Machines of War
Combat machines, the armor, or vehicular unit, of Sin the Tyrant’s military
Often shortened to machines or just CMs, there are numerous kinds of combat machines built to serve a particular purpose; e.g., troop carrier to anti-artillery, ground pursuit to aerial reconnaissance. What is particularly unique about CM’s is their semi-autonomy. Each can function on its own without need for an external operator. In fact, it is impossible for any operator other than the machine itself to control its own actions and movements.
Every computation, all processing and decision-making is performed in real-time inside a CM’s arca: a sensitive and highly specialized computer. Specifically, a quantum computer. It is not hyperbole to call the arca a brain. Without it, the CM cannot operate. And when damaged, the CM cannot operate effectively.
Combat machines can communicate with an Anthropos regardless of their affiliation if it so chooses. An Anthropos’s special cerebrum allows for such “telepathic” communication with the CM’s arca. Thus, a combat machine can be issued commands by an Anthropos, however, it needs only obey those with whom it is affiliated. And this is where semi in semi-autonomous is relevant. When issued a directive by an allied Anthropos, a combat machine is “wired” to perform that command, even if it results in their destruction. Some Northerners believe a CM can disobey an Anthropos even if a friendly, and thus, are nothing short of autonomous. But this has not been verified.
Due to their computational nature, a CM can be hacked. In this instance, an instrument is needed to penetrate their defenses and that instrument is called a converter. No human can make use of a converter, for the simple reason they’ve lost the know-how to use one. So the task falls to an SAO. With a converter, a combat machine’s friend/foe algorithm can be reprogrammed. Depending on the strength of the machine’s neurowall (i.e., a firewall), the conversion is no guarantee, however. Failure can result in the destruction of the converter.
Can an altered machine be re-altered back to Sin? Yes, but the chances of success are reduced during this second conversion. Multiple conversions have a tendency to undermine the arca and its complexity. If unsuccessful, as these conversions often are, the machine will be rendered defunct. But in rare cases it can be turned against both forces, other combat machines included.
An arca can sustain for centuries, even if the framework (the CM’s body) is no longer up to snuff. This is invaluable for an arca is also transportable and thus adaptable. So, it can be transferred to another machine’s dockhouse♦. Being a self-contained entity, an arca is not limited to its framework like the human brain. Once “plugged in” to its new dockhouse, through a machine learning process, an arca is able to recognize its new framework and determine how to operate it. This transition takes but a handful of seconds for a stable arca.
All combat machines will enter stasis if they are not utilized or no threat is present. Still, it is not oblivious in this state. More like on stand-by. Its ability to detect a hostile or recognize personal danger is always active. A command will also summon it out of its stasis.
So, a combat machine has a unique “brain.” Its armor is also specialized. Such armor is known by the acronym HEAT [Haptic and Enduring Anti-rigid Trunk]. HEAT armor is not just a typical plate of superimposed metal. It is a heat-resistant material capable of absorbing and thereby dampening the physical impact of a force by spreading that force across a network of minute reactive cells. Moreover, because of those cells, a CM is able to recognize texture should anything touch it (hence the haptic in HEAT). In a sense, then, combat machines can feel.
But HEAT armor is not a biological organ. It has no ability to self-repair nor can it heal itself like biological flesh. Nonetheless, a combat machine’s armor is exceptionally durable and carefully constructed in order to protect the sensitive arca within. Liners and RPGs are most effective against HEAT armor.
Combat machines were vital in turning skeptical operations into fortunate successes by Revolutionists of the Ancient War. Though they always had fewer in count compared to their Tyrant, their use was indispensable. In GC 269, combat machines are uncommon among both the Revolutionists and Sin. More so the former.
♦Where the arca resides in the CM. The dockhouse may be located anywhere in the machine but is typically located near the anterior. Inserts allow the arca to be either removed from or locked into the dockhouse.
- Inventor(s)
- Sin, supposedly.
- Access & Availability
- Accessible only by an Anthropos. Otherwise, with no directive, a CM will operate independently.
- Complexity
- Combat machines are both robust because of their armor, yet delicate due to their arcas. Their armor may be repaired without difficulty. Their “brains” not so much. Arcas are nearly impossible to restore to their former optimization once damaged. The arca contains a pair of operating systems that work in tandem with one processing information and the other handling both motor functions and maneuverability in the environment. A hermetically-sealed tungsten container protects the arca’s “guts.” (If penetrated, the external atmosphere alone can damage the components.) For manual access, the arca has an illuminated touchpad. Blue means the CM is operable, whereas grey signals the reverse and orange a malfunction.
- Combat machines in FOS:
- Jotun
- T-carrier (short for troop carrier)
- Masault (contraction of massive assault)
- Valkerie
- Airship: Navis
- Kestrel
- TM-AM
- Fletcher
- Arachne
Utility
Combat machines serve a variety of uses. Some transport troops, engage in combat, provide aerial/artillery support or are pack mules conveying equipment. There are several machines that serve a dual purpose. The masault, for example, transports soldiers while providing combat assistance.
Manufactoring
Warehouses are the physical sites where combat machines are manufactured and assembled. The workers are bots. The machine being made determines its construction time. Generally, reconnaissance machines require the least amount of manufacture given their often smaller and lighter frameworks. Larger machines like T-carriers, or machines with specialized equipment like kestrels, require considerably more time until completion.