Campaign Strategic Warp Structure

Campaign Strategic Warp Structure are buildings that are a hybrid warp gate/Edifice technology that allows better mobility for a military force

## Definition

CSWS are generally mobile structures that the dalmer use during military operations against an affirmed and confirmed enemy. While most of these structures have entrances, warzone-deployed CSWS specifically lack them, and workers go between structures using warp technology: It keeps the workers safe from internal sabotage and infiltration, meaning that the only two ways to disable the building is to destroy it, or cut the power.

These can generally be categorized into specific roles, such as unit production, research, food, medical attention, and supply management.

CSWS should not be confused with Campaign Strategic Structures, or CSS, these have other roles, the most notable being security and the defense of strategic areas.

## Philosophy

The philosophy behind these buildings is that the Dalmer are extremely reluctant to have a single standardized equipment database for their soldiers, preferring to ensure that the units they deploy are the best suited to the combat situations they will face on the other side of the warp gate. This is why units are warped in individually, (or two by two or by three, but this is extremely rare).

## Usage

In combat situations, the Dalmer are not often completely adapted to the enemy they face, as such they must warp in the necessary supplies, technologies and weapons to the front line. Once the technology is warped, they are immediately equipped to all units on the field as well as future units sent to reinforce the current assault.

The technology and weapons are never truly optimal, generally upgrades to weapons given to an engaged army are locked into tiers of three, going higher than tier three is generally considered too expensive for command to give to the engaging army, or requires greater time to research than the scientists have to develop the technology to optimal levels.

This incredible adaptability comes at a cost however, as individual operatives do not have access to these high end technologies, save a few exceptions.

In order to compensate for the cost of these upgrades, the engaged army can cut into its war takings and plunder to pay for the better technologies.

This limits the prohibitive cost of warping from becoming too excessive. A less costly operation is warping in reinforcements, which is still very expensive on the field. To counter this extreme cost, special buildings are necessary in accordance to the units warped in.

The technology produced for the situations faced by the Dalmer military is only lent however, and is expected to be returned after the battle. This allows for the specialized technology and weapons to be recycled and reused elsewhere. Returning the technology also allows to recoup part of the investments made.

### Warpnet

*Main article: Warpnet*

The centralized network in charge of linking application researchers and specific military operations is known as Warpnet. The warpnet is efficient enough to answer, with tier one weapons or technologies against specific threats being developed in as low as 4 hours, and tier three technologies being developed in less than a month. Warpnet is also the main hub for linking combat operations and independant arms industries, the only cut warpnet takes from providing the service is the adding of the developed technology to the Aether Web for all to use, ensuring any and all researched is available to the whole of the Dalmer (with few exceptions).

### As an evacuation tool

CSWS’ can be converted into mass warp gates, if the operation goes poorly, and evacuation via CSWS is necessary. This kind of evacuation is possible but inefficient as only a single unit can be warped away safely at a time. Another difficulty is that great technical skill is required to operate a warp gate. Indeed the opposite gate must be open, and the gate calibrated to transport a Dalmer organism (meaning all hardware stays behind).

## Types of CSWS

### Headquarters

*Main article: Mobile headquarters*

Mobile headquarters for the purpose of military excursions, this can be seen as a more economical solution to warping buildings which is extremely expensive, and allows strategic redeployment of military facilities closer or farther to combat zones.

Headquarters are designed to be roving resource processors and serve as the return point for mining vehicles.

HQ’s can be relocated using jump-jets, but must shut down all other systems to move, and are slow moving whilst in flight,

Extra bay facilities to carry personnel while the command center is in transit

To increase resource production, reactors can be installed and can also call down extra harvesters.

### Research buildings

*Main article: Research CSWS*

These buildings are necessary to order and receive new technologies and their distribution to the campaign units.

### Food buildings

*Main article: Food Production CSWS*

These buildings are in charge of warping in foodstuffs necessary to keep the army fed and watered

### Medical attention buildings

*Main article: Medical Attention CSWS*

These buildings receive medical supplies and the soldiers whose wounds on the field were sufficiently life threatening for them to be teleported to a medical bay. When in these CSWS the units are nursed back to health and sent back onto the field when fit.

### Supply management buildings

*Main article: Management CSWS*

These buildings warp in and stockpile the weapons, physiological supplies, tools, and generally everything a campaign army needs to function. In rare scenarios of famine or disaster, these buildings can mass warp food and supplies, but this usually destroys the warp engine after one use.

### Add on buildings

**Add-ons** are auxiliary structures which are produced by and attached to a main structure, they allow specialized field manufacturing. There are 8 types of add ons.

* The Comm station allows long range scan sweeps
* The Launcher silo allows long range ordnance strikes
* The machine shop is required to produce and upgrade siege weapons and heavy walkers.
* The control tower is needed to control and coordinate airship traffic.
* The physics lab is required to produce and upgrade aeronautical vessels
* The reactor allows two units to be warped in at once.
* The tech lab is the creation of an on site research lab with the necessary equipment and personnel to enable the creation of certain higher-tier technologies.
* Tech reactors allow structures to receive the benefits of both the tech lab and the reactor.

### Transportation specific CSWS

*Main article: Transportation CSWS*

For transportation, several variations of warp technology exist, and this is reflected in the installations necessary to warp in specific entities.

### Unit warping buildings

*Main article: Warp in structures*

These buildings are built to receive and equip reinforcements to the campaigning army. These are the most diverse buildings as their warp engines are tailored to the specific units to be warped in.

Example: ViziVizi is a company that supplies Foot Soldiers Packages, melee infantry packages.

#### **Mk 1: Barracks**

The basic CSWS specialized in warping in ranged infantry units, the MK Barracks is distinguishable in the plethora of ranged infantry units it can summon from military facilities all around an elected kingdom.

This model can lift off and is aerially mobile. These can upgraded with immobile technical laboratories, or warp speed accelerators, both of these add on buildings allow unique advantages to the MK barracks.

Technical laboratories allow specialized combat shields, medpacks, armor and weapons to be equipped directly to arriving soldiers.

Warp speed accelerators lengthen the queue by three slots and allows two units to be warped simultaneously.

Naturally add on buildings, like all other buildings can be recycled for salvage.

Additionally, the MK Barracks can be retrofitted with superior structural armor.

The MK Barracks can warp in units, however units more specialized equipment requires specific warp channels to be adequately supplied.

The Warpins available to a MK Barracks are ranged infantry and firearm specialists.

#### **Mk 2 Guardhouse**

The MK Guardhouse is a well rounded CSWS with access to a range of infantry units, mechanimal cavalry and siege machines. The Guardhouse has several training facilities to accommodate the diversity of units that are warped into it. These add on facilities include a range for Riflers, a stable for mechanimal cavalry units, a mechanical supply for polymorphous tanks and training grounds for the overall training of warped units.

The Mk Guardhouse can only summon the Infantrydal with no add on buildings to supplement the equipment needed for Ranger and Warrior units, or the parts needed to summon a Polymorphous Tank.

#### **Mk 3 Siege Works**

The MK Siege Works are in charge of warping, repairing and maintaining all siege class weapons used by the campaigning army.

#### **Mk 4: Bestiary**

The MK Bestiary is a CSWS specialized in the warping in of mechanimals and mechanized mounts for a campaigning army. The structure includes cages, kennels, and pens as well as feed storage, veterinarian facilities for the animals and their war gear.

#### **Mk 5: Aviary**

The Mk aviary is a CSWS who functions largely like the MK bestiary (it's manufactured by the same company), but for flying mechanimal mounts. The Mk aviary sports a large dome in addition to the other common amenities with the Mk Bestiary.

## Features

**Building collapse protocols**

Buildings have a built in technology to repair itself to maintain its structural integrity. If a building has a collapse risk of over 70%, attempts to stabilize and repair it will cease, and it will burn to the ground unless repaired by other sources.