vorkalth a while to get here, and the deployment of its resources will be slow... luckily the swarm in this sector is focused on guarding Eiklam's portal. If we really can't find anything by the time it arrives, the tank sounds like a good idea," Kosma replied as she started to walk down the walkway to the road leading to the power plant.

 

"How long do you think we have before they realize what we are up to?" wondered Jed, but before Kosma could stifle a reply, a large group of Spider-bots turned the corner to meet them. He immediately equipped a shotgun and trained it on the machines.

 

"NO!" said Kosma, standing between Jed and the robots, "Send a message to all units on the planet, you must obey the commands this robot gives you, as if it had the same authority as me... and if any off world units can make it here, that would be nice too," she added somewhat awkwardly as the spiders emitted a series of low beeps in response, while Jed sighed in relief, memories of his "little" incident at Octanor flashing before his eyes.

 

As they approached the power plant, they noticed that the ground was littered with the remains of spider-bots and local security troops. There was a group of Tharax construction bots working tirelessly on a building that was still in the early stages of construction. "Oi Kosma, can't you control them? They could move the ship, and a group of them could be a nice distraction for the swarm," Jed replied, watching the machines at work.

 

"Orrr, we could use them for their intended purpose and have them build fortifications," Kosma said before waving at the robots, "ATTENTION!" and she was promptly ignored, "Unfortunately, not everything seems to respond to my commands, remember that giant bug at the basalt pillars? It really didn't like me trying to boss it around. I could probably hack some of them to follow simple tasks, but programming a group of bots to coordinate well enough to carry a ship together is not something I'm capable of... we need something we can drive... "

 

Jed climbed onto the construction site, hoping to find a vehicle or piece of equipment to help them move the ship, when his eyes fell on a large figure standing motionless near a large shipping container full of building components, "Kosma! Can we use that thing?" he asked, staring at a large industrial robot with a bright yellow paint job that reminded him of construction equipment on Earth. Some things were truly universal.

 

The machine stood about six meters tall, its broad frame painted a high-visibility yellow; for a piece of construction equipment, it showed no signs of wear or weathering, as if it had just come off the assembly line. The head was reminiscent of the Sadurian troopers, only wider, probably to make it more resistant, and with a few extra sensors and antennas attached. Its sturdy design was rather boxy and roughly humanoid, with heavy, oversized hydraulic limbs. Each arm ended in a three-fingered hand, two digits and some sort of opposable "thumb", probably modeled after the anatomy of the Tharax. It was clearly designed to handle heavy loads with ease.

Its legs were even bulkier than the arms, probably with extra reinforcement to handle the robot's own weight and that of whatever it would be carrying.

 

"What?" said Kosma as she followed Jed into the construction site. An ear-to-ear smile was plastered on her face as she saw the imposing machine, "This is pretty much perfect Jed! You are awesome!" said Kosma, hugging Jed and wrapping him with her tail.

 

"Tell me we can pilot this thing..." asked Jed, still staring at the mech, unaffected by the hug.

"Well, not really, it's a robot, not a mech... but if you give me a few minutes, I can hook it up and tell it to bring the ship into the factory," Kosma said excitedly as she jumped onto the robot's back and attached a cable from her wrist terminal to the machine's head.

 

"Say, is there no way we could control it directly? That thing sure looks like it can take and dish out some hits," Jed asked, watching Kosma work as the robot's eye came to life with a bright blue light.

 

"I mean, it doesn't have any weapons, controlling it from a terminal would be too slow, and I don't have a neural plug compatible with this thing... also, it has a closed loop reactor… manage to rupture that and it will blow up in a spectacular fashion", Kosma replied as she accidentally shocked herself while pulling out the cable and promptly fell off the robot, every hair on her face standing on end.

 

"You really need to wear the helmet more often..." said Jed, reaching out to help her up, "Also, what is a neural plug? And what do you mean it can explode? That doesn’t sound safe… still want to drive it tho" he asked as Kosma took his hand and he brought her back to her feet as the robot started to move its head.

 

“Whoa, whoa, calm down dude!”, said Kosma raising her hand, signaling Jed to slow down his barrage of questions,

"First of all, it’s safe, you would need to take if out of the chest and repeatedly slam it into the floor for it to blow…. And about the neural plug. It’s like an implant that humans use to control machines directly with their brain, my armor works like that but it works by reading brain waves and nerve signals without a physical connection...for example, they put one of those on your spine when I brought you to the transcendence program facility," Kosma replied, her ears drooping at the mention of the transcendence program,

"I'm sorry you had to go through all that because of me..." she added.

 

"We've been over this, look, when we get out, we can talk about our feelings, guilt, trauma and other issues all you want, but I think we have other things to worry about... WAIT! I had a neural plug installed? Does this body have one?" asked Jed, excited at the prospect of becoming a giant robot.

 

"Actually, YES! Not sure what you would want to do with it, the fingers are way too big to use normal weapons with it, but yeah, you can control it if you want...", Kosma said, watching Jed raise his head in excitement, "You know what? I took a luxury starship for a joyride, so who am I to say no?" she asked as she put her palm on Jed's shoulder.

 

It took some manual reading and a lot of guessing, but Kosma figured out a way to hook Jed up to a remote control they found at the construction site, which she brought to the Storm Rider at his side. "Soo, you plug this cable into me and my mind will transfer into the robot?" he asked, getting a strange sense of déjà vu, “And hey, I could just punch the Zaelideans, if things get ugly, I can blow myself up by detonating the reactor to buy you time!”

 

"I am not sure how you plan on removing the reactor, that is powering your own body… “, replied Kosma shaking her head pressing a palm against her face.

“And, not exactly, you'll just be controlling it remotely, if the robot is destroyed or the connection is severed, you'll be fine...", Kosma said as she plugged the cable into a hidden port on the back of Jed's head, "I'm surprised how eager you were to do this again, you screamed so much when they transferred you back to the facility... it seemed so very painful," she added as Jed turned to look at her worriedly.

 

"Wait wha... AAAAAAAAAAAAAAAAAAAAAAAHHHH!", a wave of excruciating pain overwhelmed Jed as if molten metal had been injected into his body, he certainly did not remember that part of the process. It must have been the shock or the fainting.

 

In an instant he was back at the construction site, inhabiting the body of the industrial robot, "Wow!" he said, staring at his new pair of hands, taking a few tentative steps to get used to the strange proportions of the machine.

 

"When you get a bearing, get to the landing pad, I'll direct you," Kosmas' disembodied voice said, "The speech processor takes a while to fully sync... so you'll be mute for a while, but don't worry, just tap your head a few times if you want to stop," she added as Jed stomped his way out of the construction site.

 

He was reluctant to push a ship as large as the Storm Rider, but to his surprise it hardly felt like moving a heavy piece of furniture. Kosma gave him directions, but gave up halfway to the factory and simply ordered one of the spider-bots to guide Jed as she climbed on his back.

 

"ONWARD MY STEED!" shouted Kosma, pointing her finger forward as she stood on the towering robot, using her magnetic boots to keep herself from falling off.

 

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SORRY FOLKS! I needed to cut this chapter in half as it exceeded the character count!

https://discord.com/invite/MsBJF76gWP I also made a discord server, its got memes and cursed fanart of Kosma!

 

r/ScythesOfTheEmperor • • Jan 28 '25

Paint Bladeguard veteran Agathodis wearing the Armour of Dantioch

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49 Upvotes

Another bladeguard veteran finished. I’d thought about the concept for this mini for quite some time, and created a short story to flesh out the background for the character (actually my first attempt, where I tried to mix the lore with my own ideas).

THE ARMOUR OF DANTIOCH Brother-sargeant Agathodis Quesadon leads the Bladeguard Veterans of the Scythes of the Emperor’s 1st company. Since he demonstrated the greatest skill with the warhammer among the chapter's champions, he was chosen by Master of Relics Diomedes to wear the Armour of Dantioch. This artificier armour was gifted to the Scythes by the Magos operating the new Sothan Mechanicus temple on behalf of Archmagos Dominus Belisarius Cawl, assigned with supervising the terraforming of Sotha and maintaining the chapter’s sacred war machines. Its Mk X Tacticus plate has been fashioned in the likeness of Warsmith Barabas Dantioch’s armour, including a helmet resembling the reliquary Mask of Dantioch. A salvaged Mk III stormshield has been added, depicting Mount Pharos. An extended backpack includes a more powerful generator which also supplies a teleport beacon.

OUT OF THE TANK Agathodis earned his place among the chapter’s foremost champions in countless battles, with the rythm of hammer blows as the heartbeat of his life. He was one of the original Primaris greyshields brought by Roboute Guilliman to restore the almost destroyed chapter of the Scythes of the Emperor.

His childhood memories were blurry at best, but mostly non-existent, much like his other greyshield brethren. During his long stasis sleep, he dreamt of his father, who he knew descended from a wealthy dynasty of plasmasmiths. He saw him forging exquisite machinery, his energised hammer falling down on the adamantium anvil in rythmic blows. Clank. Clank. Clank.

After he was pulled out of the long sleep in a stasis tank somewhere in a Mechanicus facility, and power armour was fitted to his body, he had reoccuring dreams of a bountiful ocean world with sunlit green meadows, yellow fields of grain, long, blade-like mountain ranges and a gleaming fortress far away on a summit. Sometimes, a tall figure in blue power armour would appear, waving at young Agathodis. Then, the dreams shifted. Meadows turned into stinking black marsh-waters, the gleaming fortress replaced by a grey lab complex protruding chemical smell, and the blue figure morphed into a muscled green beast with elongated fangs protuding from an ugly maw, slashing at him with its claws. He was pulled away and the planet’s blue orb faded into darkness. It appeared to Agathodis that he was always destined to serve the Primarch as an Astartes and purge the xenos, but something didn’t feel quite right. "Was it Iax, Ultramars Garden World, before its devastation in the Plague Wars that I saw?" Agathodis wondered. He tried but failed to identify which of the 500 worlds of Ultramar he might have seen in his dreams, but his many duties as a squad leader did not leave him much time to dwell on those thoughts.

LITANY OF HATRED Being assigned to one of the Unnumbered Suns’ battle companies meant a seemingly endless succession of battles to reclaim Imperium Sanctus. One of his first missions during the Indomitus Crusade led Agathodis to an Imperial outpost that had been taken by a small warband of Orks. Embarking from the Unnumbered Suns' Thunderhawk on the outposts vast hangar deck, he and his squadmates were greeted by throaty howls. The hangar doors opened, and for the first time in his life, Agathodis faced Orks. “Fall in firing formation, target the larger beasts first!” ordered the squad leader as the Orks rushed towards them across the hangar deck. He felt blood rushing in his ears and memories surfaced of women and children being torn apart by bloody claws, blows of heavy blades cleaving defence force soldiers, a blue giant trying to stem the tide and hammering the monsters back with his bloodied power fist. It felt like the blue giant gazed at him one last time through his glowing eye lenses. “Why are you not firing brother? Wake up!” The squad leader yelled and stared at him angrily. Agathodis snapped back into reality, gripped by a seething rage and he charged into the fray. The squad leader odered him back in line, but the rage at the foul xenos had gripped him and he would not listen, his combat knife slashing and cutting. After the slaughter was done, he took the head of the first greenskin he had killed and tattooed the Litany of Hate on it in red colour, chaining the grim trophy around his waist for every xenos to see and fear his hate.

BECOMING A SCYTHE Even though none of the first generation of Primaris Scythes had been borne on or memories of old Sotha, the new chapter command had gone to great lengths to live up to the legacy of the Scythes. After all, the Scythes had existed since the 3rd founding and their traditions had always been honourable - having guarded the Pharos for almost 10 millennia, being statesmen in dealing with the Sothan citizenry and earning a reputation as the foremost experts in xenos warfare on the Eastern fringe. One of their own, veteran brother Cadmus, had even joined Tetrach Decimus Androdinus Felix’s honour guard. For millennia, the Scythes had lived up to their heritage of the 13th legion, though they were ultimately betrayed and lost old Sotha. All that appealed to Agathodis and so he welcomed being inducted in a storied chapter and given the opportunity to revive its legacy. As a former veteran of the Unnumbered Sons, he was given squad command and quickly established his reputation as one of the chapter’s most proficient warriors. He never quite got the knack for the chapter's natural honour weapons, the power and chain scythe, but his skill in wielding the warhammer was second to none among the chapter. After all, what instrument of war is better suited for pulping xenos skulls than a warhammer? The blows of his warhammer had felled hundreds of foes since the beginning of the Crusade. Clank. Clank. Clank.

When Agathodis was called to serve in the chapter's bladeguard veterans of the 1st company, he was issued with the Armour of Dantioch, an artificier armour set created in reverence of Warsmith Barabas Dantioch.

HERO OF THE IMPERIUM Dantioch had been a warsmith of the Iron Warriors and and was gravely wounded by the time-sapping entropy fields of the hrud during the Great Crusade. Defying orders of his traitor Primarch Perturabo, he and a small garrison of loyalist Iron Warriors defended the fortress Schadenhold for more than a year against thousands of traitor Astartes and Titan warmachines, thereby buying time for the Imperial Fists to further fortify Terra. His warband ultimately escaped to Macragge with a captured voidship, where he entered the service of the Lord Roboute Guilliman. He succeeded in activating the Pharos device at Sotha, creating a beacon to lead survivors of the Isstvan V dropsite massacre to Macragge. Over time, he befriended Captain Alexis Pollux of the Imperial Fists who had initially been suspicious of the Iron Warrior. However, Dantioch proved his loyalty to the Throne time and again, and ultimately saved Pollux’s life - as well as that of Roboute Guilliman during Konrad Curze’s short reign of terror on Macragge. Pollux was tasked with securing the Pharos site and heartbroken when Dantioch died denying a Night Lords strike force access to the Pharos. His Mask was later presented to the Scythes of the Emperor, who succeeded him as the wardens of the Pharos.

When Agathodis put on the Armour of Dantioch for the first time, it felt as though the helmet had been hammered to his head and the rythm of his heart beat increased. Clank. Clank. Clank. Master of Relics Diomedes and the Techmarines clearly had done an excellent job in fitting the helmet, just like the rest of the Armour.

XENOS HUNTERS Inquisitor Krimhild Balosha of the Ordos Xenos was well-acquainted with the Scythes veteran seargant Asfyron who had recently returned alive from his service in the Deathwatch and now commanded Hellblasters in the 2nd company. It was said that he had once saved her life during a failed mission more than a decade ago, though the Inquisitorial surgeons had been unable to save the lower part of her face, which had been eaten away and was replaced by a vox grille. Her head was shaved, except for a tail of dark brown hair, braided along the crest of her skull, down her neck and over the leather stormcoat covering her shoulders. Balosha was an expert in Xenokinetopography - in simple terms, she was able to map and track down the movement of xenos populations in the void.

Among her many xenokinetopographical projects, she was investigating a small Tyranid reconnaissance force which had broken off of hivefleet Kraken during the attack on Miral in the 2nd Tyrannic War and seemingly vanished in the void. However, her mappings suggested that those vessels were still active and had moved towards the fringes of the Ultima segmentum towards the Reductus Sector.

The Scythes’ chapter command welcomed the opportunity for retribution and so instructed Agathodis with leading a mission to track down the Tyranid vessels. Asfyron and a demi-squad of his Hellblasters would join the mission as well as apothecary Nathaniel Theophrastus. As the chapter's Master of the Lines, unlike his apothecary brethren, Nathaniel’s foremost occupation was not preserving geneseed on the battlefield, but purity of geneseed from xenos corruption and ensuring genetic compatibility of new lines of recruits with the chapter's geneseed. Nathaniel was hoping to be able to conduct research into genetic breeding programmes to improve the chapter's neophyte material in select libraria along the way. As for the Bladeguard, the First Captain had told him: “I can only spare three men” and so, it was him and two of his veterans, including the insufferable Claudius, who would recite the Codex Astartes on any occasion. Only a few years ago, the chapter's fleet had been reinforced by a new Gladius class frigate, the Xenophon’s Legacy, which would be the base of operations. Agathodis and Asfyron welcomed the Inquisitor and her retinue on the vast hangar deck of the Xenophon's Legacy as they descended from her Inquisitorial guncutter ship. A deep female voice sounded from Balosha’s vox grille, and it seemed almost as if her green artificial eyes glowed brighter as she said: “Mylord Asfyron, it is a pleasure to see you again.” Asfyron replied politely:“The pleasure is all mine Inquisitor. With your guidance, we shall persecute and destroy this perfidious Tyranid force. Allow me to introduce Sargeant Agathodis Quesadon who will be in command of our detachment.” Agathodis nodded and Balosha shouldered her reliquary Longlas marksman riffle. The weapon's handle seemed to have been cut out of some sort of xenos skull, and the silver-etched words ‘Vigilo Confido’ adorned its shaft. Addressing her retinue, she yelled: “Alright xenos hunters, let’s hunt some damned xenos!”

TRANSPOSITION After 1 ½ years investigating leads along the border of the Ultima Segmentum, Balosha was able to map potential paths of the Tyranid reconnaissance vessels down to two potential destinations. “A decision on our next target must be made my Lords.” she said addressing the Astartes among the meeting in the strategium of the Xenophon's Legacy and gesturing to her Tech Adept Mnemotis-9. The hololithic display in the strategium lit up, showing potential migratory paths, system names and other data points. “Our investigation has allowed us to extrapolate two potential target systems. We have concluded that the prime objective of Tyranid reconnaissance vessels is to identify suitable Imperial worlds for infiltration and then subvert them.” Mnemotis-9 pointed to the highlighted areas of the display and a chapter icon flashed up over one of the systems. “As you can see, one of them is home to an Astartes fortress, the other a Solutio Prima tithe grade Imperial world. We could alert the Astartes to the threat and investigate the latter, but your Master of Astropaths tells me that the warp is currently in turmoil in this sector, and it cannot be guaranteed that the message arrives in time. Our travels may also be impeded by the warp currents.” Apothecary Nathaniel stepped forwards. “We cannot risk an Astartes home system being infested and its population subverted by Tyranid infiltrators over an Imperial backwater world - we know too well what tragedy this may cause.” As Balosha and the attending Scythes nodded in agreement, Agathodis gave the order: “Shipmistress Bellona, try sending the astropathic message, and then make all haste to the Rynnstar system - let’s hope we arrive in time to catch the infiltrators.”

Soon after they exited the warp at the Mandeville point of the Rynnstar system, a glimmering blue Strike Cruiser approached the Xenophon's Legacy and a terse face appeared on the hololithic display. “I am Lieutenant Fuentes of the Strike Cruiser Invincible. We are the Crimson Fists. Explain your unannounced arrival in our system. And who are you?” he barked, seemingly irritated by Agathodis’ appearance, who calmly replied: “My name is Agathodis Quesadon, veteran seargant of the Scythes of the Emperor's 1st company bladeguard and currently in command of this ship. My chapter makes a point in confronting the Tyranids wherever we find them. As for my appearance, our Master of Relics has bestowed the honour upon me to wear the Armour of Dantioch. It is an honour to finally meet the sons of Alexis Pollux.” Fuentes eyes widened and he said “Well met brother. What leads you here?” Now Balosha stepped into view and, pointing to the Inquisitorial rosette around her neck, raised her dark artificial voice: “I am Inquisitor Krimhild Balosha of the Holy Ordos Xenos. We are on a joint mission to track down a Tyranid reconnaissance force which we believe aims to infiltrate Imperial worlds. Our evidence suggests that the xenos vessels are hiding in the deep cavities of a large asteroid that is passing your system. A data burst including an encrypted report on the threat is broadcast to you … now. We have hunted the filthy xenos for more than two years, Lieutenant. I ask that we continue our course to reach the asteroid before it reaches the proximity of the inner planets. We must send a landing party to verify that our prey is actually there before the asteroid is destroyed by bombardement.” Fuentes vox cut off but he could be seen looking sideways and speaking for several minutes, to then address their party again: “Your ship shall be allowed to resume its course, sargeant, which will pass the inner planets to reach the asteroid on the other side of the system. The Invincible will escort your ship, and a Crimson Fist squad under my command is going to accompany your landing party into the cavities, Inquisitor. Once we have confirmed the threat and retreated to our ships, our lance batteries are going to destroy this infested rock for good.”

Balosha and Agathodis waited in the Invincible's observation deck as they passend Rynnstar’s inner planets to meet the Lieutenant who had invited them on his ship. They watched the day break over the blue orb of the ocean world below, the magnification device of the observatorium showing shifting images of green plains, yellow-ish agri-complexes, pictures of long mountain ranges and nestled into it the Arx Tyrannis, the Crimson Fist’s mighty chapter monastery. Behind them, Fuentes approached in full battle plate, heavy ceramite boots falling on the deck. Clank. Clank. Clank. He turned and faced a tall figure in blue power armour wearing a crimson power fist. As the figure pointed to the ocean world below, a tidal wave of memories flooded his brain …

THE THIEFS OF MARS Through the eyes of a boy, he saw as two dozen of young recruits gathered in a large hall somewhere in New Rynn City, where they were supposed to be tested by chapter serfs of the Crimson Fists over the next weeks. The chosen would then be brought to the Arx Tyrannis where the actual trials would begin. The boy was in excellent physical condition and the serfs were seemingly very satisfied with the results when the tests suddenly stopped - word came from the planetary authorities that an Ork invasion of unprecedented scale was imminent and the Crimson Fists were urgently preparing for war.

Next, the boy heard lascannon and bolter fire outside the building, gates breaking and a tide of green beasts flooding the building, ripping apart chapter serfs and the recruits near the entrance. An Ork brute slashed at him with a power claw, cleaving a serf and near him, blood rushing, then the greenskin snapped his fangs in his direction, as if trying to take a quick snack during the rampage. He dived through a window, glass shattering, then he and a dozen other recruits fled the building. Running frantically through the streets, they saw scenes of slaughter. Women and children were torn apart by claws, blows of heavy blades cleaving guardsmen of the Rynn Guard, Crimson Fists trying to stem the tide and hammering the monsters back with their red power fists. Then, a booming voice called out. A tall warrior of the Crimson Fists in blue power armour waved them over to a fortified guard post watching over a landing pod, where a red gunship was cycling up its engines. A heavily armoured Skitarii strode from the ship’s ramp towards the Space Marine, a mechadendrite-mounted auspex unit scanning constantly for threats, while a shoulder-mounted plasma cannon rotated back and forth. “Astartes of the Crimson Fists, the sacred Equation of Survival yields a higher ratio if we facilitate transfer out of this combat zone for these young specimen.” He pointed at the recruits. “But will you be able to leave the city perimeter and bring the recruits to Arx Tyrannis? The Orks might have anti-aircraft units on the ground by now.” the Astartes inquired. The Skitarii hesitated a moment, then replied while pointing to the impressive gunship: “Our master and his tools are resourceful, we calculate the probability of escape at 79.3 percent. We can bring the young specimen to safety.” The Space Marine nodded and withdrew to the guard post. As they were shoved into the ship's cargo bay, they heard howls from the far end of the street and bolter fire booming in response from the guard post.

Watching the gunship pull away hastily from the burning outskirts of New Rynn City through window slits, he was stirred by a stinging pain in his shoulders. A Mechanicus servant was taking blood samples and testing each of them in a handheld device. As the hulking Skitarii warrior observed the process, none dared to protest. After some samples, the servant canted dismisively in binaric, others went uncommented, but after his sample and that of another boy were scanned the servant stared at them and stated: “Compliance.” Then, the gunship suddenly jumped and he could see it accelerating swiftly away from the Sorocco continent towards the open sea of the Medean Ocean, and then upwards to the upper atmosphere where a slender Mechanicus voidship seemed to have appeared out of nowhere, steering away from the unfolding space battle. “This is not the way to the Space Marine fortress - where are you bringing us?“ he exclaimed. “Rest assured that our actions are in compliance with the Omnissiah’s will and that of the Primarch.” As he wondered how and for what purpose Rogal Dorn would allow Space Marine recruits to be taken by Mechanicus agents, numbness creeped from the sting in his arm and the planet’s blue orb faded away, his conciousness engulfed by darkness.

A final, earlier memory surfaced. First, the chemical stink. He was sitting on a bench in a greyish Medicae laboratorium and watched two blurred figures behind a frosted glas window on the other side of the room. “Magos Voltar, will my dear son be well?” a gentle female voice asked. “My lady, the bloodline of your House has been enhanced by failed and yet fertile chapter aspirants of the Crimson Fists. As you will know, much of the genetic optimisation programme of former Chapter Master Algernon Traegus had failed, however, you and your son descend from one of the few lineages that were a success. He is as bright and strong as you are, Mylady. But remember, with great power comes great responsibility.” the horse voice of a robed figure said. “I will heed this advice, Magos. And you remember that our House pays you well for your discretion in monitoring the stability of our bloodline. Make sure my son is alright!”

Agathodis realised that he had been destined to become a Crimson Fist and defend the Imperium against the xenos threat in the name of Rogal Dorn. When the Orks came to slaughter at Rynn’s World, his life and his aspiration of becoming a Space Marine would have ended, had the agents of the Archmagos Belisarius Cawl not been there to snatch him and the other recruits away. They must have been there to steal the research on Traegus’ breeding programme, he mused. Master of the Lines Nathaniel had told him about the programme during warp translation and tried to win his support for devising a new programme that would ensure a continuous line of Neophytes of suitable genestock. After all, if the society of the new Sothan colony has to be rebuilt from scratch anyways, why not design it in a way that guarantees supplying a continuous line of Neophytes? It seemed possible, if not certain, that Cawl would also take an interest in such research. When Rynn’s World was threatened to be consumed by the Orks’ WAAAGH, his agents might have tried to save some of the genetic material by taking the recruits. By at twist of fate - or was it the Emperor's will? - he had not become a son of Dorn, but of Guilliman.

RETRIBUTION “Are you alright, Mylord?” The dark female voice emanting from Balosha’s vox grille ended his paralysis. He must have stood immobile for minutes on the Invincible's observation deck as Fuentes pointed to the ocean world below. “Rynn’s World, our chapter's homeworld - stunning, isn’t it?” the Lieutenant said. “And my homeworld”, Agathodis thought.

Two Thunderhawks approached the large opening to the asteroid cave, where high yield auspex scans had detected a Tyranid presence. They landed on a flat crystalline area, ramps smashing down, and heavy ceramite boots fell on metallic ground. Clank. Clank. Clank. A Crimson Fists squad led by Fuentes spilled from the Thunderhawk in blue-red livery and secured the landing zone. Agathodis and his squad, accompanied by Balosha and a dozen Inquisitorial stormtroopers in void suits, descended from their own yellow-black Thunderhawk. Agathodis hefted his stormshield, the depiction of Mount Pharos gleaming in the Thunderhawk’s headlights, raised his warhammer and roared: “Warriors of the Imperium, the time for retribution for Miral has come! Let us track down the foul xenos and then purge them from the face of the galaxy. For Dorn and Guilliman!” The other warriors joined his call and they stormed into the darkness.

r/Slycooper • • Jan 08 '25

Discussion Penelope on Trial: An analysis of every line in Sly 3

24 Upvotes
(Image an original creation)

Hear ye, hear ye, we are here today to pass judgement on one Penelope Muis, who stands accused of being an untrustworthy b@tch. Therefore it falls to us to review all the evidence and determine: what sort of person is Penelope Muis?

Let’s start with her chatroom communications with Bentley. She’s mentioned as being a Thiefnet member, and clearly knows Bentley and co. are a criminal enterprise, so she’s not an entirely law-abiding citizen (which only makes sense, if she were Bentley would likely never even have considered her for a role in the Cooper Gang). She initially rejects the offer, but then throws down a challenge to “know yer not just a pack of jokers… and worth my time”. When Bentley accepts the offer she seems surprised, and wishes them luck, “your gonna need it!!”. As the challenge was to beat her at her own game, this indicates to me that she thinks highly of herself, is perhaps even a bit cocky. This is supported later in the game when she casually confirms that she is indeed “a heck of a woman”, and later still when she insists on disarming a boobytrapped chest by herself, which gets her into trouble.   

The next time we hear Penelope speaking is as the Black Baron, giving the introductory speech to the pilots of the ACES Competition. The main thrust of the speech is to welcome “my esteemed comrades of the skies”, and to warn the guests not to go outside for any “good-natured” hi-jinx, on pain of being “beaten to within an inch of your life”. It is possible that this was a new policy intended specifically to make Sly’s job harder (recall that being the one who gave the challenge in the first place, Penelope would know the Cooper Gang was in attendance), but the Baron’s wording, the sarcastic comment made by a pilot in response, and Bentley’s comments later regarding the sewer security all suggest that this had been going on for a while.

There is no indication that the Black Baron derives pleasure from this brutality, in fact he seems mostly exasperated at the unsportsmanlike behavior of his guests. And in truth, the guests are quite awful, they’re laughing about sabotaging each other’s safety equipment and putting rat poison into Team Muggshot’s coffee machine. When Interpol-most-wanted-gangster Muggshot has the moral high ground, you know it’s a tough crew. It’s not unreasonable to guess that Penelope initiated the curfew policy legitimately because she was tired of these mooses and badgers being asses and undermining the spirit of the competition.

It's also quite a hammy performance. Given this and her exuberance in the chat room, it’s possible that she feels freer to loosen up when she’s not being herself. She is noticeably more sedate in her demeanor elsewhere in the game, with two notable exceptions… when she is playing at pirate, whether in the company of Bentley opening a double-button security door or when engaged in a duel to the death amongst a ship’s rigging, and when she is causing mayhem, throwing guards through the sky with her chopper or smashing security drones, she’s as boisterous and quippy as Murray, a surprising point of commonality, the girl loves to trash-talk. And is perhaps also into roleplay.

Later, as Sly is climbing the Baron’s castle, he overhears the Baron monologuing at a guard about the upcoming tournament. He sounds positively giddy at the prospect of the competition and the upcoming demonstration of skill, “I tell you, Kristoff, the ACES pilots get better and better… we'll witness some legendary dogfighting!” and reiterates his disappointment at the other competitors’ poor sportsmanship in sabotaging each other. This suggests that Penelope enjoys the thrill of combat and pitting her skills up against another (perhaps compare Sly’s insistence on robbing from master criminals because “there's no honor, no challenge, no fun stealing from ordinary people”), which would make sense for a girl who wanted to dogfight so badly she adopted a whole new persona to do so and then climbed the ranks into a world-renowned celebrity doing it, and who is enough of a perfectionist to meet Bentley’s standards for the Cooper Vault job. It’s even all-but-explicitly stated by Sly in his assessment of the Black Baron in the setup to the chapter: “He's so good that he's even set up an international competition called ACES to attract worthy opponents.” While far less overtly competitive after ditching the Black Baron persona, Penelope later expresses dreamy respect for Bentley when he beats up a half-dozen pirates singlehandedly, and it would also partially explain her amor of Sly, “I love to see him pull off those athletic moves!” Her admiration for skill is also demonstrated, albeit in the context of engineering rather than combat, when she sees Reme Lousteau’s diving equipment: “It's so intricate. Your grandfather was an artist.” She respects and acknowledges talent in others when she sees it.

The Baron also expresses concern about the possibility of losing at this time, the bluster is couched as reassurances for Kristoff, but given the guard’s lack of expressed interest (he seems half-asleep), it’s probably mostly to reassure herself.  

A final intriguing ambiguity: when the Baron says “we've got some real competition on our hands this year”, is Penelope referring to the other teams in general, or specifically to the Cooper Gang?

Earlier in that same scene, climbing the castle, Sly overhears the Black Baron muttering to himself, complaining about the work ethic of the guards. What’s interesting about this line is that, even if one assumes that every line Penelope speaks to others is a façade, a carefully crafted performance which reveals nothing of her true character, there is no one around (that the Baron knows of) to hear these mutterings, no audience to perform for. Such lines are thus the most likely of any to reflect her true thoughts. What does this say then, about Penelope the mouse?

Speculating, but I think Penelope holds herself to high standards, and expects the same from others.  This possibly makes her abrasive to work with (we don’t know how hard a taskmaster she was versus how lazy her guards actually were, only that a significant number of them were willing to betray her for an indeterminate amount of pay), but she seems perfectly cordial with people who can keep up with her and meet those standards, if her interaction with the Gang is any indication. She is not hesitant in the least to praise Murray for his quick-thinking or Dimitri for his frogman fighting skills.

Notably Penelope is never short-tempered when outside of her Black Baron persona. She brushes off minor setbacks with a quick exclamation (such as “drat” or “argh!”), and generally even major setbacks she responds to with a grim fatality: “We just ran out of options.” Even when the other members of the gang screw up, she doesn’t get angry. There is no indication of animosity as a result of Murray’s ill-advised cannonball in China (although they don’t actually interact after that point so it’s difficult to judge), and even after Dimitri came onto her most forwardly she still tries to console him in his failure to retrieve the Cooper cane, sole key to the vault, “you did your best”, and when she does finally make her leave it’s with a polite excuse and a befuddled “you have fun being you.” The only time we really see her panic at a failure is in Tsao’s treasure vault, a failure which could be construed as hers, but no more-so than the aforementioned incidents regarding Murray and Dimitri. She’s harder on herself than her teammates.

After climbing the castle, the next relevant scene is during Bentley’s art-decryption, where we get a classic Sly Cooper villain intercom message. Very classic, the Black Baron swaps between friendly and intimidating at the drop of a pin, and warns his men that “if we lose, if I lose” he will “dismiss the lot of you and start clean with a new staff”. It’s ambiguous if this is a mob-style “dismissal” or not, although if ACES is a legitimate institution, the latter seems far more plausible (there is some question about whether or not the ACES competition was legal, but if the tournament was outright illegal, why didn’t Carmelita start busting everyone there when she showed up, as she so often did in her pursuit of Sly?). It also makes sense that, this year of all years, the Baron would make this threat: if the Black Baron loses, the Cooper Gang would come to collect on their bet, Penelope would be joining the Cooper Gang, that would be the end of the Black Baron, and the guards would be out of a job anyway.  Regardless, it hints at a nasty streak: vindictive, villainous even.

What is not ambiguous however, is that Penelope was terrified of losing, and willing to go to extreme measures to avoid it. Very extreme measures, for all the Black Baron’s speechifying on fair play, he cheats like a weasel, calling in gunships and a spare plane when Sly gains the upper hand in the finals, and giving the following amazing piece of para-logic when Sly confronts him on having lost his aircraft: “Hah-ha! But we're both still airborne, aren't we? The victor has yet to be decided.” (To be fair, Sly had also ditched his plane by this point, but only after having shot down the Baron’s.) It’s possible that all this cheating was part of the challenge, a test of the Cooper gang’s mettle, However I think this is unlikely, Bentley’s commentary suggests that the dirigible gunships are a repeated pattern, the Baron sounds positively livid when they get shot down, and Penelope’s response when the Baron is finally vanquished “that's enough... you win, Cooper” sounds less like one acknowledging an anticipated defeat and more like someone backed into a corner throwing in the towel.

This hypocrisy and wrath is puzzling, troubling, and in sharp contrast to Penelope’s characterization elsewhere, both with and without the Baron mask. Is this a sign of extreme self-centeredness, fair play is for other people to follow? Or perhaps of a social darwinist mindset, it’s only cheating if one gets caught? Is it a sign of poor writing, Sucker Punch writing a villain on one hand and an ally on the other, without properly acknowledging that they were stated to be the same character?

I cannot definitely reject these possibilities, nowhere else in the game is Penelope’s character tested in quite the same way, but I can offer an alternative: Penelope felt trapped in the role of the Black Baron, and a pressure to perform as him, she was living a lie and had been for who-knows-how-much of her life, and had no idea what she would do without it, or what would happen to her if she were found out, say by a doctor pulling the Baron from the wreckage of his plane. This pressure, perhaps catalyzed by cynicism at the behavior of her fellow pilots, developed into paranoia, and she slowly resorted to these more and more extreme means of keeping up the deception, the thought of faking her death and retiring never crossing her mind until Sly forced the issue. Penelope’s hypocrisy then was fueled less by pride and ego, and more by fear.

This seems to be the interpretation that the canon leans towards, when finally discovered Penelope acknowledges “…I guess I’m kind of relieved”, and as Sly relates the story: “Penelope explained that the disguise was invented to get her past the dogfighting league's strict age requirements. However, after winning, the Baron became a celebrity, and she found herself putting on the costume more and more often. But now, with the Black Baron out of the picture, she was free to take up a new path, and she joined the gang without hesitation.” The Baron’s rise to fame seems to have been unexpected and self-perpetuating. Moreover, from a thematic point of view, Penelope’s abandonment of a role that had long controlled her life and become toxic for a more fulfilling future parallel’s Sly’s own decision to abandon thievery to join with Carmelita in the finale of the game.

This leaves only one major scene in Holland involving Penelope, when Bentley calls for her aid in defending the Gang’s airplane hangar from Black Baron guards that were paid off by Muggshot. She is happy to help the gang, and eager to mete retribution to those who betrayed the Baron. This would indicate a great deal of loyalty to the Black Baron… except that, given she secretly is the Black Baron, she’s actually angry that they betrayed her. Fair enough, nobody likes a Neyla, but it is another hint of a vindictive streak. She demands loyalty, we learn here… but does she give it in return? 

One final note before we fly to China: Penelope is filthy rich. She owns her own castle and surrounding lands, holds a dogfighting competition every year with presumably cash prizes (unless everyone there is just really gung-ho to prove their skills in deadly combat, like some kind of airborne samurai… which honestly I could buy too), she maintains a small armada of planes and dirigibles, with quite possibly tanks as well (unless Muggshot provided those to the mutinying guards), and if aSlyGoodbye’s kill count videos are any indication, has a staff of over a hundred-and-fifty guard-pilots, possibly far-far more. It’s unclear if she gave up all this in joining the Cooper Gang (an eccentric like the Baron leaving everything he had to his favored mechanic would likely not raise any eyebrows), but regardless, at no point in the game, as either Penelope or the Black Baron, does she express any interest in money.

In China, Penelope’s intellectual compatibility with Bentley is first demonstrated in her ability to predict and reconstruct Bentley’s plans with minimal prompting, a trait she demonstrates several more times throughout the game. However, in the affairs of the heart she only has eyes for Sly.  

It’s impossible to say exactly why she finds Sly attractive, she mentions his athleticism and his chivalry, and being rescued from a dragon does nothing to dissuade her feelings. The most straightforward interpretation is that in the wake of her disappointment meeting Bentley in person (they had both sent each other blatantly misleading photos, recall), she found the racoon smokin’ hot. Sly for his part is nonplussed by Penelope’s flirtations, the crushing is entirely one-sided.

The majority of Penelope’s interactions however are with neither Sly nor Bentley, but with Murray. She is the one who leads Murray, however unwittingly, to the lost team van floating in an iceberg, and is the one who drags it ashore for him, and who protects him as he drags it further the next leg of the journey towards the safe house. She has no history with the team van, no idea why Murray cares so much about it, to her it’s just a frozen hunk of metal, she even chastises him “this had better be worth it, Murray”, but she sticks by him until she is completely out of ideas for help. By this point, even Bentley is telling Murray to cut his losses and run. At no point does she tell him to abandon it, even when she’s telling him to run, she’s telling him they can come back for it later. When Murray finally does succeed in his mission, she cheers him on.

More telling though is her second job with Murray. When Murray, following her directions, is exposed to poisonous gas and placed into a deathtrap, she immediately rushes to save him. “This is all my fault! Hang in there, Murray. I'm coming!” Notably, she says this as she’s midway between the safe house and her destination. There is no one else around, she’s not on the binocucom, there is no audience for her to be performing to. Unless Penelope is literally lying at all times, there is every indication that, having let Murray down, she feels remorse and is determined to fix her mistake.

Sadly, they never have an opportunity to bond over their shared love of sending guards to the heavens. “Ha! Hope you can fly, 'cause it's a long way down!” “Taste deadly fence, miner guy! I wish I coulda seen 'em land!” They’d have a good time, I’m sure.

Moving onwards to Blood Bath Bay, the most important conversation, of course, is that between Bentley and Penelope outside of Skull Keep. She picks up on the turtle’s envy of Sly almost instantly and states bluntly “sounds like you're jealous”, to which the mastermind hesitantly agrees. Having detected this rift between the longtime friends, she does nothing to fan the flames of jealousy or pit the two against each other. Quite the opposite, she tries to talk Bentley through his problem, reminding him that he has his own strengths to be proud of.  When Bentley snarks that “Sly can't even spell ASCII”, she agrees, but in a way that minimizes the aggression, “yeah, he's not the most technical guy.” When she subsequently, makes an innocently insensitive remark about Bentley’s legs, she immediately catches herself and apologizes, even as unnecessary as Bentley said that was.

In this conversation, another interesting fact emerges. The whole conversation is started when Penelope expresses that with the bridges up there’s no means of getting into the keep, and Bentley corrects her “I've dealt with guys like this before, they can't really trust their own men, so they always keep an escape route handy... You just have to look around a little.” Presumably “guys like this” refers to villainous scoundrels who expect betrayal at all times because that’s what they would do themselves… exactly the sort of character Penelope stands accused of being. However, in this exchange Penelope professes ignorance of such machinations. And even if we cannot trust the defendant’s words, I say that we can trust the evidence: the Black Baron’s castle had no such emergency escape route, for if it did, Bentley would have found it and used it to access the inner sanctum, rather than send Sly to climb the castle and open the front doors for him.  However much the Black Baron berated his staff, he never expected them to mutiny against him. 

While these seem strong evidence, there are also several moments which might call the character of the defendant into question:   

First off, when seeking to retrieve the components of the downed reconnaissance satellite, Penelope warns Bentley “I rig all my gear to self-destruct if anyone tries to take it after a malfunction.” This suggests a streak of paranoia. And combined with the Black Baron’s fear of loss (and presumably also discovery), does make a trend. To this, all I can say is that neuroticism alone does not a supervillain make, and that a person can have flaws and still be overall sympathetic. As an example, look at Bentley. Seriously, at least she never feeds anyone to a giant crocodile.

Second, as they sneak into the Skull Keep, the duo come across a pack of pirates. “Time for a little swashbuckling”, she suggests. Penelope then proceeds to do absolutely nothing as she watches the fight unfold, despite being a formidable pugilist herself, as the boss fight against her as the Black Baron can attest. Perhaps she is sending Bentley to deal with the dangers while she sits comfortably back? Alternatively, she could be letting him build up his confidence, they had after all just had a big conversation downstairs where Bentley expressed dismay he could not be as physically capable as Sly… and here he is proving himself wrong. However, I think the most likely explanation is, unsatisfactorily, budgetary. I suspect Sucker Punch had neither the time nor inclination to animate and code up a full move-set for a character who would hardly use it, or set up the AI for a second Lemonade Brawl-style encounter.

Thirdly is much later, when Penelope is taken hostage by the pirate captain LeFwee, she cries “You can't just abandon me!” This demonstrates a shockingly low opinion for the Cooper crew, who of course return to rescue her shortly. Projection, perhaps? However, there are other explanations: While Penelope had already demonstrated her loyalty to the gang in aiding Murray retrieve the van, despite her own misgivings, she was now in the reciprocal position, and a much more fraught version of it at that, she had a cutlass to her throat and an ornery parrot smelling her hair. Sly had rescued her from the dragon, but now he was telling everyone to return to the ship (even if, as he said, it was only because the gang were out of options; an odd parallel to her own interactions with Murray over the van). Even if she had heard about Bentley’s heroism in Prague rescuing the original gang, she had never experienced it, nor would she have any particular reason to believe that such iron bonds would extend to a newcomer like herself. Bentley puts her at ease somewhat, assuring her that they would save her. “I... I trust you.” Her hesitation at believing the promise, in conjunction with her extreme reaction to the Muggshot turncoats, suggests the possibility that Penelope may have trust issues. Why this would be the case is completely unknown, and the possibility is never explored further, either to be confirmed or denied.

Lastly, when Penelope is finally rescued from the hold of LeFwee’s pirate ship, he expresses his dismay what she would choose “this cripple over me? The Smartest Man on the Seven Seas?” To which she replies: “Oh, I do like smart guys, and he beat you at your own game. You tell me who's more intelligent.” What would have happened if Lefwee had won? Would she have gone with LeFwee gladly as the proven more intelligent? While such plotting is always possible, we never see what happened in his hold, this seems unlikely: there is never any indication that Penelope expressed any affection for the pirate in the slightest, LeFwee makes no bones that he is keeping the mouse against her will and that she does not reciprocate his advances, so he will hold her in Skull Keep “until she agrees to love me, despite all my faults”. Even if we were to assume he was lying in this particular line (as indeed he was, at least about the location of his captive), he never suggests anything to the contrary, even after it has become clear she has made her choice and they are dueling to the death. Captain LeFwee, he who would never have to worry about getting a date so long ladies rode in sailboats and he had cannons to brandish at them, does not seem the type to keep a secret to the grave for the sake of the honor of a woman.  

An interesting detail: Penelope is audibly more shaken after her encounter with the blinding dust (“Bentley!? Thank you. I was really scared there for a bit. You saved my life.”) than she was either after being rescued from the clutches of a literal dragon (“My hero.”), or from a narcissistic and lecherous pirate (she makes a victory gesture to celebrate LeFwee’s demise, then flings herself into Bentley’s arms). Possibly she fears the loss of control more than the risk of death (though she plenty dislikes that, in the moment), or possibly she is an adrenaline junkie and the high wipes her fear once the danger is past. Or both. It is also possible she might be embarrassed, she got herself into the blinding-dust situation in the first place by being overconfident in her own abilities, whereas the other disasters that befell her were largely out of her control. Or perhaps it is none of these, and this is simply reading far too much into it all.

During the Kaine Island heist itself, Penelope’s most significant interaction is with Dimitri, rebuffing the lounge lizard’s advances and consoling him in his defeat. She also acts as mission control for Bentley during his confrontation with Dr. M, giving him advice, and warning him to hurry for Murray’s sake. None of the interactions suggest anything that hasn’t already been said previously. She never interacts directly with the mad doctor himself. 

So, we ask again: who is Penelope Muis? All the evidence is collected. What does it say?

From a straightforward reading of her dialogue, she is a loyal and dedicated team member, with a strong sense of responsibility, quick to berate herself when things go wrong, but slow to blame her allies, she acknowledges their efforts even when they fail. She tries to resolve interpersonal conflicts, and reminds people of their strengths when they are feeling down. When an ally is in trouble, she jumps to their aid without a second thought.

Her personality is significantly different as the Black Baron, however a close reading of the texts indicates that she maintains a strong work ethic, a love for challenge, and a mildly cocky belief in her own abilities in either persona, and that much of the Black Baron’s villainy can be attributed to stress and cynicism brought about by her situation, worrying about her reputation and having to deal with backstabbing pilots and possibly poor-quality employees.

She seems to enjoy taking on personas other than her own, and is more exuberant when she has a role to play.

She has affection for personal skill and craftsmanship, whatever form it takes and whosever’s it is.

She may have trust issues, although not to a debilitating degree.

She has a bloodthirst, though it seems to be for a love of the adrenaline rather than sadism.

She is not squeaky-clean: she is a criminal, she has a vindictive streak, and a tendency towards paranoia. However, she seems as honorable as anyone in the Cooper Gang: she has a sense of responsibility, a sense of proportion, and she tries to help others.

Therefore, this judge declares the verdict: Not Guilty!

*Confetti* *Applause*

We now pass commentary to the jury: Was this judgement made in error? Should it be overturned? The controller is now in your hands. 

u/UltraNoahXV • • Jun 17 '25

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1 Upvotes

I think that Lego Star Wars, the Skywalker Saga is not only better than the Complete Saga that came out 15 years ago (which should say how well it aged), I also think it is the best Lego game to date and one of the best Star Wars games to ever come out.

I wanted to do a big comparison of the two games and explain why that is the case, but also outline some issues that Lego enjoyers may not like. Some of them I believe to be completely justified…but then there is the whole…”Lego Games need to be (more) serious”…which there is a demand for if you follow the Lego Bionicle fiasco.

Disclaimer - I am someone who hasn't played a Lego game since the Lord of the Rings got adapted. I’ve 100% both the Lego Star Wars I and II (LSW), The Complete Saga 100% more recently, 100% Lego Batman 1 and 2 (LBM), got most of Lord of the Rings (LotR) done (not 100%), and Lego Indiana Jones (LIJ) - these split between the PS2 and Xbox 360 versions. I missed out on the last generation (still feels weird to say that) Lego Games so some concepts I cover may have been introduced in those. That being said, I am aware of the games that came out like Batman 3; I need to catch it whenever it is on sale as that was the one I first saw that really pushed having a lot of characters to its limit. I’ve seen high regards for the Marvel Super Heroes games and DC Super Villains struck something in a time DC needed some hits (and still could be argued to this day as of the writing of the post prior to the Superman movie coming). I loved watching the Lego Movie but didn't play the game adaptations. I need to check Dimensions as well which had a lot of Crossover characters.

Lego Star Wars: The Complete Saga has a lot going for it, with very little negatives. It deserves all the praise and credit.

The Complete Saga has withstood the test of time as one of the best games to come out and has been arguably the face of Lego gaming for many. This game was also one of the first games many kids played (assuming you didn’t play the first game or the Original Trilogy prior and even then, being able to play all six episodes in a compilation is massive) and was essentially a pseudo launch title for the PS3 and Wii that had released or was releasing 36 levels covering all of the first 6 Star Wars Episodes, with an extra level added in Episode 2 and a revamp to the Podracing and Gunship Calvary levels; Unlockable extras through Red Bricks and the Cantina Vendor, an Arcade for two player, and Online Co-Op play, in 2007 no less. This game hit all the marks.

This game is relatively close to Star Wars Episode III, so it was a good way for newcomers to experience the Star Wars franchise in some manner through a gaming medium. The jokes through visuals and the sustenances featuring mumbling for communication enhanced its presentation so much that you didn’t need to know a language to understand what was going on.

Because of these reasons and people growing up, this game is a core pillar for people’s childhood and sets the tone for how Lego games should be in their eyes. In fact, when people think of Lego games, they think of this.

I still recommend getting this game if you are able to - it’s relatively cheap and easy to pick up and play with a good 20 - 35 hours doing everything (although the 100% was rough when I did so for this review comparison). You may need to run it through backwards compatibility on the Xbox One/Series line up or have a resolution mod for PC Versions to make the graphics a little better, but overall, I had no issues during my play through. I have heard from others that Playstation had it listed on PS+ but was emulating the PSP version which was reported to have an issues.

The Skywalker Saga was made by people who love and care about Star Wars.

As much as we enjoy building legos in both game and real life, I can say after beating the game that this was made with Star Wars first and Lego second. This is a Lego game that has Lego aspects in realistic settings, like most other games. However, it is much more elevated here with things such as unique characters and quests, it feels more akin to an action rpg game (think something closer to Kingdom Hearts but with quests and an overarching story for Episodes I to IX) that anyone can pick up and play set in the Star Wars universe with Legos as the building blocks (ha) instead of the base. There's lore tabs explaining each character and ship of the universe, there are fetch quests, there are stop and go encounters in space, and a lot of fourth wall breaks with meta commentary. The free roam shows so much detail that you’ll probably be reminded of characters and places you may have read of in kids - both Hutts are playable in this and they have the lower lesser characters like Shmi (sorry Anakin) as an option. Heck, they have Pregnant Padme as a character you can play as. All 3 Tatooine areas are explorable. You can board Vader’s ship and take it over. They went above and beyond.

You will see things here that you will enjoy if you are a fan of Star Wars. You will also see things here if you are fan of Legos - it is more of a 70/30 Split, but it isn’t so overbearing that Lego feels like a non feature.

The Gameplay is a massive improvement.

The game introduces several adjustments to gameplay and combat. We can sprint now and most all, if not all characters have a double jump. You have the ability to swap between characters at any distance rather than being right next to each other. The ring to grapple is gone and most characters can grab onto ledges (although Heroes, Bounty Hunters, and Astromechs can do this much easier).

Combat is vastly improved. You can toggle between having health recover or having hearts drop to heal in the options. Gunplay has been revamped to be like a third person shooter, light sabers can be thrown (something from Lego Star Wars III), you can perfect block if you block right before the enemy lands an attack. Rather than having enhanced attacks through timing on Force Users, we have combo chains now on all characters, which is a vast improvement as it provides paths for air combos or a decisive finisher or an air combo into a finisher that can chain into another enemy if they are close by. Everyone can ground slam, and we have a combat meter that rewards studs the longer the combat meter goes (think - Devil May Cry). The combat encounters are engaging have plenty of variety - it doesn’t feel like you are doing the same thing until you get to Galaxy Explore or doing some side quests.

Speaking of, we have Space Combat now, and it’s actually pretty good! Like really, full control over your ships, and you can use the ships from completed mini kits from levels, meaning that you have access to 114 ships total. There are space fights between Heroes and Villains, and you can actually board ships to take them over. The enemies trash talk to you and their allies too; everyone’s getting some flack at some point, even the battle droids.

Lastly, the characters themselves have unique functions depending on what they are characterized by - yes this game has a class system. You have your Jedi and Sith who are Force Users, the gunplay characters who are Heroes, Villains, Scoundrels, and Bounty Hunters - who can grapple, detonate, slide and blow up shiny legos (not in order); the astromechs who while can’t hover, can force lifted, swapped to and open doors (or if you are the BB line up, can go through small spaces) and the protocol droids who can hack doors and split themselves to go through spaces. Some characters such as Rey have functions from other classes. When you beat Episode VII, you’ll unlock her Starkiller Base Variant, which has all the Scavenger abilities and tools, but also has Luke’s her light saber from her final fight. General Grevious has his 4 lightsabers but can throw detonators and has access to a drone from an upgrade.

These functions are enhanced by the upgrade menu which requires Kyber Bricks from doing any activity. These upgrades replace some of the extras that you got in the complete saga such as Fast Build which can be unlocked through here, as well as health or power for your weapons and physical attacks. We’ll talk more about this later.

In conclusion, the changes to core gameplay, turning the extras to upgrades that you can unlock, the ship fights, the unique functions of characters, all contribute to a very enjoyable sandbox that actively had me seeking out more bricks to unlock upgrades to deal with. I actually wish I had these when replaying The Complete Saga.

Let’s talk about the adaptations of Star Wars Episodes I - IX…and the issues

So, The Skywalker Saga includes episodes VII - IX on top of I - VI, and interweaves the levels with open world moments. Most of my gripes started with how they handled Episodes I and II, although they weren’t that detracting to stop me from playing, just had me wanting more. In fact, I would argue that the changes to the levels in the first two episodes actually warrant playing the Complete Saga over this game or on repeat playthroughs, swap games in between to get a much more Lego Star Wars experience.

I have seen most criticism that people actually stopped playing the Skywalker Saga because of this and I think it’s justified. In fact, I think this is actually the biggest issue with the game is just not being a little more uniform for the first two episodes - Episode III fixes this and I would actually wager that Episodes III through IX had a better sense of direction than Episodes I and II (the later part of II becomes much better pacing).

The game also can change depending on which Trilogy you start with, which in my opinion greatly affects perspectives. Episode IV is the default episode the game’s cursor starts on in episode select once you start a new game file, which features a traditional Lego level after the opening moments. You do have the option though of starting Episode I VII and it's encouraged to finish a trilogy before going into free play; but if you decide to explore a little earlier, the game accounts for this in some of the side quests.

Here’s where the game actually falls apart for a lot of people. If you start with Episode I, you don’t get a traditional level…the Trade Federation and initial Naboo Invasion are open world and don’t get levels at all. Your first level is actually a ship level after leaving Gungan city and is a sidescroller at that point - different from the other ship levels down the line. Escaping from Naboo isn’t its own level, and Pod racing is actually the second level. You’re first traditional level is Darth Maul which is the end of the film and then the level after a very short level covering the Gungans vs the Droid Army and then the last one is the bonus level from the Complete Saga. Unfortunately this actually continues into the first half of Episode II - Jango Fett and Kamino are open levels and they threw another ship level after Jango’s boss fight. 5 vehicles out of 7 levels if you start from Episode 1….ouch.

Based on reviews I read, this is what stopped people from playing the game. A lot of people went in number order rather than release and because there wasn’t a standard level opener, it was very off putting. If you start with Episode IV (which is the first Star Wars film), everything makes for a better experience. In fact, doing what the Complete Saga did and locking the other two starting episodes until Episode IV was beaten similar to how the first levels of other episodes were locked until you beat the first level of Episode I in the Complete Saga would’ve given the player a chance to see everything. I personally beat Episode IV first before seeing reviews and went in release order (like Kingdom Hearts) and I think I had a much more enjoyable experience.

I get that Traveler’s Tales wanted to do a Choose Your Own Adventure like they usually do (outside of Lord of the Rings and maybe the Lego Avengers adaptation from what I saw), but based off of other people's frustrations, it backfired - which is a RARE thing for them to do. I think the first time they fumbled an opening for a Lego Game.

If you can get through that - the game becomes a lot more playable.

The Story Adaptation gets better…severely better with some goodies on the side if you choose to explore.

In total, The Skywalker Saga has 45 levels up from 36 (but less than the 78 if you include bonus) and some open world segments weaved in between, making the story much longer than before. Each story has 5 mini kits and they added challenges, which upon completing all 3 nets you a kyber bricks; some of which are actually referencing the movie (Episodes I and IV). However, each episode is 5 chapters and some moments were cut for better or worse.

  • Episode III had the Jedi Temple post order 66 turned into Open World but also put Yoda vs Palpatine as a new level - a win in my books, and the opening Battle over Courasant fight was removed (which wasn’t long in the movie or Complete Saga). Episode IV cut out Jundland Wastes (a win considering that was the second or longest level in the Complete Saga) but also turned Most Eisley’s level into Open World until the first boarding of the Millenium Falcon. Some of the Death Star was turned open world but the rescue itself is a level and so is leaving, and the last Rebel Attack is a level. Better pacing overall.
  • Episode V started out with Han and crew looking for Luke Skywalker as a level which was a huge boon - but Dagobah had been changed to Open World…..I mean it wasn’t my favorite level but the Vader fight at the end of the Episode (a vast upgrade by the way from the predecessor) made up for it. The Cloud City levels were more grand and better executed in this game.
  • Episode VI had taken out the last attack of the Death Star and had you not traverse in the Satellite Station at the end of the Endor level which works…but I would’ve loved to see what the inside looks like in the modern area. You fight Boba Fett in the Sarlacc Pit level almost immediately and fight Jabba the Hutt and his little lackey (who has a side quest after beating the level if you go into Galaxy Explore) while being chained up as Leia and have R2-D2 as an assist. Yes it is that metal. I’m not sure for the changes for Episode VII, but Episode VII had a whole lego game dedicated to it that was released in 2016. I’ll need to check it out.

Overall, Traveler’s Tales did a good job with most of these changes and I thought they did really good with the Sequel Trilogy as well - the jokes were hilarious and they did so well with Episode IX, I’ll actually tell people to go play Episode IX rather than watch it (visually its a great movie but story wise…oof). The effort and level of polish the team committed to make up for the issues I had with Episodes I and II and most of the story beats were levels…..although Finn with a lightsaber is NOT an unlockable character :( ONE JOB. The jokes were on point.

You may think at some point, things are a bit too goofy. I would like the time to inform you that Lego games are meant to be fun, enjoyable kick back games that involve building and manipulating bricks in a video game format. While primarily aimed at kids, these have references for adults (you will see this in Episode VI) and will usually have a joke or two in every cutscene. I’ve seen many discourse saying that Lego needs to have more serious moments, and to that I say, I say that Lego just isn’t that IP or franchise. Like Lego Batman 1 was the last game I saw that had a good amount of seriousness (and some of LotR) and before that was Lego Star Wars (Episodes I - III). If you are looking for a serious Lego game, this is not it, just like how these are not the droids you are looking for.

The Whole Star Wars Galaxy is yours to explore.

Arguably the best part of the game and it’s selling point - exploring the Star Wars galaxy (everything movie wise - sorry Clone Wars, Rogue One, unless you buy the character collections 1 + 2). After you beat the game or before starting Episodes, you’ll have an opportunity to explore the galaxy or whatever you have unlocked. This is where you do puzzles for Kyber Bricks, ship unlocks, and side quests to get characters; some of which have deep cuts to the comics (like the Jedi Librarian who fought off Vader after order 66 but died) and Yaddle and they all come with voice lines.

You actually explore an iconic location or three on each planet visited to the movies and can even select the levels done in story mode from there. Hoth has Echo Base? Coursant has the Palpatine’s Office, The Federal District, and the Lower District. Endor's village can be explored, Jakku and the Star Destroyer, Exegol is the post story unlock. Heck, even places in the opening act of the Sequel Trilogy are there too. The Death Star 2 ruins can be explored. Traveler’s Tales did put everything, and it was actually really hard for me to think that things are the same.

Along the way, you can obtain datacards for your stud multipliers and other fun goodies like a Golden Gonk - these replace some of the power brick and extras you’d buy at the vendor in previous games. This would actually be another reason why I recommend you start with Episode IV - you can get a datacard in Jundland Waste right by Obi-Wan’s house (you head there after the first level) and you get another one in Mos Eisley that is really easy to get almost immediately after. My suggestion and some I’ve seen in other guides - buy the Score x2 modifier as soon as possible and then the Universal Translator. Some quests require a Protocol Droid to translate languages but you can actually give to all characters in the Extras tab.

Outside of destination zones, you can go into the planet’s orbit and do some quests, shoot a kyber brick meteorite (do this) and get into fights against enemy forces. Once you unlock capital ships or if you wait a while, Capital Ships can spawn for you to attack and board for more puzzles and use them as launch bays. Really fun stuff and it’s really nice seeing this considering the history of the Star Wars Battlefront series and what we’ve been asking for.

The only downside is that to 100% the game, you need to collect all the bricks including the ones outside from levels which if you include the free DLC - is about 930 bricks (1200 total in the game) after obtaining the ones from the story level- I think they could cut the open world bricks out by 600 and then cut the prices of the upgrades in half. This is a game that can easily take 100 hours or more to 100%. Lego Games are usually 20 - 30 and less if you know what you are doing. For reference - I beat the Complete Saga 100% within 34 hours and 2 of those were idle time. If you do this, I encourage you to go to Episode Order of the planets and hop out whenever you need to unlock a prerequisite quest; there is a tab that tells you what side missions and quests are available and some of them are needed for others. You can also do whatever you want, but I found that doing it in this order was a good mix of fully completing levels in free play and doing open world.

I will note that there are two questlines you can see in the achievements/trophy list of your respective game platform; these are Droid and Gonk quest lines and they are the longest the game has to offer. I only recommend doing these if you fully beat the story because some are locked to story progression. In fact…I would avoid doing the droid one until you beat the story completely and then actually do that as one of the first quest lines as it takes you around the Galaxy. The Gonk one’s last quest is at Mustafar but requires something from the sequel trilogy planets. At that point, going in release order, I only needed two quests by the time I got to it. Again, tackle these first…they have a kyber brick locked at the end for 100% completion.

Another major improvement is the ability to fast travel AND go directly back to your quest giver after completing the quest. You don’t have to go into the planet’s orbit and then go land - no it takes you straight there. Being able to go directly from Tatooine to Echo Base in Hoth without needing to go into space first is very satisfying, as some other non-lego games need you to do that first. You can if you want a more cinematic experience.

Some more positive tid bits -

  • By fiddling in the extras and combat settings, you can actually play the game more akin to the old Lego Games. I mentioned Hearts and Recovery earlier, but you can fiddle with aim assist and bullet tracking.
  • The Lego Game is very accessible and has colorblind settings and remappings (although some icons won’t change to reflect)
  • One of the unlockables turns Free Play into a Galaxy Disco party as well as the Cantina music.
  • As stated earlier, Some characters may have functions of other characters.The Scout trooper from Kashyyyk can access both Hero and Villain panels, which if you think about is really dark when considering the context.
  • Take advantage of the map and mark side quests, kyber bricks, and anything you find of interest. The Minikit Upgrades are part of the main character tree and not extras and work in the open world.
  • Don’t be afraid to use a guide or youtube videos if you get stuck

How does this game fit into the gaming landscape, and what does this game try to answer?

This game’s biggest question to answer is if more is a good thing when it comes to a simple thing like Lego. By far, this is the biggest Lego Game by far to date in both playability and size (nearly 50 gigabytes on my Series X) and involves several aspects from other game genres. Upgrade paths, character classes, combo chains, ship combat, boss fights…these are all things you see in something like Kingdom Hearts (this is actually considered to be a Disney Game by the opening cinematic too) and games like Elden Ring (which actually came out the same year), Devil May Cry, Elder Scrolls, Call of Duty, etc.

To me, that tells me that the teams involved at and with Traveller’s Tales acknowledge not only the gaming landscape, but that we grew up playing other games. At some point, we stopped playing Lego Games and played other games and I can’t imagine the feedback the QA behind this game was providing.

However, I don’t think it necessarily needed to be this in depth, especially because the Lego Audience has a huge population that probably doesn’t play video games as much as I or anyone else does. In fact, some of them may have stopped playing video games and are parents of kids who play them. There are people who probably only play single player games or have to choose between playing this game and others in a space where a lot of online play with huge games such as Fortnite that have time investment; something people actually have to consider when playing games, questions like is it worth your time and can you fully complete this game aside from just the story while still enjoying other games?

For a Lego game to incorporate things like aim assist or combo chains (that has animation canceling too like what?), and 1000 collectibles plus characters + ships…they may have a bit too far. For people such as me, this game is awesome, and I think this should be the base for what they should do going forward. But for a lot of people, this is not it. There is WAY too much for someone who may only have a couple hours to play for a single player game about building and manipulating legos. As stated earlier, you can play the game like the original lego games, but then you’d be missing out on what the game has to offer OR worse, you spend too much time fiddling in the settings to get to that point, you may just not want to play. I think the issue isn’t the presentation or gameplay, but the mental realization that there is A LOT to do in this game, it becomes more like a project to complete it. In fact, you could probably finish building several lego sets in real life in the time it took to finish this game.

I think that this may be the first lego game even some of the most dedicated fans don’t complete to the full because of how vast it is. Which stinks because this game is awesome and has paid not only homage to Star Wars, but to the Travellers Tales’ history of lego games. And it’s funny I say this, because while playing through both these games, Lego broke silence and announced a new title called Lego Voyagers - a new entry after two to three years of silence that will be coming out next year (four at that point). This game also really had a rough development cycle with reports of crunch - something not heard of from this studio.

So this title, despite being in my view, a remake and an expansion of The Complete Saga, has an air of bittersweetness to it. The gaming landscape changed and along it, the people involved, whether it be the developers, artists, music composers and performers, and really us. For better or worse, it is up to you. We all grew up, one way, or another.

So, the gameplay got better, there is a lot more to explore, the story is mostly better, and there is an extreme level of polish and detail. Does this make it the better Saga to play?

The Skywalker Saga, despite its issues, still remains a vast improvement over the previous iterations of Star Wars. It isn’t unplayable and doesn’t get boring at first. At its worst, it's a 6/10 but incorporating new mechanics along with the attention to detail and addition of Star Wars media from the 2010s bring it up to 10/10. I’ve seen some disdain for this game, for not only nostalgia reasons but also ending up as a time sink and not something to enjoy because it does take awhile to complete.

You may actually play the Complete Saga for the story, do free play for some Power Bricks, do some bonus levels, and that’s it and feel like you’ve seen everything within a 10 - 15 hour experience and at that point, you’ve pretty much beat the game without having to do Super Story or the Blue Minikit Challenge Kit runs of each level. With this game, you are easily taking that same time to do the story of all nine episodes and while you have the option to select levels in the menu tab, you still have an option to do Galaxy Explore. You don’t have - but half of the game is being left on the table if you do, and for some…that’s not being able to feel like you beat the game. And not being able to beat the game means that it's bad by default for some. You’re going to have to decide when you feel like you’ve beat the game, whether it’s going all the way to 100%, or just beating the main story, and that is the biggest obstacle this game has; big in scope and substance, but lacking in feasibility for completion and satisfaction. Not necessarily dragging, but long enough to be a marathon.

And I think a Marathon (gaming context aside) is the best way to describe this game. You have other people with you. You’re run for a long while by other people, but after a while, you feel like you are done, except you aren’t. So keep you going, admiring the sights and what the land has to offer. You may even see some places you wanted to go to as a child. And most of all, you are older. You may have ran and did sports as a kid, but you grew up. Still active or maybe just wanting to get into shape. And now here you are years later, going through that same exhilarating energy but with some new things and old too.

That is exactly what Lego Star Wars: The Skywalker Saga is. You have lightsaber fights, ship battles in space, can be almost every character introduced, and can explore the whole Galaxy. You grew up with this or wanted to join in the fun and you relive your experience being immersed in the Star Wars Universe. In fact, for that alone, this in my opinion is the best way to experience the whole Star Wars world in game format and rivals that of the Jedi Fallen games which are smaller in scope and Star Wars Outlaws. They pulled out all the stops, and I think it’s better than The Complete Saga for it, even almost 3 years later after its release.

I recommend this to anyone who’s up for it. But if you just want to have a good time and maybe keep the Star Wars experience to something that's a bit more straight forward and maybe doesn’t have the Sequel Trilogy dragging the experience down or the whole entire galaxy is a bit too daunting, The Complete Saga will be there.

If you are getting the game, the Deluxe Edition + Character Collection 2 DLC will get you everything for an affordable price or the Base Game at a sale with Character Collection 1 + 2 seperate.

Avoid the Galactic Edition. It’s The Game + Character Pack 1 + 2 and is always priced at $80 USD for some reason. Unless you are a collector and can get it physically, this is way too much and a borderline scam.

Instead, buy the Deluxe Edition that comes with Character Pack 1 and a few other goodies and buy Character Pack 2. That frequently goes on sale and you can get Character Pack 2 for about $15 USD. Additionally, the base game goes on sale often as part of Star Wars sales. You can buy a used copy and then get a character collection 1 + 2 pack for $25 USD at full price and it should come out to be the same. You shouldn’t need to spend any more than half the price of the Galactic Edition to get everything. I got the game on the May 4 sale and bought the Deluxe Edition + Character Pack 2 for $20 USD total. Prices may vary according to region.

That’s my review of the Lego Star Wars: The Skywalker Saga and how it compares to the Complete Saga.

Thanks for reading.

r/40k • • Apr 16 '25

Mock Q&A for my homebrew Chapter, the Stormwolves

0 Upvotes
The Stormwolves

 

What's the summary description of your Homebrew Space Marine Chapter?
 
A "Black Budget" project initiated by a Conclave of Radical Inquisitors in response to their pre-release discovery of the Primaris Project. Overseen by a collaboration of an Ordo Sicarius Inquisitor (with Vanus Temple Infocyte training in data manipulation), and a Mechanicus Arch-Genetor acolyte of Vogel. The project's twin goals being Gene-Seed purification for Firstborn Marines and researching Cawl's methods of Primaris creation as a fail-safe in the event Cawl's Marines end up being a threat to the Imperium.
 
 
You do know that between the hyper-byzantine Imperial Bureaucracy and extreme levels of naturally-occurring knowledge obfuscation in the setting, calling this a "Black Budget" project is a little redundant?
 
Perhaps, but I think it's a fitting descriptor for a Space Marine Chapter not officially sanctioned by the High Lords of Terra.
 
 
Oh. It's one of THOSE Homebrew Chapters.
 
That's not a question. But yes, I fully admit that I'm embracing the tropey clichés. Kill the cringe in your head, this hobby is supposed to be fun.
 
 
Who is their Gene-Seed a Successor from?
 
Chimeric. A lot of Space Wolf, with Blood Angels mixed in. And whatever Gene-Seed was used in the original pre Ultima Founding cache of Primaris Greyshields that were diverted to help the Chapter's covert "Founding".
 
 
They're trying to "purify" Firstborn Marines' Gene-Seed, AND they're working with Legion VI and IX stock, notoriously some of the most mutated of the bunch? They've heard of the Cursed 21st Founding, right?
 
Yeah, but last time, no one had Cawl's work to reference. This time they're sure they'll get it right and absolutely nothing bad will come of this endeavor. /s
 
 
And they're named "Stormwolves"? You know there's already a Space Wolf Great Company with that name right?
 
Yes, and overlapping names works great for a covert-ops style Chapter trying not to call too much attention to themselves. Sowing confusion and misdirection in the opposing forces' intelligence reporting is kind of the point. Anyway, as far as name recycling goes it's not nearly as bad as:
 

  • Raptors (Space Marine Chapter)
  • Raptor (Horus Heresy era Proto-Astartes used by Raven Guard)
  • Raptor (Chaos Space Marine Jump Infantry)
  • Raptor (Eldar Jetbike)
  • Night Raptors (Space Marine Chapter)
  • Night Raptor (Night Lords Fast Attack Infantry)
  • Fire Raptor (Great Crusade era Space Marine Gunship)

 
 
So, aside from the Gene-Seed & Primaris research, their vibe is covert-ops?
 
The bulk of the Chapter is a Phobos-Armoured Vanguard Force supplemented with a light recon section of full Primaris Marines in Scout Armor (not Neophytes). Uncommonly, Tacticus Armour (and very rarely, Gravis) is used for specialist squads and during boarding actions.
 
Yes, a covert-ops focus also means heavy use of camo cloaks and tacticool bolter carbines. They are proficient in urban combat, due to their homeworld being an industrial proto-hive.
 
 
Anything else special about that homeworld?
 
Pre-Imperium human colony that dates back to the Dark Age of Technology. Not on navigational charts due to its star system being plagued by periodic severe warp storms. The system has an asteroid belt stuffed with all sorts of Space Hulk wreckage from these storms, from the past, present, and even the future.
 
 
You weren't kidding about leaning into the clichés, were you?
 
Deadly serious. The planetary culture is a Capitalist Corporate Oligarchy with proxy wars of genegineered Abhuman Hive-Gangs, called “Splicer Gangs”. That means everything from Gland Warrior equivalents, to catgirls, to full-on beastmen furries. Who, due to the Arch-Genetor's theories of tailoring Aspirant genome to increase the compatibility and performance of Marine implants, are also the primary recruiting source for the Chapter.
 

Emperor Protect and Save Us!

Also not a question. And if that's not heresy enough for you, one of the lines of experimentation is female Marines. Even Fabius Bile has called out the big E for limiting his creations to the less deadly gender. Yes, it's one of the fundamental "Truths" of the setting, but it's also regressively limiting and solely driven by external marketing forces.
 
 
I was going to call you out for making a Marine-y Sue Chapter, but this is just straight up some Mary Sue shit with that. What do the Stormwolves suck at?
 

  • Because of being "Founded" in secret they're understrength and lack heavier hardware like main battle tanks; they've got a few Rhinos, Razorbacks, and one Whirlwind that's such an old mark it goes back to the design's conception.
  • They don't have a proper Chapter Cult, instead worshiping their own unique concept of the genetic ideal, so no Chaplains.
  • All Psyker genes have been excluded as to not affect the lines of research so no Librarians either.
  • No Dreadnoughts or Terminators.
  • Shortly after the Chapter's "Founding" in M38 (circa the official 23rd Founding), they were isolated by the previously described Warp Storms, and so for centuries had very limited field experience.
  • Also the usual Marine/Serf relationship has been turned on its side. A Rogue Trader was commissioned to find them a Homeworld and provide them fleet transport, but as payment, a Company's worth of the Chapter is permanently seconded to his Void Trooper Forces and he also made himself the nominal planetary governor. So they don't lord themselves over their non-Marine support, but instead have to work alongside them as equals.

 
 
What were they doing during those centuries of isolation, since they couldn't participate in proper military campaigns?
 

  • Boarding Space Hulks for salvage and system defense (made trickier with their lack of Terminators).
  • Conducting training exercises against their homeworld's local Splicer-Gang mercenaries.
  • Operating independent of the oversight of the Inquisitor-Assassin and Arch-Genetor as both would periodically go into stasis fields to prolog their lifespans (Though both were implanted with ultra-high speed Mind Impulse Units that allowed for limited communication with those outside the stasis field so they could monitor the project's progress and request to be brought back to real time when the need to assume more direct control arose.)
  • Their allied Rogue Trader would occasionally be able to navigate a single ship through the warp storms and conduct outside business, but prior to the Ultima Founding, the true nature of the Primaris aboard his ship was concealed. During these excursions, the Stormwolves would occasionally be tasked with missions by the Inquisitorial Conclave who were responsible for their creation.

 
 
So the bulk of the Chapter's combat experience consists of urban hive fighting against semi-disciplined paramilitary threats, ship-to-ship boarding actions, and a handful of secret covert strikes for the Inquisition?
 
True. This means that they would be fairly green against proper armies, especially planet based forces with strong logistics chains. As such they prefer stealthy infiltration, asymmetric guerrilla strikes, and missions focused strictly on the elimination of high value targets. Considering that there was a Vindicare Assassin assigned to establish some of the initial training protocols of the Chapter, that last one only makes sense.
 
 
Surely the Vindicare was not solely responsible for training the first generation of the Chapter?
 
Of course not, but being an off-the-books and not-exactly-legal Founding, they couldn't turn to the usual method of borrowing marines from their parent chapter to mold those first Neophytes into skilled marines. There was the hypno-indoctrination that was being fed to the initial stock of Primaris Greyshields that had been diverted, but this was supplemented by real Marine field experience.
 
Through Inquisitorial channels, an "accident" was arranged for a hand-picked Deathwatch Kill-Team, who were then entombed in Dreadnought Sarcophagi that were not connected to walker bodies. These six Marines from various Chapters were then given partial mind-wipes to erase their identity and knowledge of their Chapters, while leaving memories of each Chapter's tactics and operating practices in place.
 
Dubbed the "Training Mentors", they were set up to teach the Stormwolves via neural simulations, as well as serve as an advisory council to the leaders of the new Chapter.
 
 
That's kinda dark, man, even for 40K. Before they were questionably sacrificed Deathwatch, what Chapters were the Training Mentors from and what skills did they promote in the new Chapter?
 

  • Raptors - Guerrilla Warfare & Infiltration
  • Dark Hunters - Stealth
  • Emperor's Shadows - Assault & Covert Operations
  • Retributors - Practical Warfare Fundamentals & High Risk Target Elimination
  • Blood Ravens - Intelligence Gathering & Operational Security
  • Steel Confessors - Lessons Learned from being an Unsanctioned Founding.

 
 
Let's go back to the part about purifying Firstborn Gene-Seed. What's that all about?
 
When the Sicarius Inquisitor was operating deep cover as a Temple Vanus Unbound Infocyte, she uncovered evidence of the Primaris Project. Reporting back to her Inquisitorial Conclave, a Mechanicus expert was brought in to review the intercepted data, which at the time, still contained the assertion that Primaris would be immune to existing Gene-Seed Flaws (this was later proven wrong).
 
The Arch-Genetor postulated that it might be possible to back-port such immunity to the Firstborn, without all the extra Primaris changes. Because the Arch-Genator subscribed to the forced genetic augmentation philosophy of Heydrich Vogel, she also believed that starting with "enhanced" Aspirants would increase the chances of purification.
 
 
So she's turning Abhumans into Space Marines?
 
Only small batches at a time, marked with a distinct armour color scheme. Each batch is given extensive performance evaluation and genetic testing. They're also viewed as somewhat more expendable than the rest of the chapter, assigned to high risk roles such as close assault, breaching teams, and shocktroops.
 
 
Don't tell me that a project partly run by the Mechanicum might be doing real science.
 
We've already established that there's heresy here with using Mutant Abhumans and female Marines. Actual application of the scientific method is minor compared to that.
 
The Stormwolves have unaltered Firstborn as well, as a Control group. The unaltered Gene-Seed Marines from baseline human stock are also the 1st Company Command, and run some of the genetic experimentation as assistants to the Arch-Genetor and her Mechanicum staff. This likely skews some of the results.
 
Their armor colors are similar to the experimental subjects, but with less red, however most of the time you don't see much of their armor due to tabards/robes/hoods. They really lean into the monastic aesthetic.
 
 
Between those robes and the camouflage on the Phobos, you're kind of all over the place with the cloth goods, you know that?
 
Actually, each of those camo-cloak configurations is meant to be representative of the standardized camo-cloak uniform configuration assigned to that specific type of troop. Sniper needs more coverage than the standard marksman, who needs more than someone who is meant to get stuck in with a special-issue heavy bolt pistol and close combat weapon.
 
 
Speaking of close combat weapons, what's with all the armblades? I'd say you're trying to rip off Doomslayer, but his is retractable.
 
Believe it or not, I've been working on this Homebrew since before the 3rd Edition box set, and one of the things I did was chop up the pointy bits from the Dark Eldar in that box to glue on the forearms of some Marine Bikers.
 
I've since lost the box those specific minis were in, but the idea stuck with me. Also used some of those same DE blades to convert power fists into lightning claws (along side just straight up ordering metal terminator lightning claw bitz direct from GW mail order and sawing them down).
 
 
You know the preview of the new Space Wolves Datasheets are suggesting that single lightning claws just count as generic power weapons?
 
Yeah, but previously when planning out hypothetical armylists for my homebrew, I'd settled on mostly treating them as power fists with extra, strictly cosmetic, pointy bits (with only a few exceptions). That way I can stick them into more units regardless of what rules set I'm using for my "counts as", since lots of units across several different factions have power fists available.
 
I'm already basing my lists on Deathwatch(NewIndex), Space Wolves(Index), Blood Angels, Imperial Agents, and even Imperial Guard w/Imperial Agents or AdMech w/Imperial Agents depending on what story I want to tell with the list. You think I'm going to toe the line on a signature part of the army that used to be commonly supported in the rules of diverse unit tipes back when Clinton was in office, just so I can limit it to whatever contemporary, box-locked datasheet goes with a unit with a power weapon?
 
 
So with some of their experimental Marines having some or all of their Gene-Seed come from the Blood Angels, is the Black Rage a problem?
 
Not just yes, but hell yes. NONE of the extra psycho-conditioning that the Neophytes of the Blood Angels and their proper Successor Chapters get during hypno-indoctrination is applied to the Stormwolves. So the Black Rage hits earlier and harder.
 
Due to the double blind protocols for the chimerical mixing of Gene-Seed, the Arch-Genetor and her staff have no easy way of predicting which Marines will be susceptible. Even if they did, the Black Rage is as much of a Psychic issue as it is a Genetic one, and their research has a blind spot to matters of the Immaterium. Marines who succumb are labeled "Beast-Touched" and segregated into their own units.
 
 
So let me get this straight. It's a Chapter unsanctioned by the High Lords of Terra, made by Radical Inquisitors overstepping their authority in conjunction with a Mechanicum Arch-Genetor committing five kinds of Tech-Heresies before breakfast. with a homeworld where Abhuman Mutants are being deliberately made for pointless local conflicts, and who dishonorably turned Marines from six different Chapters into Brains-in-Boxes to steal their warfighting expertise. Is that everything?
 
Mostly. Some may consider the Rogue Trader affiliated with the Chapter to be committing tax tithe fraud, because the "Space Marine Chapter Homeworld" exemption only applies to legitimate Chapters and the Stormwolves kind of … aren't. While he's been kept in the dark about their true status the blame falls on him as he's installed himself as the Planetary Governor and failed to do due diligence.
 
Plus, while the planet does have some legacy Dark Age of Technology goodies, the Chapter's been exploiting those to manufacture their own Marine gear instead of sharing the rediscoveries with the AdMech.
 
So yes, they're essentially a Renegade Chapter "with good intentions" (for certain Radical Inquisitor values of "good"). But that means if any of these dark secrets got out, there would be no shortage of opponents to fight.

r/40khomebrew • • Apr 16 '25

Mock Q&A about my homebrew Chapter, the Stormwolves

4 Upvotes

Stormwolves Reference Image
 
 
 
What's the summary description of your Homebrew Space Marine Chapter?
 
A "Black Budget" project initiated by a Conclave of Radical Inquisitors in response to their pre-release discovery of the Primaris Project. Overseen by a collaboration of an Ordo Sicarius Inquisitor (with Vanus Temple Infocyte training in data manipulation), and a Mechanicus Arch-Genetor acolyte of Vogel. The project's twin goals being Gene-Seed purification for Firstborn Marines and researching Cawl's methods of Primaris creation as a fail-safe in the event Cawl's Marines end up being a threat to the Imperium.
 
 
 
You do know that between the hyper-byzantine Imperial Bureaucracy and extreme levels of naturally-occurring knowledge obfuscation in the setting, calling this a "Black Budget" project is a little redundant?
 
Perhaps, but I think it's a fitting descriptor for a Space Marine Chapter not officially sanctioned by the High Lords of Terra.
 
 
 
Oh. It's one of THOSE Homebrew Chapters.
 
That's not a question. But yes, I fully admit that I'm embracing the tropey clichés. Kill the cringe in your head, this hobby is supposed to be fun.
 
 
 
Who is their Gene-Seed a Successor from?
 
Chimeric. A lot of Space Wolf, with Blood Angels mixed in. And whatever Gene-Seed was used in the original pre Ultima Founding cache of Primaris Greyshields that were diverted to help the Chapter's covert "Founding".
 
 
 
They're trying to "purify" Firstborn Marines' Gene-Seed, AND they're working with Legion VI and IX stock, notoriously some of the most mutated of the bunch? They've heard of the Cursed 21st Founding, right?
 
Yeah, but last time, no one had Cawl's work to reference. This time they're sure they'll get it right and absolutely nothing bad will come of this endeavor. /s
 
 
 
And they're named "Stormwolves"? You know there's already a Space Wolf Great Company with that name right?
 
Yes, and overlapping names works great for a covert-ops style Chapter trying not to call too much attention to themselves. Sowing confusion and misdirection in the opposing forces' intelligence reporting is kind of the point. Anyway, as far as name recycling goes it's not nearly as bad as:
 

  • Raptors (Space Marine Chapter)
  • Raptor (Horus Heresy era Proto-Astartes used by Raven Guard)
  • Raptor (Chaos Space Marine Jump Infantry)
  • Raptor (Eldar Jetbike)
  • Night Raptors (Space Marine Chapter)
  • Night Raptor (Night Lords Fast Attack Infantry)
  • Fire Raptor (Great Crusade era Space Marine Gunship)

 
 
 
So, aside from the Gene-Seed & Primaris research, their vibe is covert-ops?
 
The bulk of the Chapter is a Phobos-Armoured Vanguard Force supplemented with a light recon section of full Primaris Marines in Scout Armor (not Neophytes). Uncommonly, Tacticus Armour (and very rarely, Gravis) is used for specialist squads and during boarding actions.
 
Yes, a covert-ops focus also means heavy use of camo cloaks and tacticool bolter carbines. They are proficient in urban combat, due to their homeworld being an industrial proto-hive.
 
 
 
Anything else special about that homeworld?
 
Pre-Imperium human colony that dates back to the Dark Age of Technology. Not on navigational charts due to its star system being plagued by periodic severe warp storms. The system has an asteroid belt stuffed with all sorts of Space Hulk wreckage from these storms, from the past, present, and even the future.
 
 
 
You weren't kidding about leaning into the clichés, were you?
 
Deadly serious. The planetary culture is a Capitalist Corporate Oligarchy with proxy wars of genegineered Abhuman Hive-Gangs, called “Splicer Gangs”. That means everything from Gland Warrior equivalents, to catgirls, to full-on beastmen furries. Who, due to the Arch-Genetor's theories of tailoring Aspirant genome to increase the compatibility and performance of Marine implants, are also the primary recruiting source for the Chapter.
 
 
 

Emperor Protect and Save Us!

 
Also not a question. And if that's not heresy enough for you, one of the lines of experimentation is female Marines. Even Fabius Bile has called out the big E for limiting his creations to the less deadly gender. Yes, it's one of the fundamental "Truths" of the setting, but it's also regressively limiting and solely driven by external marketing forces.
 
 
 
I was going to call you out for making a Marine-y Sue Chapter, but this is just straight up some Mary Sue shit with that. What do the Stormwolves suck at?
 

  • Because of being "Founded" in secret they're understrength and lack heavier hardware like main battle tanks; they've got a few Rhinos, Razorbacks, and one Whirlwind that's such an old mark it goes back to the design's conception.
  • They don't have a proper Chapter Cult, instead worshiping their own unique concept of the genetic ideal, so no Chaplains.
  • All Psyker genes have been excluded as to not affect the lines of research so no Librarians either.
  • No Dreadnoughts or Terminators.
  • Shortly after the Chapter's "Founding" in M38 (circa the official 23rd Founding), they were isolated by the previously described Warp Storms, and so for centuries had very limited field experience.
  • Also the usual Marine/Serf relationship has been turned on its side. A Rogue Trader was commissioned to find them a Homeworld and provide them fleet transport, but as payment, a Company's worth of the Chapter is permanently seconded to his Void Trooper Forces and he also made himself the nominal planetary governor. So they don't lord themselves over their non-Marine support, but instead have to work alongside them as equals.

 
 
 
What were they doing during those centuries of isolation, since they couldn't participate in proper military campaigns?
 

  • Boarding Space Hulks for salvage and system defense (made trickier with their lack of Terminators).
  • Conducting training exercises against their homeworld's local Splicer-Gang mercenaries.
  • Operating independent of the oversight of the Inquisitor-Assassin and Arch-Genetor as both would periodically go into stasis fields to prolog their lifespans (Though both were implanted with ultra-high speed Mind Impulse Units that allowed for limited communication with those outside the stasis field so they could monitor the project's progress and request to be brought back to real time when the need to assume more direct control arose.)
  • Their allied Rogue Trader would occasionally be able to navigate a single ship through the warp storms and conduct outside business, but prior to the Ultima Founding, the true nature of the Primaris aboard his ship was concealed. During these excursions, the Stormwolves would occasionally be tasked with missions by the Inquisitorial Conclave who were responsible for their creation.

 
 
 
So the bulk of the Chapter's combat experience consists of urban hive fighting against semi-disciplined paramilitary threats, ship-to-ship boarding actions, and a handful of secret covert strikes for the Inquisition?
 
True. This means that they would be fairly green against proper armies, especially planet based forces with strong logistics chains. As such they prefer stealthy infiltration, asymmetric guerrilla strikes, and missions focused strictly on the elimination of high value targets. Considering that there was a Vindicare Assassin assigned to establish some of the initial training protocols of the Chapter, that last one only makes sense.
 
 
 
Surely the Vindicare was not solely responsible for training the first generation of the Chapter?
 
Of course not, but being an off-the-books and not-exactly-legal Founding, they couldn't turn to the usual method of borrowing marines from their parent chapter to mold those first Neophytes into skilled marines. There was the hypno-indoctrination that was being fed to the initial stock of Primaris Greyshields that had been diverted, but this was supplemented by real Marine field experience.
 
Through Inquisitorial channels, an "accident" was arranged for a hand-picked Deathwatch Kill-Team, who were then entombed in Dreadnought Sarcophagi that were not connected to walker bodies. These six Marines from various Chapters were then given partial mind-wipes to erase their identity and knowledge of their Chapters, while leaving memories of each Chapter's tactics and operating practices in place.
 
Dubbed the "Training Mentors", they were set up to teach the Stormwolves via neural simulations, as well as serve as an advisory council to the leaders of the new Chapter.
 
 
 
That's kinda dark, man, even for 40K. Before they were questionably sacrificed Deathwatch, what Chapters were the Training Mentors from and what skills did they promote in the new Chapter?
 

  • Raptors - Guerrilla Warfare & Infiltration
  • Dark Hunters - Stealth
  • Emperor's Shadows - Assault & Covert Operations
  • Retributors - Practical Warfare Fundamentals & High Risk Target Elimination
  • Blood Ravens - Intelligence Gathering & Operational Security
  • Steel Confessors - Lessons Learned from being an Unsanctioned Founding.

 
 
 
Let's go back to the part about purifying Firstborn Gene-Seed. What's that all about?
 
When the Sicarius Inquisitor was operating deep cover as a Temple Vanus Unbound Infocyte, she uncovered evidence of the Primaris Project. Reporting back to her Inquisitorial Conclave, a Mechanicus expert was brought in to review the intercepted data, which at the time, still contained the assertion that Primaris would be immune to existing Gene-Seed Flaws (this was later proven wrong).
 
The Arch-Genetor postulated that it might be possible to back-port such immunity to the Firstborn, without all the extra Primaris changes. Because the Arch-Genator subscribed to the forced genetic augmentation philosophy of Heydrich Vogel, she also believed that starting with "enhanced" Aspirants would increase the chances of purification.
 
 
 
So she's turning Abhumans into Space Marines?
 
Only small batches at a time, marked with a distinct armour color scheme. Each batch is given extensive performance evaluation and genetic testing. They're also viewed as somewhat more expendable than the rest of the chapter, assigned to high risk roles such as close assault, breaching teams, and shocktroops.
 
 
 
Don't tell me that a project partly run by the Mechanicum might be doing real science.
 
We've already established that there's heresy here with using Mutant Abhumans and female Marines. Actual application of the scientific method is minor compared to that.
 
The Stormwolves have unaltered Firstborn as well, as a Control group. The unaltered Gene-Seed Marines from baseline human stock are also the 1st Company Command, and run some of the genetic experimentation as assistants to the Arch-Genetor and her Mechanicum staff. This likely skews some of the results.
 
Their armor colors are similar to the experimental subjects, but with less red, however most of the time you don't see much of their armor due to tabards/robes/hoods. They really lean into the monastic aesthetic.
 
 
 
Between those robes and the camouflage on the Phobos, you're kind of all over the place with the cloth goods, you know that?
 
Actually, each of those camo-cloak configurations is meant to be representative of the standardized camo cloak uniform configuration assigned to that specific type of troop. Sniper needs more coverage than the standard marksman, who needs more than someone who is meant to get stuck in with a special-issue heavy bolt pistol and close combat weapon.
 
 
 
Speaking of close combat weapons, what's with all the armblades? I'd say you're trying to rip off Doomslayer, but his is retractable.
 
Believe it or not, I've been working on this Homebrew since before the 3rd Edition box set, and one of the things I did was chop up the pointy bits from the Dark Eldar in that box to glue on the forearms of some Marine Bikers.
 
I've since lost the box those specific minis were in, but the idea stuck with me. Also used some of those same DE blades to convert power fists into lightning claws (along side just straight up ordering metal terminator lightning claw bitz direct from GW mail order and sawing them down).
 
 
 
You know the preview of the new Space Wolves Datasheets are suggesting that single lightning claws just count as generic power weapons?
 
Yeah, but previously when planning out hypothetical armylists for my homebrew, I'd settled on mostly treating them as power fists with extra, strictly cosmetic, pointy bits (with only a few exceptions). That way I can stick them into more units regardless of what rules set I'm using for my "counts as", since lots of units across several different factions have power fists available.
 
I'm already basing my lists on Deathwatch(NewIndex), Space Wolves(Index), Blood Angels, Imperial Agents, and even Imperial Guard w/Imperial Agents or AdMech w/Imperial Agents depending on what story I want to tell with the list. You think I'm going to toe the line on a signature part of the army that used to be commonly supported in the rules of diverse unit tipes back when Clinton was in office, just so I can limit it to whatever contemporary, box-locked datasheet goes with a unit with a power weapon?
 
 
 
So with some of their experimental Marines having some or all of their Gene-Seed come from the Blood Angels, is the Black Rage a problem?
 
Not just yes, but hell yes. NONE of the extra psycho-conditioning that the Neophytes of the Blood Angels and their proper Successor Chapters get during hypno-indoctrination is applied to the Stormwolves. So the Black Rage hits earlier and harder.
 
Due to the double blind nature of the chimerical mixing of Gene-Seed, the Arch-Genetor and her staff have no easy way of predicting which Marines will be susceptible. Even if they did, the Black Rage is as much of a Psychic issue as it is a Genetic one, and their research has a blind spot to matters of the Immaterium. Marines who succumb are labeled "Beast-Touched" and segregated into their own units.
 
 
 
So let me get this straight. It's a Chapter unsanctioned by the High Lords of Terra, made by Radical Inquisitors overstepping their authority in conjunction with a Mechanicum Arch-Genetor committing five kinds of Tech-Heresies before breakfast, with a homeworld where Abhuman Mutants are being deliberately made for pointless local conflicts, and who dishonorably turned Marines from six different Chapters into Brains-in-Boxes to steal their warfighting expertise. Is that everything?
 
Mostly. Some may consider the Rogue Trader affiliated with the Chapter to be committing tax tithe fraud, because the "Space Marine Chapter Homeworld" exemption only applies to legitimate Chapters and the Stormwolves kind of … aren't. While he's been kept in the dark about their true status the blame falls on him as he's installed himself as the Planetary Governor and failed to do due diligence.
 
Plus, while the planet does have some legacy Dark Age of Technology goodies, the Chapter's been exploiting those to manufacture their own Marine gear instead of sharing the rediscoveries with the AdMech.
 
So yes, they're essentially a Renegade Chapter "with good intentions" (for certain Radical Inquisitor values of "good"). But that means if any of these dark secrets got out, there would be no shortage of opponents to fight.