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Post by erikmodi on Dec 30, 2020 17:11:20 GMT -5
So, thanks to Terminator: Dark Fate and getting Terminator: Resistance for Christmas, I've been in a cyclical Terminator mood for a time. So, revisiting my old set (and rereading the T2 Trilogy). Some of the later cards might seem familiar from a thread several pages and about five years back, but I'm doing a bit of tweaking and reworking, and using a different image site, so just starting a new thread. The first thing I'm posting is Plasma weapons, which I'm reworking for a few reasons. One: while I like the idea of plasma weapons dealing Environmental damage, cutting into Skynet forces no matter how heavily armored they are, the damage ratings are too low to be worth it most of the time. A plasma rifle isn’t measurably better, in many circumstances, from a shotgun at close range with good ammo, and it should be. Second, what Premeire calls a 20-Watt Phased Plasma Rifle is actually a 40-Watt Phased Plasma Rifle, a 20-Watt Phased Plasma Rifle isn’t a thing, so far as we know. So, the following are essentially replacements for the 20- and 40-Watt Phased Plasma Rifles from Premeire, and adding more besides (mostly from Terminator: Resistance). Basic plasma weapons for the Resistance and Skynet. The Resistance plasma weapons in Terminator: Resistance came in basically four varieties: a basic assault rifle (with or without magnifying scope), a semi-auto rifle that did more damage but fired slower, and a sniper rifle that did lots of damage but kicked like a mule (and the plasma minigun). Skynet pretty much just had their basic plasma rifle, though a few enemies use the minigun as well. So here's those types represented, except I gave the minigun exclusively to Skynet, because, well, it's a damn minigun! A big mechanic in Terminator: Resistance is harvesting chips from downed Skynet enemies and upgrading your weapons. There's a whole puzzle layer to it, which is kinda cool, but for purposes of the game, these basic upgrades can give your plasma weapons more bite. The game also has, in true FPS fashion, an escalating level of weapon effectiveness. By the end of the first level you'll have an M1911 pistol and Uzi, you'll probably get an M-16 almost straightaway in the second level, and find a shotgun not long after. Then it's several chapters before you get your first plasma rifle (and learn, to your horror, Terminators utterly no-sell non-plasma weapons. . . the shotgun can knock them down for a few seconds, then they get up and terminate your ass in two hits). For many more chapters you rely on these Generation 1 Plasma weapons, which fire red bolts, have red highlights on the gun, and use red plasma cells for ammo. Then, two, maybe three chapters from the end, you get the Second Generation, purple plasma weapons. While I never particularly liked this (I've never seen a red plasma bolt in a Terminator movie) it's an interesting gameplay mechanic. So I wanted to do something with it. I have an alternate idea for this card, where you only double the damage but ignore resistance equal to the weapon's normal damage, but that mathematically works out pretty much the same, doesn't it? And something to maybe encourage using Red Plasma Cells. Not sure if this is any practical, tactical, or strategic use, but it sure feels cool.
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Post by erikmodi on Dec 31, 2020 17:13:00 GMT -5
Okay, a few more cards based on Terminator: Resistance: A major subplot in the game is the difference between the Resistance, the people who have actually joined up under John Connor's banner to fight the machines, and people just trying to get by, collectively known as "Scavengers," since that's primarily how you survive in any post-apocalypse. "Scavenger" is a new resource, sort of like the future equivalent of Civilian. Doesn't really do anything on its own, though Scavengers might be expandable into a full faction if others feel so inclined. Baron describes herself as a bully and is a notoriously hardass commander, setting brutal quotas for any scavengers who want to stay in her Resistance shelter. So the idea of her readying a character and that character taking damage fit well with her "slave-driver" mentality. Jennifer is good at lockpicking and scavenging, so getting characters through barriers and finding things really well seemed a good idea to me. And your Player Character of the game, Jacob Rivers. You get promoted to Sergeant about halfway through, but the Sergeant Jacob Rivers is meant to more represent him at the end of the game. The idea of gaining Resources as you complete missions I think works really will with the game's light RPG elements: you basically gear up and get briefed, travel to a map where you complete objectives and shoot a lot of Skynet forces in the face, finish up your objectives, then return to base to sell loot, gear up, get briefed, and go out again. You get XP which you can use to buy skills, informing your playstyle slightly (though by the time I hit max level I had all but two skills unlocked, and strongly suspect I missed at least enough Skill Books to have every available skill). And yes, Jacob could get Resources like "Skynet." Since one of the benefits of the Weaponry skill in the game, at higher levels, is the ability to use Skynet Gen 1 and Gen 2 plasma weapons, I'm comfortable calling this a feature. These are all the cards I have planned specifically related to Terminator: Resistance (though just typing the thing above about Skill Books is giving me an idea, I might revisit that and Jacob's ability later). My next posts will be other things unrelated to the T2 Trilogy, for a few reasons. One, I want to set up a few things for when cards for that start coming out. Second, I only finished the first book again last night at work and started on the second, so I want to read farther in and make sure I don't miss any cool card ideas as I keep going. I also want to take another look at Axlotl's T2 set, since he and I seem to have had similar ideas about the concept of "Skynet Importance," so I might want to rework my mechanics to be more in line with his. That'll be a project for one of my days off. But the T2 Trilogy stuff is coming, I promise. EDIT: Changed Baron's ability so it affects Scavengers as well as Supporting Characters (my initial conception of Jennifer was as a Supporting Character before deciding she deserved to be Main, changed her without changing Baron; Baron's a little nicer to her Resistance soldiers. . . a little). Also got a new image for Jennifer, I didn't realize how low-res the one I had was.
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Post by erikmodi on Jan 1, 2021 14:52:12 GMT -5
Ah, the New Year, when the new-series Terminators roll off the line! Take in that glorious, fresh-from-the-vat new flesh smell! So, I'm old enough to remember the big marketing blitz for Terminator 2, specifically a lot of the video games surrounding it, the Nintendo Power articles for them, and so on. T-800 vs. T-1000, T-800 vs. T-1000, play the T-800 protecting John Connor from the evil T-1000. Then I finally saw the first Terminator (edited to hell and back on USA) and Reese's line about "The 600 series had a rubber skin." I'd already been noting the numerical gap, but Reese's line really made it stand out. So they know about 600s, 800s, and 1000s. . . what about the 700s and 900s? Why don't we hear about those? What if Skynet makes the even-numbered series hardware upgrades, easy to differentiate at a glance, while the odd-numbered series are software upgrades, much harder to classify? So Skynet makes the 600 series with a rubber skin, which utterly fails as an Infiltrator, then makes a 700 series that's programmed to at least try to emulate humans, then gets the assorted breakthroughs necessary for the 800 series to support a living tissue shell. But the 800s still run on pretty much the same software as the 700s, they aren't going to fool anyone who knows what to look for for long. So what if the 900 series has better software, better able to emulate natural human expressions and emotions? The T-1000 would run on basically the same programming, explaining it blending in better than Arnold's T-800, until the 1000 decides it doesn't need to bother anymore. So, here are my 900 series Infiltrators. I used Kristanna Loken for the Advanced Light Infiltrator under the thought that, like Arnold keeps showing up as Model 101 800 series Terminators, the template for the default form of the T-X might have been used in other series previously. The Advanced Recon Infiltrator is very different from the Recon Infiltrator of Premiere, because a child Terminator just never sat well with me, mostly from a logistical standpoint (miniaturizing everything necessary to fit in a believable ten-year-old human body? I don't think so). So I made it a slightly different kind of Infiltrator, filling a slightly different tactical role.
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Post by erikmodi on Jan 2, 2021 11:53:18 GMT -5
So, I did come up with another card inspired by Terminator: Resistance: Shortly after you have incontrovertible proof Skynet is fielding Infiltrators. . . well, things go a bit downhill in the local Resistance shelter. The flavor text is a line of dialogue actually heard in the game, from the persons pictured. And Resistance Terminators! Reprogrammed versions of my 900 series. And the last Resistance inspired card (for now), the guy who reprogams Skynet guns and units to work for the Resistance.
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Post by erikmodi on Jan 4, 2021 12:53:42 GMT -5
So, these should be the last of the "Plus" cards for awhile before I get into the T2 Trilogy cards proper. T-X and assorted stuff. Terminator 3 is not my favorite Terminator movie, but she is my favorite Terminator. Not quite sure why that is. Primary is a Resource for built-in weapons for Skynet forces. A single unit may have only one implant weapon with the Primary resource at a time.
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Post by erikmodi on Jan 5, 2021 10:42:41 GMT -5
Okay, starting in on the T2 Trilogy stuff proper. For those who don't know, it's a very good trilogy of novels by SM Stirling, following up from the events of Terminator 2: Judgment Day. Spoilers for the novels ahead, be warned. We start (after a prologue immediately following T2) in the future, where Skynet is up to its usual no good. Of course, Skynet needs its robotic footsoldiers. The novel calls the base, endoskeletal Skynet troop a T-90, though I take some issue with how the author likely arrived at that designation (which will be discussed in detail at a later date). Anyway, the T-90, as I see it, is probably the very first Terminator design, and so is a low-tech, cheaply-produced, disposable unit. The Tactical Suppression Terminator, on the other hand. . . okay, this card is technically inspired by Resistance as well (the game has T-825 Terminators who dual wield Gen 1 plasma weapons, and T-825V Terminators who dual wield Gen 2 Plasma weapons), but the game was certainly drawing from this brief piece of awesomesauce. Anyway, a T-90 sneaks up on and Terminates a Resistance soldier (leading to a bit of funny when Skynet considers revisiting the rubber-skin concept, to make the T-90s quieter), and Skynet is impressed by what it observed of this soldier's mental and physical characteristics. So it cues up a new project. Human scientists working for Skynet use this soldier's genetic material to breed Skynet a whole new type of Terminator. The result are the I-950 Infiltrators, cyborgs in the sense of being human (with some genetic modification) implanted with computer components. We follow the I-950 Serena Burns as she infiltrates the Resistance, only to be recalled by Skynet for a very important mission. And, not related to the Trilogy per se, but thematically linked given the importance of Serena being lab-grown human, the Alpha Hybrid from the Aliens vs. Predator vs. Terminator comic, and my take on what Skynet might do if it ever got its hands on a Predator. Yeah. . . that's why I had to note Red Plasma Cells still deal plasma damage. I'm a bad, bad man.
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Post by erikmodi on Jan 6, 2021 15:34:39 GMT -5
Skynet is apparently an advanced enough AI, with quantum computing hardware, that it can actually perceive alterations to the flow of time. It has come to realize that, due to the events of Terminator 2, it has ceased to exist. It has overlapping files, some of which indicate the Infiltrator Serena played a critical role in Skynet's birth, others of which make no mention of her and have its activation occur years earlier. (It sometimes has to exercise its quantum computer will to avoid being Logic Bombed by how little sense any of this makes). Skynet described to Serena that time has a kind of inertia, a desire to return to a specific shape, or as close to it as possible, if diverted from its course. So Skynet sends Serana back in time to ensure Skynet's existence and activation, and if possible, Terminate those troublesome Connors. The scenario: Correcting Temporal Deformation Back-Story In the future, Skynet has discovered that its very existence is imperiled. Changes to the past have prevented the future, so Skynet sends an experimental Infiltrator to the past to preserve the future. And improve on it, if possible. Resistance Player Starting Hand Starting Characters: Sarah J. Connor and John Connor Starting Items: One Weaponry item each, or one Military Arms item. Starting Locations: Krieger Estancia Hand Size: 5 (+1 for each living Leader) Combat Pool: 3 Primary Victory Requirements: 1) Destroy all Skynet Main Characters. Alternate Victory Requirements: 1) Importance Win: Collect ten total Importance. 2) Thwart AI Research: Destroy all Locations with Research counters (need to do some thinking on this). 3) Mission Win: Any time you acquire ten Mission Points, you immediately win the game. Skynet Player Starting Hand Starting Character and Items: Begin play with one I-950 Infiltrator. Up to ten Production points may be spent on Implants for that I-950. Starting Location: Dyson House Hand Size: 5 (+1 for each living Leader) Combat Pool: 3 Primary Victory Requirements: 1) Kill all Resistance Main Characters. Alternate Victory Requirements: 1) Importance Win: Collect ten total Importance. 2) Skynet Activation: Generate 50 Research counters at a Cyberdyne location. Characters with Skynet Importance may rotate at a Cyberdyne location to add one Research counter per Skynet Importance. 3) Mission Win: Any time you acquire ten Mission Points, you immediately win the game. "Skynet Importance" is a new keyword, like Singular or Persona, basically codifying the bulk Axlotl's Dr. Miles Dyson's card text. Supporting Characters with Skynet Importance will have a regular number in their Importance box, but this is Skynet Importance. Skynet Importance can be collected by the Skynet player through Protection, using the same rules as a Resistance player. It can be collected by the Resistance by killing the character, under the same rules as a Skynet player. If a card or effect adds Importance to a character, they lose Skynet Importance and their Importance is set to zero before the effect is applied. If a card or effect adds Skynet Importance to a character, their Importance is set to zero before the card effect is applied. Neither of these rules count for "collecting" Importance. And the only card for this post: This. . . this is the model of a bad card idea. It's about as mechanically clunky as a Battlefield System card gets (and you should have SEEN my draft wordings. . . yeesh!), it all but freezes two victory conditions in the Scenario its meant to be played in, and can be game-breaking in a regular Past scenario. It's the kind of card that gets printed and immediately banned, either because no one uses it or it's absolutely game-breaking in "tweaky concept decks" that utterly demolish with sheer weirdness. But, it's quite thematic to the overall conceit of the novels, so here it is.
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Post by erikmodi on Jan 10, 2021 16:15:16 GMT -5
So, Serena arrives in the present (the year 2000), set up a false identity, credentials, and a huge bank account so she can get the resources she needs to land a job at Cyberdyne to protect Skynet and help bring it about. She does pretty well. . . until she meets this character. Tricker is Cyberdyne's liason with some super-shadowy government agency (not even given a name or acronym anywhere in the novel series, as I recall), and a few things about Serena bother him. For one, he thinks she's too young and too pretty to be Cyberdyne's new head of security, none of those hopeless computer geeks will be able to focus on their work with her around. For another, Serena subtly implied in her interviews that some of her "upward mobility" was due to her "horizontal agility." The Cyberdyne president and CEO eat the implication up with spoons, but Tricker sees a red flag. Fearful that her employment (and thus, overall mission) is in jeopardy, and not aware the Cyberdyne execs already won their first battle with Tricker over hiring her, Serena breaks into one of their houses to demonstrate how much they need her running security, and to explain that she's bought Miles Dyson's old house and "found some of his stuff." Of course, Cyberdyne had been through the house with a fine-toothed comb, and this is data Serena's actually brought back with her from the future. Of course, Serena brought a few other things back with her, too. And now, with secure employment, in a position to protect and nurture the project that will one day be Skynet, she can begin assembling her forces. Literally. And that's not Serena's only trick. Because I-950's are primarily biological, she's actually fertile with another I-950. . . or, with a bit of jiggery-pokery, can fertilize clones of herself, and either carry them to term or implant them in surrogates. And the kind of surrogate she prefers to have her new Terminators go nab. Has to be female, someone who won't be missed and has no serious health problems, to be purged of any chemical dependencies before implantation.
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Post by erikmodi on Jan 11, 2021 19:25:24 GMT -5
Meanwhile, John and Sarah Connor are living in relative peace and safety in Paraguay, under the assumed names of Suzanne Kreiger and her son, John. They own a small trucking business with a sideline in smuggling (mostly harmless stuff), own a nice estancia, and have a pretty comfortable life. . . that's boring as hell. Until someone buys the estancia next door to theirs, someone with a very familiar face. . . Well, Dieter isn't a Terminator, but Skynet did model the 101s after him. But just because he isn't a Terminator doesn't mean he's not a threat to the Connors, since he's a retired Sector agent. The Sector is a super-elite, super-secret counterterrorist organization, so Dieter has the skills to be quite dangerous. And he's retired, so he's bored, and free to pursue idle fancies that cross his mind. . . like, say, the suspicion that his pretty next-door neighbor and her well-mannered son are actually wanted fugitives Sarah and John Connor. By degrees, though, he comes to realize a lot about the official records on the Connors doesn't add up. When Serena sends one of her homemade Terminators to Paraguay to try and Terminate the Connors, Von Rossbach gets all the proof he needs, and becomes their most valuable ally. This also brings up a difficulty in adapting this novel series to an expansion for this card game. It's more of a globe-trotting adventure, with the action mostly split between the US and Paraguay (and the US is bigger than just Los Angeles), so a new rule is needed: Location Zones Most Locations are played to one zone in most games, but some games might have relevant locations effectively entirely separate from the main location row. In this case, Locations are played to multiple Zones. In the T2 Trilogy, important Zones are Main (representing the United States, mostly), Paraguay, and Antarctica. For travel between zones, and hampering of same.
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Post by erikmodi on Jan 12, 2021 17:28:46 GMT -5
But before Serena can send a Terminator to the Connors, she had to find them. Since they were hiding from everyone, this wasn't easy, but Dieter digging into the case helped. She also enlisted the help of one Jordan Dyson, younger brother of Miles Dyson, an FBI agent officially reprimanded several times for looking into the Connor case, since the official story is pretty much that John and Sarah forced Miles to take them to Cyberdyne so they could blow it up, and killed Miles during the attack. Miles' wife, Tarissa, can't really set the record straight without explaining about Terminators and Judgement Day, and. . . well, we all saw how well that worked for Kyle and Sarah. Jordan quits the FBI to become Serena's assistant head of security at Cyberdyne, with promise of carte blanche to bring the Connors down. Tarissa does tell Jordan about the night Cyberdyne blew up, about the Terminator's bare metal arm and everything that convinced Miles to help stop Skynet, but Jordan doesn't believe her. The goal, of course, is to protect Cyberdyne and all the research that will one day lead to Skynet, though they're now set up in quite a secure location, under direct government supervision in an underground lab complex on a military base. And they have a new hire, a brilliant computer programmer who's beyond the cutting edge, the only genius who might be able to finish Miles Dyson's work from the scraps Cyberdyne was able to salvage. Unfortunately, he's also a practicing neo-Nazi. So, funny story. . . Dieter has a very light Austrian accent, Kurt has a very thick one. Dieter gave the T-800 its face, but Kurt gave it its voice. In other words, the Sgt. Candy deleted scene from Terminator 3 is basically a major subplot from these novels, played for laughs. And some extras to close out the post.
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Post by erikmodi on Jan 13, 2021 17:31:14 GMT -5
So, all's set for the Connors and Von Rossbach to go tilting against the Skynet windmill yet again. But, much like Serena had to do some homework to find the Connors, the Connors have to do some homework to find Cyberdyne and their offsite backups. I'm skipping over a fair amount here, partly because I don't want to spoil the entire book series and partly because no interesting card ideas came. Along the way, the Connors take out another Terminator, this one trying to get to them as they're taking off in a charter plane. C-4 is used to precisely dismantle it (well, relatively precisely. . . it is still C-4) including taking its head off, because John wants to see if he can learn anything from the CPU. And learn things he does, including that this Terminator is not from the future. . . it's CPU and power supply is, everything else was made in modern times. The Connors have a much easier time dispatching Serena's homemade Terminators than they do Terminators in the films proper, though this is largely due to them knowing a lot more about the Terminators' vulnerabilities and usually having the right tool for the job (such as anti-tank rocket launchers) to hand. But it's subtly implied -- so subtly I actually missed it until this read-through -- that, because of Serena being forced to use modern materials and construction methods for her Terminators, they are just a hair less robust than a T-800 made in the future in one of Skynet's automated factories with all of its advanced technology and resources. The Connors decide to hit one of Cyberdyne's backup storage sites in Sacramento. Serena guards it with Jordan Dyson and three of her Terminators. This creeps Jordan out (and is just hinky enough that, when he soon gets the story straight from John's mouth, he's more ready to believe it) because, while one has a mohawk and one is bald with mutton chops and one has a Fu Manchu moustache, they still look and move and sound almost exactly the same. And there's just something about them that triggers Jordan's cop instincts. This. . . this is a piece of villain ball that really bothers me about these books (but it's really the only thing). First, the novels make the same error as Terminator 3, identifying the T-800 as a T-101 (hence, the T-90 as Skynet's footsoldier). When in fact, as we know, Arnold Schwarzenegger's Terminator was a Series 800 Terminator, and Arnold's face is just Model 101. The book plays it like every single Infiltrator Skynet ever built had Arnie's face and only Arnie's face, which would make them pretty crappy Infiltrators. Really, Serena should have had several Models of Terminator face to choose from, especially since she was custom-ordering the parts that became her Terminators from precision metalworkers around the world, no need for every single Terminator skull to be identical. And indeed, she and her successors take pains to make their next few Terminators visually distinct so as not to alert the Connors prematurely. Of course, with the magic of our chosen card-making template and program, the Models of potential Infiltrators are limited by our imaginations and the strength of our Google-fu. And some Models might get reused across different Series. And just for fun, since this post revolved a lot around Infiltration and reduction of same:
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Post by Axlotl on Jan 14, 2021 16:54:02 GMT -5
I always liked the Stirling books a lot, even with the errors. I'd have put them on my mental list for Terminator sets, but I never liked the idea of having to source that many images, so my plan was to sneak in references if I ever do more sets. Theres some good concept art from Salvation that evokes an I-950 vibe, and for a little while I had planned on sneaking the I-950 into my Judgment Day set. Definitely have some interest in doing Resistance at some point, but if I do another set my current plan is TSCC.
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Post by erikmodi on Jan 14, 2021 18:41:12 GMT -5
Yeah, finding pictures has been a pain much of the time, but sometimes it's super easy. When I first had the idea for an I-950 card, I was thinking Kirsten Dunst or something. But Tricia Helfer is just too perfect for Serena.
A lot of the others, though, are "best I could find at the time," like Offsite Backup. I've never really been happy with that one, it just looks amateurish, but I can't really imagine there's a better picture to get the point across.
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Post by erikmodi on Jan 16, 2021 0:12:41 GMT -5
The Connors go to hit Cyberdyne's backup storage site in Sacramento, but things don't go according to plan. John is gravely wounded, Jordan Dyson saves him from being Terminated and calls out Serena on the "psychos" she sent with him as backup. She wants him to bring John Connor to Cyberdyne for treatment, using the fairly compelling argument that if John Connor is there and receiving top-notch medical care, Sarah Connor might be in a bit less of a mad-bomber mood. Jordan wants to take John to the nearest hospital, and John (dropping in and out of consciousness) doesn't want to meet Jordan's boss, as he's pretty sure she's the "head Terminator" who's been making the others. Jordan compromises and brings John to Ft. Laurel's base hospital, where he can still get premium medical care, but close enough to perhaps cool Sarah Connor down, but not directly be in Serena's sphere of influence. Sarah and Dieter turn out to have some mutual friends, including Ike and Donna Chamberlain, who never expected to see both of them in the same car without handcuffs being involved. They know Sarah's story but don't believe her, so when Dieter, the most even-keeled and sanest man they know starts backing her up. . . well, no one's that good in bed. Ike, a true artist of a gunsmith, makes some souped-up Tasers for use against Terminators, and Dieter and Sarah head to Cyberdyne proper. Luckily, the Major in charge of base security is another old friend of Dieter's, allowing Dieter to smuggle Sarah in. John talks Jordan into helping him escape the base hospital, meets up with Dieter while Sarah is arming bombs in Cyberdyne. They take out a few Terminators using the new Tasers, and John uses something cool he found while poking around in the code of the CPU they'd obtained. John wasn't sure if that code would work, but it does. A Terminator is stunned for a crucial few seconds as it tries to reroute around an imperative command phrase uttered in the wrong situation by the wrong person for the wrong reasons, giving an opening to kill it. I think Skynet might have vocal override phrases still in the code for its Terminators (and presumably other forces) for either or both of two reasons: Leftover attempted military safeguards that it just can't (or didn't think to) remove, or in the rare event when Skynet cannot ASSUME DIRECT CONTROL and rogue unit needs correcting immediately. Well, they get the bombs set up, take down all three of Serena's Terminators guarding the site -- Serena had the building evacuated, anticipating the Connors' attack and not wanting pesky witnesses to her attempts to Terminate them -- but Serena herself has to take the field. Being an actual meat-and-computer cyborg instead of a meatsack robot, she's a bit less robust than a "proper" Terminator, and Sarah blows half her head off with a quick shot. But she is still a Terminator. The computer components bring Serena back to life briefly, and she near-fatally wounds Sarah before being put down for good. Driven by her cyborg strength, that knife-hand attack actually functions like a very big, very dull knife. John pushes the button on the detonator, and Cyberdyne goes up in smoke. Again. Jordan promises to keep Sarah safe and not let her get doped to the gills in an institution again, and John and Dieter flee. In a remote location, Clea Bennet, Serena Burns backup Infiltrator, prepares to take up the mission. Here endeth the first book of the T2 Trilogy, Infiltrator.
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Post by erikmodi on Jan 16, 2021 17:23:15 GMT -5
An intermission before hopping into T2: Rising Storm. Some of these were floating around from the last time I did this, some are new ideas. My version of Miles Dyson. Reworked slightly to be in-line with Axlotl's version from his T2 set, but you should use his over mine as its way better. And speaking of Axlotl. . . you can blame him for this one. His Rimworld games, especially the AvP series and the set based on it, got me into the game. I've been mostly doing a Terminator playthrough, and I learned something interesting. With the TX Android mod (which lets you make basically Terminators), you need a mod called Questionable Ethics for Cloning Tanks to grow skin for your Infiltrators. Well, you can also basically grow I-950s: find a dead enemy with some good traits (or shamelessly abuse the Character Editor. . . not that I condone that sort of thing), grow a clone or two, Bionic the living daylights out of them, and boom, an I-950 Infiltrator not unlike Serena. Well, I also added the AvP mod for chuckles and grins, the Predators were initially friendly to me (which was weird), but then I wound up with a bunch of maturing Queens roaming my map and trade envoy from the Preds, and long story short my defenses were really good and the trade party never learned how to duck. It was at this point I pretty much had all research finished except for the AvP stuff, which I couldn't do, turns out because you need Predator scientists (a tooltip would be nice, modder!) So, in true Skynet fashion, I undertook an experiment: sequenced some Predator genome, grew some clones, bionicked the living daylights out of them. . . I-950X Predator Infiltrators! This is sheer silliness, so I had to do it. EDIT: Found more pics, so made some variant images, and gave them the Predator resource so they could use PredTech. Really liking this chrome look Hunting Grounds apparently has; very Skynet.
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