Tuesday, September 22, 2009

[Stormrift] Korr Invasion Tactics

The Korr prefer to meet enemies head on, relying on physical strength and overwhelming numbers to win battles. The Korr’s disdain for ranged weaponry caused them to suffer heavy losses during the initial days of the invasion as their living war machines withered under the barrage of Earth’s guns, missiles, and artillery. The tide of battle began to turn, however, as the voss slowly eroded Earth’s defensive capabilities.

Now that major opposition has been crushed, the Korr have begun a more systematic conquest of Earth’s inhabitants, using a variety of biotechnology and bioengineered creatures. The scope of the operation is stunning---the Korr will not be satisfied until humanity has been subjugated and almost every trace of human civilization has been destroyed. Having successfully completed several such conquests in the past, the Korr believe they have the time and the resources to accomplish this goal. Although the Korr remain confident of victory, the unexpected strength of human resistance has grudgingly forced the Korr to alter some of their time-honored tactics.

Korr invasion tactics take place in four separate stages: Reconnaissance, Conquest and Extermination, Eradication, and Withdrawal.

Stage I: Reconnaissance
Stachek (a.k.a. Scouting Parties)
The Korr deploy scouting parties across the countryside, searching for large human cities, towns, settlements, and refugee havens. These parties vary in size and makeup, but are always led by at least one korrital warrior. Korr scouting parties map out the location of all human havens and are authorized to exterminate any smaller havens or bands of humans they encounter. Larger havens and towns are left for raiding parties to handle.

Rakatorr (a.k.a. Raiding Parties)
Raiding parties are similar to scouting parties except that they are typically larger and better equipped for confrontation. A raiding party’s primary mission is to disrupt human activity and destroy organized resistance. Raiding parties are often deployed to an area before a major assault begins, usually sending skreel hunter-killers ahead of them to infiltrate enemy camps and create havoc before the attack.

Korrtalar (a.k.a. Assault Parties)
Assault parties are deployed during invasion efforts involving large towns and small cities. Assault parties consist of at least one ganj juggernaut which may or may not be supported by an arejjik mothership floating overhead. The juggernauts deploy their forces and attempt to eliminate any major opposition using standard Korr invasion tactics.

Stage II: Conquest and Extermination
When the Korr are ready to launch a major assault against a large city, a stormrift appears over the target area. After about an hour, a mothership floats through the rift and begins deploying korrtalar assault parties. These forces vary in size and makeup, depending on the size of the city. At least one ganj juggernaut oversees the assault, but as many as twenty can be used to cover a city as large as New York for example. The korrtalar then sweep through the city, destroying all resistance and killing any humans they discover. Any major organized resistance results in the deployment of additional forces. In the unlikely event that all of the mothership’s assault forces are destroyed, the Korr open a stormrift and retreat to regroup and resupply.

Stage III: Eradication and Cleanup
Once major organized resistance has been dealt with, bolog sweep teams scour the city, spraying voss mist into the air to hasten corrosion. Once the voss is disseminated (the process typically takes a few weeks to blanket a full city), sojor rumble teams are sent to collapse buildings and reduce structures to rubble. Hiri harvester teams are then sent to pick through the rubble and remove any wood or wood products for processing and consumption. During this time, dimwo continue to scour the city in search of survivors while scout, raid, and assault parties fan out from the city in search of smaller towns and havens.

Stage IV: Withdrawal
Once the city has been reduced to ruin, the survivors slain, and wood products harvested, the Korr return to the mothership. The mothership then either leaves through a newly opened stormrift or moves on to the next target if one presents itself close by.

Battlefield Developments
Korr Bases
The OLS Resistance has proved to be a major thorn in the side of the Korr invasion force. The korrital were initially content to launch assaults from the safety of the arejjik motherships, but constant pressure from the Resistance has caused Korr leaders to alter their tactics. The Korr have recently begun establishing temporary bases on the surface of the planet inside ruined buildings such as walled compounds, open-air sports stadiums, etc. These bases make it easier for the Korr to launch forays against smaller Resistance cells without tying up the resources of an entire mothership, however, the bases also provide the OLS with viable targets to attack, destroy stores, kill servitors, and capture supplies. The Korr’s disdain for human society makes land-based duty an unfavorable assignment.

Communication Concerns
The Korr communicate in their own language using their own equipment and wireless radio frequencies. It is uncertain whether or not they are aware of the range of human frequencies. Many believe they simply do not care. The Korr have thus far disdained learning the human language, believing that learning the language of a lesser species is beneath them. After suffering several coordinated and devastating Resistance attacks, however, a few nomen have proposed the idea of utilizing a human interpreter or perhaps an electronic translator to monitor human communications, but the proposal has been met with derision and skepticism, particularly by the korrital.

Verem Servitors
The Korr have made use of more verem servitors during the invasion of Earth than in any other war. In addition to overseeing bolog, sojor, and hiri teams, verem are now being used to ferry supplies back and forth between land bases and arejiik motherships. They are also used to scout for human havens and report the locations back to their masters. A takari-backed proposal to arm the verem and program them for war has been brought before the Kaladri Council, but the korrital swear to cease fighting if the measure passes as there would be no honor to be gained in a war won by servitors. Arming the verem would cause a host of other problems as well, especially if they are not truly the near-mindless servitors the Korr believe them to be not to mention that an army of verem could prove to be valuable allies to the OLS Resistance.

Current Operations
Satisfied that Earth’s major armies have been neutralized, the Korr have begun their systematic conquest and extermination process. The Korr have successfully eradicated a number of small towns and cities and have moved on to larger targets. In North America, Washington D.C., San Francisco, and Chicago are currently in the process of being wiped out. The Resistance has all but abandoned D.C. and San Francisco, but is fighting hard to drive the invaders from Chicago.


Korr Invasion Forces

Ground Forces (a.k.a. Tagken)
Ganj
Ganj juggernauts form the backbone of any major Korr invasion. The Korr mothership deploys its ganj in an open area and the juggernauts begin advancing on their targets almost immediately, unleashing kirai flyers and using their great tentacles to deploy tagken ground forces. The long, earthshaking strides of a ganj juggernaut have a demoralizing effect on many defenders. Ganj are designed to absorb the brunt of any resistance, using their raw power and brute strength to tear buildings apart, crush vehicles, and flatten enemy positions.

Chark
Charks are frontline assault beasts controlled by an interfaced tagken korrital warrior. Charks race ahead of the ganj and plunge headlong into battle. A chark’s thick skull makes an excellent battering ram.

Dimwo
Dimwo are frontline assault beasts bioengineered to assist charks in battle. Clusters of dimwo scrabble along behind their assigned chark, attacking anything in their path, and swarming over enemy positions. Dimwo are also sent to clear buildings and root out Resistance fighters and refugees from tunnels and sewers.


Air Forces (a.k.a. Kirai)
Arrejik
Arrejik motherships provide the Korr with mobile bases from which to launch major assaults. Arrejik have no armaments, but their skin is extremely tough and resistant to damage. If attacked, an arejiik launches flyers or uses its massive tentacles to swat enemy aircraft out of the sky.

Kajii
Kajii are alien flyers controlled by interfaced korrital warriors. Kajii often provide air support for tagken ground forces, usually focusing their attacks on the largest and/or most dangerous foes. Kirai korrital rush to attack enemy aircraft, considering it a great honor to destroy enemy flyers. Although kajii cannot match the speed or firepower of Earth’s fixed-wing aircraft (airplanes), they are more than a match for its helicopters. More kajii are being bred each day as the Korr believe the invasion of Earth would be much simpler without the humans’ air superiority.

Jikka
Jikka are alien flyers bioengineered to assist kajii in battle. Flocks of jikka flit around their assigned kajii, attacking on command. Jikka give little thought to self preservation and have been programmed to impede aircraft by damaging vital systems, obscuring pilots’ vision, and diving headlong into engine turbines. Jikka also pose a threat to enemy ground forces, swooping out of the sky to attack.

Sea Forces (a.k.a. Fraasa)
The Korr have yet to unleash a major seaborne invasion, but the OLS suspects that a host of bioengineered servitors have been designed specifically for the task.

Other Korr Forces

Cachell (a.k.a. Capture Parties)
Cachell teams are occasionally sent to capture humans and animals for experiments, research, and entertainment. Cachell parties typically consist of a welka overseer, a dozen dimwo, and a number of verem aboard a hoverskiff.

Hiritak (a.k.a. Harvesting Parties)
Harvesting parties consist of 3-6 hiri attended by a welka overseer and a number of verem servitors. Harvesting teams may be encountered in wooded areas or on the outskirts of towns and cities, tearing down structures such as isolated farmhouses to harvest wood and wood products.

Ta’Bolog (a.k.a. Bolog Sweep Team)
Bolog sweep teams are sent into towns and cities after most of the fighting is done. These teams consist of large bologs that are attended and controlled by a dozen or so verem who use biomechanically attached hoses to spray voss into the surrounding area. Bolog sweep teams are often protected by 1-6 dimwo. One welka overseer is usually placed in charge of several ta’bolog.

Sojorri (a.k.a. Sojor Rumble Team)
Sojor rumble teams are usually deployed after bolog sweep teams have weakened the steel supports of surrounding structures. Sojor are attended and controlled by 2-4 verem. One welka overseer is usually placed in charge of several sojorri.

Akri’daan (a.k.a. Doomsday Recon Forces)
The Korr know that pieces of the Akorras have appeared on Earth and special teams known as the akri’daan have been organized to seek out and recover these shards. These commando-like squads are made up of 5-7 skilled members of different castes who work together to accomplish their mission. Akri’daan typically travel about on charks or hovercraft.

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