Post by tribow on Sept 30, 2013 17:51:46 GMT -5
Year 42XX:
Humans have advanced their technology to live in the places where no one have thought you could live in before. Space, a place where no life can exist, until now. Thanks to the work of many, our race has built a successful invention that allows humans to live in space. It creates an immense field, with the perfect atmosphere for humans to live in. The field isn't very thick itself, but it reaches a perfect height to allow many cords to run through it. Humans may live on this field while a moderator can create different settings; of mountains, lush prairies, beautiful islands, and even forests. With this, humans can live in space and not worry too much about stars exploding on them. It even has a protective barrier to protect from asteroids. Also, with the added anti-gravity system it can't be pulled anywhere.
These 'new worlds' were spread out in many different regions of the Milky Way galaxy, they all worked perfectly without any problems. This led to humans living in space. More 'worlds' were spread out in the galaxy, even to different galaxies, all organized in a Grid. Each Grid has it's own number. Grid's 1-24 are in the Milky Way galaxy while Grids 25-30 are in the Canis Major Dwarf galaxy.
All of these Grids functioned perfectly and wore in top-notch condition.
All except Grid12. Grid12 had a slight problem to it. The government was thrown over by a terrorist group. They took over the control system and change the whole grid. The climates were all changed to the same 68 degrees Fahrenheit, there was no geography, there was a flat squared, unconfigured layout, and towers were created. These towers were specifically designed to be destructive. The many towns that were living in normal conditions were taken over by deadly towers. These massacre'd many regions until it came to one region. It seemed the terrorists were taking over the all of Grid12, but there was a force fighting back, a force to be reckoned with....
"We are the only people in this region, no, grid that can rise up against these tyrants. They threaten to take over the whole grid, they threaten to kill us all, and they threaten to destroy other grids. But we threaten to stop them here! We threaten to take our grid back! We threaten to revive all the towns and bring back the system! The scientists of this military designed these tanks for protection of the civilians in case of any emergency! They have now been upgraded to destroy the towers that hold us back! Our job, currently, is to bring back control to all the towns this grid has given in to. The towers interfere with the chords and scrambles them into awkward positions making the connections to other towns severed! If we can reconnect them and rebuild the matrix the town should come back to the grid! As we do this the tyrants might throw bigger towers, and artificial tanks and planes at us, but we won't back down! Not now! Not ever! Do you all agree with me!?!"
"YES SIR!"
"Then let's win back Grid12!"
They all cheer loudly, you have to admit, it was a good enough speech to get us all riled up for battle. As we cheer and throw our hats in the air, it was obvious we were convinced. We can bring back this grid, as long as we try. We will never give up.
'We will never give up, on Grid12.'
Origin
This was the town first created in Grid12. It was in fact, made before anyone was in Grid12, for it was being configured greatly. The town was named Origin because it marked the beginning of Grid12. The town, later on, didn't actually have many civilians there. It was a source for money because many jobs were formed there. The Origin powers most of the Grid so this town has to constantly be checked to make sure there are no problems. Plus the military is there too. People work in the huge power plant or they work in the other factories that support power plant and make sure it doesn't blow up or make sure nothing becomes wrong with the connection to other towns. The other thing is to sign up for the military that is there. Of course there are areas where you can actually live, but it just doesn't have a big population like most other towns would. This doesn't matter to much, however if something happens to Origin the rest of the Grid will end up in some major trouble. The town is important, that is why the military is there. However, despite how important Origin is, not many people live there, but no matter what anyone says it is a beautiful town, if you take out the power plant.
Patrols
These are nuisance. They were specifically created to ambush us while we are battling an enemy fortress. They have cloaks that disrupt the light around them making them virtually invisible. They won't even show up on our radar, but when they are close by the cloak goes down and it is hard to miss a doomsday looking aircraft that deploys a horde of drones or a storm of big missles to overwhelm any of our comrades. The patrol itself won't attack unless it is a Doomvessal, in fact, it will follow a designated path. After ambushing you it will continue on it's way. You can take the chance of chasing the ship down, but after an amount of time, the cloak comes back up and it seems to disappear into thin air. It is hard to hit something you can't see. I highly recommend using tanks that can cloak themselves because the drones won't detect you and your tank that way and you can blast the patrol down that way. A good tank for this is a Cutlass. With the cloak and the anti-aircraft turrets it would be a big help. Other tanks that can't cloak, beware of this flying bird of destruction. If you are alone, don't fight it. Call others or escape to Origin.
Zeta
This destructive and relentless fortress appears after you and many others successfully clear a whole region. In doing so, the place is actually now once again, possible to live in. Before anyone can celebrate a fortress teleports in a random place in the region. In some cases this can be what we call, a Zeta. Zeta's were literally made for obliterating places. As soon as it appears it releases bombs everywhere. It has cannons that allow it to aim at towns and thus, is able to bomb towns. Although if you approach this Behemoth it will turn it's aim on you. The fortress is a bit square shaped. It has turrets all around that hit hard, but your tank should fend off the first few hits. The most major thing is that it has small cannons that don't aim for towns, but instead were made specifically for our tanks. The bomb that each cannon shoots can pack a punch hard enough to instantly drain your shields power, if not leave them on their last legs. If that wasn't enough, as long as you are in firing range of the bombs you will most likely have a more than two cannons aiming at your tank. If you are able to fight to the center, or the core, you are introduced to bigger lasers and yes, more bombs. The core can take and awful lot of hits. One stradegy is to cloak right in to the core and get as many hits as possible then teleport to whoever anchored for you. You can also take the more tedious path and blast your way to the center. Either way, try to destroy the Zeta fortress as fast as possible to lessen any damage to any town in the region. If you run into one, I wish you luck. 'We will never give up on Grid12'
SubCommanders
You love clearing regions to save the grid don't you? Don't us all? The only problem is, there is a fortress that waits underground for a long period of time. Although easily detectable, the subcommanders can not be left alone. As if they are giving out a signal, our radars pick up where they are underground as we clear a region. With this, we know if we clear the fortresses above it will appear. To be more accurate, it bursts through the ground causing an explosion of computerized dirt and begins it's assault without any hesitation whatsoever. There are several types of them, but all have the potential to destroy the town near them. It has been known that if anyone left a subcommander alone, it will start aiming for the towns. We have to beat them when they come up and not run away in terror. It may look like that they're trying to stop us, but they can't, they're only slowing us down. We can still save Grid12!
Supply Cache
A few days after when the first subcommander revealed itself to us a soldier noticed on his radar and decided to highlight it green and clear the area around it. It was what we call now, a Supply Cache. These are created from the subcommanders while they hide underground. It's easier to pick up on the radar than the subcommander itself. These caches seem to just be a bunch of material underground that pop up when the area above it is cleared. This material is perfect for creating new tanks, when we first noticed this we thought the terrorists were just teasing us by giving us material. That wasn't the case at all, the subcommanders don't come on the radar as easily thanks to the caches. The material that it spreads out underground is an attempt to throw off our radar, but it never works and it never catches us by surprise. A supply cache gives us a lot of help, even fast forwarded the projects in creating new tanks. Just watch out for patrols as you clear the area, they're notorious for popping up while we clear a cache.
Minerals
Minerals can be used to create modules, since regions give their own power minerals can be different depending on the region. Minerals are created by the fortresses above, they have a self-clean program that causes the fortress to take off any useless parts and replace them with better parts to make sure they won't malfunction. These parts are modified depending on the region's power source and are turned into what we call, minerals. Modules seem to have the same properties of multiple minerals. Our radar has a hard time finding minerals unless we're close and minerals can't be taken out of the grid unless we connect a citie's power to it. Make sure you collect any minerals you find, we'll need them for this war.
Life Forms
These beautiful creatures seem to appear after we clear out an entire region. We are not sure what they are or where they came from, but just seeing them make our dark lives so much more meaningful. They race around the grid, the will dance, they'll even sound like they are singing occasionally. It is one of those sights where our soldiers would walk out of their tanks and just watch them. Watch them as they celebrate that the region has been cleared, or at least that's what it feels like what they're doing. The life forms come in many different vibrant colors all of which seem to catch everyone's attention. The only downside is that they flee as soon as they see us, but they will just move out the way if we are in our tanks and play close by. Seeing them living happily brings tears to our eyes. This is what we are fighting for, and they are the evidence we were succeeding.
Squadrons
The Grid is quite large, so large that our army would need to split up. So quite recently, the captain came with an idea, we will now have squadrons. People of high rank will create the name and lead the squadrons to destroy enemies in different regions. With this we may have less soldiers to fight in one area, but we can clear places easier. We don't have all the time in the Grid either. Those terrorists must be stopped and we'll risk anything to do it. FOR GRID12!
Silver
The tank that we named, 'Silver' was what I like to call, The Origin of Tanks. Not only was the silver the first tank to ever have a cloak, it was used to craft most of the newer ones. It may have bad shield protection, but it can back it up with shield regeneration and it's cloak field. In case of the situation where there are too many enemies storming us all at us the silver has enough energy to let out a burst of energy, or to be more specific, a burst of electromagnetic waves that infiltrate the enemy's inner structure. The Silver is a good tank for focusing on the ever so annoying smaller enemies that protect fortresses. It may not be of the much more powerful tanks in this Grid, but it is easy to function and extremely easy to create. If you need a spare tank because of the unfortunate event of your tank being destroyed the Silver can serve you well. Don't look down on this tank, use it right and it can be very good.
Corsair
One of the engineers, before the terrorists attacked, thought of a tank that would resemble a boat and went to work. He died when the terrorists attacked in a city named Zambesia. When the city was connected to Origin a soldier found his blueprints. A close friend of this engineer decided to work on it. He modeled it differently than the blueprints suggested for the sake of war, with the front shields the strongest and the rest of the shields quite weak. It was made into a very straightforward tank, vulnerable from attacks from the back, but a beast when it comes to the front. In memory of the original designer, the engineer named it Corsair since the original engineer loved pirate novels and read them all the time. This tank, is now used to fight the big ones, as long as you are careful of what is in back of you, this is a mighty tank to take down many fortresses.
Augments
Ever needed a small upgrade to your tank? Well many fortresses leave behind some good resources when they are reduced to rubble. You can use such parts to upgrade your ship, at least if you know how to, but that's why we give lessons right? A fortress has many parts in it that work perfectly with your tank. We call them augments. It may be a very small gadget, it may give only a small boost to your tank, but equip enough augments on your ship and you will see a difference. Augments can help boost everything that your ship can do, for example: power up your laser, increase the tank's speed, how fast your tank shoots, and more! Finding someone with a lot of augments on them would make a great edition to your group if you decide on raiding a tough fortress. Augments can be great, but remember, a tank can only take in so many augments and it also cant accept augments that use the same exact code. If you run into a situation like this, try to meld two augments with the same code and see if that works. If it doesn't well keep on melding until it does work. On that note, just remember if you see any augments use it if you can. We'll need them for the tougher fights ahead.
Modules
Much like augments, you can get modules from destroying fortresses. Except these don't drop from the weaker ones. They mainly come from the much stronger fortresses. Although Modules are actually fragile. They are likely to be destroyed while you are fighting such strong enemies, but on those times where your tank doesn't hit the module on the fortress you should be able to find it. Modules are, quite obviously, much better than augments, but they are much more specific on what they can upgrade. Applying it to your tank is a must, but there is a slight problem with equipping these modules. These helpful tools only seem to work on tanks that have been through much. It almost seems the more your tank fights, the easier it is to put on a module. A study went into them showing that they were actually programmed that way, for whatever reason that is. Either way, these modules can be melded the same way augments can. The stronger they are, the better your tank, and the easier it makes for you to destroy those hell-bringing fortresses. Collect as much as possible, and don't die doing it. Excel your tank and fight, modules can win us this war against the terrorists.
Wormholes (Italics = Captain)
Reports of a glitch in the grid spread like wildfire. No one is sure if it was intentional, a glitch, or some outer force, but wormholes are appearing more frequently. These wormholes distort gravity around it. It isn't enough to affect the tanks, but if an object is light enough it will be flung away by the wormhole. We ourselves are light enough to be flung so do not risk getting out of your tank when near a wormhole. Entering a wormhole seems to send you to a new grid, or more accurately, a part of what should be a bigger grid. Bits and pieces of grids seem to be floating in space and the wormholes has connected these pieces to Grid12. This makes us believe that grids may have been attacked already by the terrorists and what we are fighting on is the aftermath. If Grid12 is saved then these 'gridshards' could be used to expand Grid12. Be sure to clear out every wormhole you find!
Pieces of other grids, floating in space... What caused that fate? Were we not the first? Is this what Abolopissian does to grids? Is Grid12 the final product of what other grids failed to accomplish? These wormholes may have been the affect of abolopissian polluting areas of the grid...
With these wormholes, maybe then we can defeat the terrorists...
Convoys
No one could really fathom the discovery of what convoys were doing. Sure convoys provided an ambush on us when our radar wasn't upgraded to them. Sure they were a pain to obliterate, but gave us good materials for new tanks and upgrades. Until that day when a commander found our destroyed tanks, dead bodies, and materials from corrupted towns being carried by the convoy. This one commander found out that this was all ingredients to a liquid formula that can easily be used for mass murder. They were creating a new, and destructive element, Abolopissian. It simply instantly turned anything it touches into a liquid. Many were surprised it hasn't been used on us, there had to be a reason and not a good one. If you see a convoy call it out, the potential weapon it can create should not even be in existence. There isn't much Abolopissian owned by the terrorist group,about a bottle's worth, but it is very lethal. Exterminate all chances in making Abolopissian. Don't die out there. Everyone, including you, doesn't want to be a part of a dangerous element.
WARNING: NEW INTEL ACQUIRED_
WOULD YOU LIKE TO VIEW_
A few of the officers looked at me with nervous eyes. I raise a hand at them so they'll calm down. I click view.
NEW INFORMATION ON CONVOY MATERIAL_
ABOLOPISSIAN IS BEING USED TO REPLACE POWER OF THE GRID_
CONVOYS HAVE ALREADY SUCCEEDED IN THEIR MISSION TO REPLACE THE POWER_
GRID12 IS NOW BEING USED FOR STORAGE_
END OF INTEL_
I slammed my fist on the monitor and turn to the officers behind me. They all saluted and moved out of my way as I got up to leave, but then the monitor started to beep and we heard the robotic voice say, "Warning..."
I practically sprint back to the monitor and read the words 'New intel acquired.' With a nervous finger, I click view.
WHEN CONVOYS ARE DESTROYED, GRID12 GETS DESTROYED AS WE DESTROY THEM_
"WHAT?" I yell. The officers gasp at my sudden outburst.
EACH TIME A CONVOY IS DESTROYED A CLOAKED FLOTILLA TRANSPORTS THE ABOLOPISSIAN TO THE NEXT CONVOY_
EACH TIME THIS OCCURS THE AMOUNT OF ABOLOPISSIAN ON A CONVOY IS INCREASED_
IRONICALLY ON THE TWO-HUNDRED-FIFTIETH CONVOY THAT IS DESTROYED IT IS LIKELY THAT THE SHEER AMOUNT OF ABOLOPISSIAN WOULD CAUSE A MASSIVE EXPLOSION LIKELY TO LIQUIDATE THE GRID_
END OF IN-_
T-T-T-T_
T_
HOST OF MESSAGE DESTROYED_
ACTIVATING NEW HOST_
..._
HELLO CAPTAIN_
YOU LIKE GAMES_
WE LIKE THEM TO_
I DARE YOU TO TRY AND BEAT US CAPTAIN_
WE'LL BE SEEING YOU_
END..._
I stood there. I didn't know how to react or what to say. I glance back at the officers. They weren't reacting, but they didn't look afraid. There was no sign that they were able to see through my body to read the message.
So I said, "Officers, those terrorists are using our precious Grid as storage. I...NO WE WON'T ALLOW THIS! OUR GRID ISN'T MERE STORAGE! IT'S OUR LIVES! IT'S WHAT WE LIVE FOR! AM I RIGHT!?" The officer's cheer loudly. I walk out and watch from a distance as they give each other high-fives and run to their tanks. I stood there just far enough so that they wouldn't read my facial expression, seeing that I was hiding something. I couldn't let them know that we will destroy the grid ourselves, but if it means to destroy those terrorists I'll do it. I'll do it if it means it'll save other grids. I'll do it if....
I stood far enough so that they couldn't see their Captain wrapped in fear. I stood far enough so that they wouldn't see my newfound hesitation to not fight. I stood far enough so they wouldn't see the tears rolling down my face. I stood far enough so they wouldn't experience the same feeling I am feeling right now.
I stood far enough for Grid12.
Humans have advanced their technology to live in the places where no one have thought you could live in before. Space, a place where no life can exist, until now. Thanks to the work of many, our race has built a successful invention that allows humans to live in space. It creates an immense field, with the perfect atmosphere for humans to live in. The field isn't very thick itself, but it reaches a perfect height to allow many cords to run through it. Humans may live on this field while a moderator can create different settings; of mountains, lush prairies, beautiful islands, and even forests. With this, humans can live in space and not worry too much about stars exploding on them. It even has a protective barrier to protect from asteroids. Also, with the added anti-gravity system it can't be pulled anywhere.
These 'new worlds' were spread out in many different regions of the Milky Way galaxy, they all worked perfectly without any problems. This led to humans living in space. More 'worlds' were spread out in the galaxy, even to different galaxies, all organized in a Grid. Each Grid has it's own number. Grid's 1-24 are in the Milky Way galaxy while Grids 25-30 are in the Canis Major Dwarf galaxy.
All of these Grids functioned perfectly and wore in top-notch condition.
All except Grid12. Grid12 had a slight problem to it. The government was thrown over by a terrorist group. They took over the control system and change the whole grid. The climates were all changed to the same 68 degrees Fahrenheit, there was no geography, there was a flat squared, unconfigured layout, and towers were created. These towers were specifically designed to be destructive. The many towns that were living in normal conditions were taken over by deadly towers. These massacre'd many regions until it came to one region. It seemed the terrorists were taking over the all of Grid12, but there was a force fighting back, a force to be reckoned with....
"We are the only people in this region, no, grid that can rise up against these tyrants. They threaten to take over the whole grid, they threaten to kill us all, and they threaten to destroy other grids. But we threaten to stop them here! We threaten to take our grid back! We threaten to revive all the towns and bring back the system! The scientists of this military designed these tanks for protection of the civilians in case of any emergency! They have now been upgraded to destroy the towers that hold us back! Our job, currently, is to bring back control to all the towns this grid has given in to. The towers interfere with the chords and scrambles them into awkward positions making the connections to other towns severed! If we can reconnect them and rebuild the matrix the town should come back to the grid! As we do this the tyrants might throw bigger towers, and artificial tanks and planes at us, but we won't back down! Not now! Not ever! Do you all agree with me!?!"
"YES SIR!"
"Then let's win back Grid12!"
They all cheer loudly, you have to admit, it was a good enough speech to get us all riled up for battle. As we cheer and throw our hats in the air, it was obvious we were convinced. We can bring back this grid, as long as we try. We will never give up.
'We will never give up, on Grid12.'
Origin
This was the town first created in Grid12. It was in fact, made before anyone was in Grid12, for it was being configured greatly. The town was named Origin because it marked the beginning of Grid12. The town, later on, didn't actually have many civilians there. It was a source for money because many jobs were formed there. The Origin powers most of the Grid so this town has to constantly be checked to make sure there are no problems. Plus the military is there too. People work in the huge power plant or they work in the other factories that support power plant and make sure it doesn't blow up or make sure nothing becomes wrong with the connection to other towns. The other thing is to sign up for the military that is there. Of course there are areas where you can actually live, but it just doesn't have a big population like most other towns would. This doesn't matter to much, however if something happens to Origin the rest of the Grid will end up in some major trouble. The town is important, that is why the military is there. However, despite how important Origin is, not many people live there, but no matter what anyone says it is a beautiful town, if you take out the power plant.
Patrols
These are nuisance. They were specifically created to ambush us while we are battling an enemy fortress. They have cloaks that disrupt the light around them making them virtually invisible. They won't even show up on our radar, but when they are close by the cloak goes down and it is hard to miss a doomsday looking aircraft that deploys a horde of drones or a storm of big missles to overwhelm any of our comrades. The patrol itself won't attack unless it is a Doomvessal, in fact, it will follow a designated path. After ambushing you it will continue on it's way. You can take the chance of chasing the ship down, but after an amount of time, the cloak comes back up and it seems to disappear into thin air. It is hard to hit something you can't see. I highly recommend using tanks that can cloak themselves because the drones won't detect you and your tank that way and you can blast the patrol down that way. A good tank for this is a Cutlass. With the cloak and the anti-aircraft turrets it would be a big help. Other tanks that can't cloak, beware of this flying bird of destruction. If you are alone, don't fight it. Call others or escape to Origin.
Zeta
This destructive and relentless fortress appears after you and many others successfully clear a whole region. In doing so, the place is actually now once again, possible to live in. Before anyone can celebrate a fortress teleports in a random place in the region. In some cases this can be what we call, a Zeta. Zeta's were literally made for obliterating places. As soon as it appears it releases bombs everywhere. It has cannons that allow it to aim at towns and thus, is able to bomb towns. Although if you approach this Behemoth it will turn it's aim on you. The fortress is a bit square shaped. It has turrets all around that hit hard, but your tank should fend off the first few hits. The most major thing is that it has small cannons that don't aim for towns, but instead were made specifically for our tanks. The bomb that each cannon shoots can pack a punch hard enough to instantly drain your shields power, if not leave them on their last legs. If that wasn't enough, as long as you are in firing range of the bombs you will most likely have a more than two cannons aiming at your tank. If you are able to fight to the center, or the core, you are introduced to bigger lasers and yes, more bombs. The core can take and awful lot of hits. One stradegy is to cloak right in to the core and get as many hits as possible then teleport to whoever anchored for you. You can also take the more tedious path and blast your way to the center. Either way, try to destroy the Zeta fortress as fast as possible to lessen any damage to any town in the region. If you run into one, I wish you luck. 'We will never give up on Grid12'
SubCommanders
You love clearing regions to save the grid don't you? Don't us all? The only problem is, there is a fortress that waits underground for a long period of time. Although easily detectable, the subcommanders can not be left alone. As if they are giving out a signal, our radars pick up where they are underground as we clear a region. With this, we know if we clear the fortresses above it will appear. To be more accurate, it bursts through the ground causing an explosion of computerized dirt and begins it's assault without any hesitation whatsoever. There are several types of them, but all have the potential to destroy the town near them. It has been known that if anyone left a subcommander alone, it will start aiming for the towns. We have to beat them when they come up and not run away in terror. It may look like that they're trying to stop us, but they can't, they're only slowing us down. We can still save Grid12!
Supply Cache
A few days after when the first subcommander revealed itself to us a soldier noticed on his radar and decided to highlight it green and clear the area around it. It was what we call now, a Supply Cache. These are created from the subcommanders while they hide underground. It's easier to pick up on the radar than the subcommander itself. These caches seem to just be a bunch of material underground that pop up when the area above it is cleared. This material is perfect for creating new tanks, when we first noticed this we thought the terrorists were just teasing us by giving us material. That wasn't the case at all, the subcommanders don't come on the radar as easily thanks to the caches. The material that it spreads out underground is an attempt to throw off our radar, but it never works and it never catches us by surprise. A supply cache gives us a lot of help, even fast forwarded the projects in creating new tanks. Just watch out for patrols as you clear the area, they're notorious for popping up while we clear a cache.
Minerals
Minerals can be used to create modules, since regions give their own power minerals can be different depending on the region. Minerals are created by the fortresses above, they have a self-clean program that causes the fortress to take off any useless parts and replace them with better parts to make sure they won't malfunction. These parts are modified depending on the region's power source and are turned into what we call, minerals. Modules seem to have the same properties of multiple minerals. Our radar has a hard time finding minerals unless we're close and minerals can't be taken out of the grid unless we connect a citie's power to it. Make sure you collect any minerals you find, we'll need them for this war.
Life Forms
These beautiful creatures seem to appear after we clear out an entire region. We are not sure what they are or where they came from, but just seeing them make our dark lives so much more meaningful. They race around the grid, the will dance, they'll even sound like they are singing occasionally. It is one of those sights where our soldiers would walk out of their tanks and just watch them. Watch them as they celebrate that the region has been cleared, or at least that's what it feels like what they're doing. The life forms come in many different vibrant colors all of which seem to catch everyone's attention. The only downside is that they flee as soon as they see us, but they will just move out the way if we are in our tanks and play close by. Seeing them living happily brings tears to our eyes. This is what we are fighting for, and they are the evidence we were succeeding.
Squadrons
The Grid is quite large, so large that our army would need to split up. So quite recently, the captain came with an idea, we will now have squadrons. People of high rank will create the name and lead the squadrons to destroy enemies in different regions. With this we may have less soldiers to fight in one area, but we can clear places easier. We don't have all the time in the Grid either. Those terrorists must be stopped and we'll risk anything to do it. FOR GRID12!
Silver
The tank that we named, 'Silver' was what I like to call, The Origin of Tanks. Not only was the silver the first tank to ever have a cloak, it was used to craft most of the newer ones. It may have bad shield protection, but it can back it up with shield regeneration and it's cloak field. In case of the situation where there are too many enemies storming us all at us the silver has enough energy to let out a burst of energy, or to be more specific, a burst of electromagnetic waves that infiltrate the enemy's inner structure. The Silver is a good tank for focusing on the ever so annoying smaller enemies that protect fortresses. It may not be of the much more powerful tanks in this Grid, but it is easy to function and extremely easy to create. If you need a spare tank because of the unfortunate event of your tank being destroyed the Silver can serve you well. Don't look down on this tank, use it right and it can be very good.
Corsair
One of the engineers, before the terrorists attacked, thought of a tank that would resemble a boat and went to work. He died when the terrorists attacked in a city named Zambesia. When the city was connected to Origin a soldier found his blueprints. A close friend of this engineer decided to work on it. He modeled it differently than the blueprints suggested for the sake of war, with the front shields the strongest and the rest of the shields quite weak. It was made into a very straightforward tank, vulnerable from attacks from the back, but a beast when it comes to the front. In memory of the original designer, the engineer named it Corsair since the original engineer loved pirate novels and read them all the time. This tank, is now used to fight the big ones, as long as you are careful of what is in back of you, this is a mighty tank to take down many fortresses.
Augments
Ever needed a small upgrade to your tank? Well many fortresses leave behind some good resources when they are reduced to rubble. You can use such parts to upgrade your ship, at least if you know how to, but that's why we give lessons right? A fortress has many parts in it that work perfectly with your tank. We call them augments. It may be a very small gadget, it may give only a small boost to your tank, but equip enough augments on your ship and you will see a difference. Augments can help boost everything that your ship can do, for example: power up your laser, increase the tank's speed, how fast your tank shoots, and more! Finding someone with a lot of augments on them would make a great edition to your group if you decide on raiding a tough fortress. Augments can be great, but remember, a tank can only take in so many augments and it also cant accept augments that use the same exact code. If you run into a situation like this, try to meld two augments with the same code and see if that works. If it doesn't well keep on melding until it does work. On that note, just remember if you see any augments use it if you can. We'll need them for the tougher fights ahead.
Modules
Much like augments, you can get modules from destroying fortresses. Except these don't drop from the weaker ones. They mainly come from the much stronger fortresses. Although Modules are actually fragile. They are likely to be destroyed while you are fighting such strong enemies, but on those times where your tank doesn't hit the module on the fortress you should be able to find it. Modules are, quite obviously, much better than augments, but they are much more specific on what they can upgrade. Applying it to your tank is a must, but there is a slight problem with equipping these modules. These helpful tools only seem to work on tanks that have been through much. It almost seems the more your tank fights, the easier it is to put on a module. A study went into them showing that they were actually programmed that way, for whatever reason that is. Either way, these modules can be melded the same way augments can. The stronger they are, the better your tank, and the easier it makes for you to destroy those hell-bringing fortresses. Collect as much as possible, and don't die doing it. Excel your tank and fight, modules can win us this war against the terrorists.
Wormholes (Italics = Captain)
Reports of a glitch in the grid spread like wildfire. No one is sure if it was intentional, a glitch, or some outer force, but wormholes are appearing more frequently. These wormholes distort gravity around it. It isn't enough to affect the tanks, but if an object is light enough it will be flung away by the wormhole. We ourselves are light enough to be flung so do not risk getting out of your tank when near a wormhole. Entering a wormhole seems to send you to a new grid, or more accurately, a part of what should be a bigger grid. Bits and pieces of grids seem to be floating in space and the wormholes has connected these pieces to Grid12. This makes us believe that grids may have been attacked already by the terrorists and what we are fighting on is the aftermath. If Grid12 is saved then these 'gridshards' could be used to expand Grid12. Be sure to clear out every wormhole you find!
Pieces of other grids, floating in space... What caused that fate? Were we not the first? Is this what Abolopissian does to grids? Is Grid12 the final product of what other grids failed to accomplish? These wormholes may have been the affect of abolopissian polluting areas of the grid...
With these wormholes, maybe then we can defeat the terrorists...
Convoys
No one could really fathom the discovery of what convoys were doing. Sure convoys provided an ambush on us when our radar wasn't upgraded to them. Sure they were a pain to obliterate, but gave us good materials for new tanks and upgrades. Until that day when a commander found our destroyed tanks, dead bodies, and materials from corrupted towns being carried by the convoy. This one commander found out that this was all ingredients to a liquid formula that can easily be used for mass murder. They were creating a new, and destructive element, Abolopissian. It simply instantly turned anything it touches into a liquid. Many were surprised it hasn't been used on us, there had to be a reason and not a good one. If you see a convoy call it out, the potential weapon it can create should not even be in existence. There isn't much Abolopissian owned by the terrorist group,about a bottle's worth, but it is very lethal. Exterminate all chances in making Abolopissian. Don't die out there. Everyone, including you, doesn't want to be a part of a dangerous element.
WARNING: NEW INTEL ACQUIRED_
WOULD YOU LIKE TO VIEW_
A few of the officers looked at me with nervous eyes. I raise a hand at them so they'll calm down. I click view.
NEW INFORMATION ON CONVOY MATERIAL_
ABOLOPISSIAN IS BEING USED TO REPLACE POWER OF THE GRID_
CONVOYS HAVE ALREADY SUCCEEDED IN THEIR MISSION TO REPLACE THE POWER_
GRID12 IS NOW BEING USED FOR STORAGE_
END OF INTEL_
I slammed my fist on the monitor and turn to the officers behind me. They all saluted and moved out of my way as I got up to leave, but then the monitor started to beep and we heard the robotic voice say, "Warning..."
I practically sprint back to the monitor and read the words 'New intel acquired.' With a nervous finger, I click view.
WHEN CONVOYS ARE DESTROYED, GRID12 GETS DESTROYED AS WE DESTROY THEM_
"WHAT?" I yell. The officers gasp at my sudden outburst.
EACH TIME A CONVOY IS DESTROYED A CLOAKED FLOTILLA TRANSPORTS THE ABOLOPISSIAN TO THE NEXT CONVOY_
EACH TIME THIS OCCURS THE AMOUNT OF ABOLOPISSIAN ON A CONVOY IS INCREASED_
IRONICALLY ON THE TWO-HUNDRED-FIFTIETH CONVOY THAT IS DESTROYED IT IS LIKELY THAT THE SHEER AMOUNT OF ABOLOPISSIAN WOULD CAUSE A MASSIVE EXPLOSION LIKELY TO LIQUIDATE THE GRID_
END OF IN-_
T-T-T-T_
T_
HOST OF MESSAGE DESTROYED_
ACTIVATING NEW HOST_
..._
HELLO CAPTAIN_
YOU LIKE GAMES_
WE LIKE THEM TO_
I DARE YOU TO TRY AND BEAT US CAPTAIN_
WE'LL BE SEEING YOU_
END..._
I stood there. I didn't know how to react or what to say. I glance back at the officers. They weren't reacting, but they didn't look afraid. There was no sign that they were able to see through my body to read the message.
So I said, "Officers, those terrorists are using our precious Grid as storage. I...NO WE WON'T ALLOW THIS! OUR GRID ISN'T MERE STORAGE! IT'S OUR LIVES! IT'S WHAT WE LIVE FOR! AM I RIGHT!?" The officer's cheer loudly. I walk out and watch from a distance as they give each other high-fives and run to their tanks. I stood there just far enough so that they wouldn't read my facial expression, seeing that I was hiding something. I couldn't let them know that we will destroy the grid ourselves, but if it means to destroy those terrorists I'll do it. I'll do it if it means it'll save other grids. I'll do it if....
I stood far enough so that they couldn't see their Captain wrapped in fear. I stood far enough so that they wouldn't see my newfound hesitation to not fight. I stood far enough so they wouldn't see the tears rolling down my face. I stood far enough so they wouldn't experience the same feeling I am feeling right now.
I stood far enough for Grid12.