Exitus Acta Probat
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Constructed: 2473 Class: Phoenix (CFV-88) Captain: Cutter AI on board: Serina |
The Spirit of Fire was originally a colony ship, transporting equipment and colonists in the UNSC’s expansion efforts. In 2520, the ship was refitted with a Magnetic Accelerator Cannon and other armaments to serve as a warship. Huge storage bays that used to house machine parts now store everything from Warthogs and Scorpion tanks to construction supplies for Firebases that are located in front-line engagements or in rear-guard actions. We now follow the Spirit of Fire and her crew as the UNSC deals with the first deadly encounters with the Covenant.
AI Construct: Serina
Background Details
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Age: N/A Height: N/A Weight: N/A Hair Color: Black Eye Color: Blue |
Serina is a visual representation of one of the most sophisticated artificial intelligence programs in the history of mankind. Although wholly a digital life-form, Serina, like other AI programs as advanced as she is, has developed her own personality—one of a supremely intelligent and bitingly sarcastic young woman. She has long hair, a thin figure, and a constant smirk.
Serina, and programs like her, is one of the most important assets that the human race has in their coming struggle. Her wit and intelligence, along with her absolute candor and lack of complicated emotions, such as nervousness and hesitation, make her indispensable—that and the fact that she controls every system on the ship, including life support.
“I kissed a boy once.”
Hershey looked over the medical area slowly and intently. It remained exactly the same as it had been ten minutes ago. The night shift sucked, and she now hated holo-sudoko.
“Serina? You there?” She had felt odd talking out loud in the beginning but had long ago gotten over being embarrassed about talking to air.
Serina flickered on, lighting the room and casting a blue light over the station desk. The AI turned to face Hershey. “Yes, Nurse Hershey. I’m always here.”
“Call me Lulu; everyone else does.”
“What can I do for you, Lulu?”
“Serina, do you dream?”
Serina looked puzzled. “Lulu, I’m an AI. I don’t sleep. I’m on duty all the time.”
Lulu persisted. “Yes, I know that, but don’t you have moments when nothing is going on? Don’t you dream about something?”
The hologram paused for a second, as if it was about to switch off. When Serina came back on, Hershey thought her color had changed a little and her voice had softened.
“I do run projected simulations for multiple events based on probabilities and known patterns.”
“About...?” Hershey pressed.
“The ship, power projections and needs, crew rotation compatibility, resource management, weather patterns in LZ areas. Quite a bit actually; you would be surprised!”
“Yes, but personally, do you ever think about yourself, something girly?”
Serina could see that Hershey wasn’t about to let this drop. “Well, I do try to remember what chocolate tastes like....I’ve actually tried to simulate the approximate chemical response within my neural network and so far have not met with any success.”
Hershey was puzzled. “When have you ever tasted chocolate, Serina?”
“Lulu, don’t you know anything about AIs?”
Hershey had only ever seen one other AI on a school tour of the planetary weather center. It was a lot simpler than Serina and much more function over personality.
“You’re computers. Advanced, but still a computer. Right?”
Serina looked aghast. “I am NOT a computer! I just happen to live in one. My core neural network is actually cloned from a human.”
Hershey was shocked. “No way!!! That’s gross!”
“My network has been allowed to expand, and I am no longer that human, but I share many of her core memories.”
“What do you remember...I mean, from before?”
“The identity of the human I am cloned from is unknown to me. I do remember food, the smell of flowers, the feeling of grass on my feet, and a lot of little moments....” Serina flickered and her hue changed again, this time slightly reddish. “Lulu, can you keep a secret?”
Hershey was intrigued. “Well, sure, sweetie! I’m all ears!”
“I kissed a boy once.”
Hershey laughed. “Well shocker! So did I! That’s not a secret!”
“I run simulations about it. Detailed simulations...”
Hershey pushed back off the station desk and giggled out loud. Of all the people on this ship, she never thought the AI would be the one she would gossip with.
“Serina, darling, you just made my day!”
Serina looked hard at Hershey. “You tell anyone and I can unmake that day pretty darn quick.”
The two of them looked at each other for a second before breaking down and laughing. The night shift was never dull for Hershey from that point on.
Spirit of Fire Abilities and Tactical Notes
The Spirit of Fire is responsible for dropping in your Firebase and supplies, but it can also offer additional tactical necessities if you request them. Access the Spirit of Fire menu via w; there is a total of five (or six if you’re playing as Captain Cutter) abilities or functions you can employ.
Global Rally Point (
,
)
All newly trained units will move to this location when training is completed. You can set a Base Rally Point to direct a specific base’s units someplace else. This is incredibly useful when you’re Rushing or want the entire army to converge on a single point, especially if you have multiple bases. If you plan to lay siege to an enemy fortification, place a Global Rally Point nearby so you have a constant influx of new troops.
Transport (
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)
Call in Pelicans to transport a small group of units from one place to another. This is reserved for moments when you wish to whisk a few valuable units (such as veteran troops, Spartans piloting tanks, or other high-value troops) away from a battle they are losing or to quickly gain ground on a foe. Congregate your troops as close as possible, ideally outside your base, and deliver them to a Hook or for a rear-guard strike on a flummoxed foe’s base.
ODST Drop (
,
; Cutter Only)
This requires the ODST Upgrade, which is available once you upgrade Marines in the Barracks. Tactics for using these drops are detailed in this chapter’s sections on Captain Cutter and Marines.
MAC Blast (
,
; Cutter Only)
Arguably the weakest of the three UNSC Leader Powers (as it takes a while to aim and fire, especially when upgraded), the MAC Blast is still very effective at damaging very slow-moving, large targets with high Hit Points (such as tanks or a Scarab) or softening buildings while you’re engaging in a base attack. It is very difficult to hit a moving unit with a MAC round.
Because this takes a while to aim and fire (especially when upgraded), you’ll have more time for a foe to move out of its blast and less time for you to maneuver your troops as the attack occurs, compared to the Cryo or Carpet Bombs. The “aiming trace” of the laser also alerts all but the dimmest foes to your plans, so save this for buildings that can’t move. This can be upgraded three times (for a total of four separate aiming and firing blasts) at the Field Armory.
If you’re facing Captain Cutter as a foe, be sure your larger units are moving—and therefore not easily targeted. Separate your larger troops (such as tanks) so a MAC Blast doesn’t strike multiple units.
Carpet Bomb (
,
; Forge Only)
Compared to the MAC Blast, the Carpet Bomb is a quick and almost instant attack. It is the scourge of troops attempting to engage your forces. The Carpet Bomb is most useful against a large, grouped-together army, preferably made up of infantry units.
Be careful of the lengthy damage, and position the arrow so the Carpet Bomb strikes multiple enemy targets, especially those that have formed in a line. Try to target the bombing run to cover as much of the enemy formation as possible. Beware: this attack can also damage your forces if you’re not careful! Use this on Rushing enemies or when you’re defending a base (especially if the enemies are close together). This can be upgraded three times at the Field Armory.
When facing Sergeant Forge in battle, employ the following tactics to ensure his Carpet Bombs are as ineffective as possible; keep your units spread apart and moving as often as possible. Also, think twice about a large army comprised mainly of infantry; Carpet Bombing can quickly erase such a force if used deftly.
Cryo Bomb (
,
; Anders Only)
The UNSC’s Shortsword Bomber is used to drop Cryo Bombs in an area, freezing all things for a short time. This is the most fearsome of the three Leader Powers; employ it on troops attacking your base and on airborne foes (some of which are instantly destroyed and drop from the sky), and be sure to bring on other troops that act as a backup to this power.
Cryo Bombs are also very effective when dropped on massed ground troops congregating at a tactical advantage point or outside your base. Be warned, however, that you must keep your own troops out of the blast, as they can be frozen solid too. There’s nothing quite as demoralizing as a Cryo Bomb that drops your own Hornets out of the sky! This can be upgraded three times at the Field Armory.
When fighting against Professor Anders, don’t attempt any strategies that heavily rely on air troops, as the Cryo Bomb can wipe out a force with this attack. When fighting, stay close to an enemy army, making the Cryo Bomb less effective because Anders’s own troops are at risk.
Disruption Bomb (
,
)
The Disruption Bomb disrupts existing Leader Powers and prevents new ones from being initiated in a small area for one minute. This is the key to surviving a Covenant leader’s strike on your base or a battle in which UNSC forces are likely to be backed up by a MAC Blast, a Carpet Bomb, or a Cryo Bomb. If you see a Covenant leader on their way, launch this, then retaliate while they are weakened. Stripping a foe of their extra powers at a critical moment can turn the tide of a battle, so remember this attack! Beware the long recovery time if you want to use it again, and remember this affects your Leader Powers too!
Heal & Repair (
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)
Heal any units and repair any buildings in an area. This is obviously a useful ability, especially as the Covenant do not have a similar technique (but the UNSC lack shields that most Covenant troops use). The biggest shortfall is that Heal & Repair cannot be used during an attack; you must wait until the troop or building in question isn’t being fired at for the healing or repairing to begin. Use this just after a major base attack or during an assault, and move wounded troops into the circle while fresh troops soak up the damage.
Ancillary Units
Shortsword
One of the few UNSC forces not named after an animal, the Shortsword-class aircraft is a suborbital long-range bomber that UNSC command use for rapid payload attacks. It launches from the Spirit of Fire, plummets toward the ground, and delivers heavy payloads against both ground and air targets. It is not built for space combat, but it can function in outer space. For battle purposes, this aircraft is primarily seen delivering a Carpet Bomb or a Cryo Bomb.
Rhino (M-145D)
A heavy tank variant sharing some technology with the Scorpion, Rhinos are dropped onto the battlefield via Pelicans and provide siege-based heavy weapons bombardment thanks to a massive, turret-mounted 320 mm Zeus Cannon (with a 100 km range). Titanium armor allows this tank to shrug all but the heaviest enemy attacks. This vehicle is available only during the Campaign: Mission 06 Dome of Light; refer to that subchapter for Rhino tactical notes.