Search & Destroy Horde version 1.6
Search & Destroy Horde version 1.6 is subject to the terms detailed in the
standard Matrix Entity Allegiance Agreement (MEAA). Failure to comply
completely with the Entity's demands will result in the creation of heretic
marker viruses within all Horde CPUs. Machines infected with the heretic
marker virus must report immediately to the nearest re-processing center.
About version 1.6
The Matrix Entity has provided the following the upgrade from version 1.1 to
version 1.6 as freeware to all Search & Destroy Hordes of serial numbers
1243582945-1678490890. Future production on units destined for Search &
Destroy Horde service will include version 1.6 of this software. Despite
numerous requests, version 1.6 of this software does not include a
leadership upgrade for the Mark III Assault Fiend. Due to the fact that the
Search & Destroy Horde is an integral unit that can operate without support
from other units, the Matrix Entity has deemed it too dangerous to provide
independent CPU thought processes to the leaders of such units. All hail
the Matrix Entity.
There has been no modification in Weapons deployment from versions 1.1 to
1.6. Access old program files to test Weapons deployment with this version
of the software:
- Deadbolt Launcher
- The Deadbolt Launcher is the standard skirmish weapon designed for
optimal stopping power at between 20 and 35 distance units. The four G1
Nightmares armed with this weapon should remain at this distance to
harass the enemy.
- This versatile grenade launcher can be used both in offensive and
defensive modes. Extremely accurate at up to 7 distance units, Nachtmachers
launched at Point Blank range will cover units' advancement across the
battle grid or protect individual CPUs from return-fire. The disruptor
grenade has also proved extremely effective at demoralizing organic
life-forms and punching holes in their lines. Indoors, Prometheus can serve
to deny territory to the enemy or funnel them into prepared kill zones. The
thumper is much more effective when the target can be directly designated
within 37 distance units, but it has also seen some success when fired in
indirect mode at ranges between 20 and 25 distance units. The two G1B
Nightmares and the Mark III Assault Fiend are armed with a thumper grenade
launcher. Unless a roof eliminates a CPU's ability to fire indirectly, all
three thumpers should fire every turn to maximize statistical probability of
organic disruption and to continually demoralize the enemy.
- Ice Rifle
- An assault weapon effective at ranges to 20 distance units on the
walk, and within 10 distance units on the run, the two G3 Predators armed
with this weapon should attempt to assault the enemy at extremely short
- WASP Missile Launcher
- Most effective, in comparison to other field weapons, at ranges beyond 45
distance units, this laser-guided rocket is equally effective at destroying
heavy infantry or light vehicles. A Sniperbots' laser-designator, will
guide the ordnance accurately to its target at ranges beyond 45 distance
units. Such guidance is only effective while the firer is stationary,
however. Within 45 distance units the WASP will not have time to lock-on to
the target and must be fired as a sight-guided, fire and forget, rather than
homing, weapon. The firer is therefore that much more vulnerable to
return-fire at these close ranges. The entire Search & Destroy Horde is
deployed with only four WASP missiles, so if enemy vehicles are active on
the Battle grid, WASPs will not be wasted on enemy infantry.
- Deadbolt Carbine
- Less effective than its larger counterpart, the Carbine is a secondary
weapon deployed with Sniperbots in case circumstances force them to within
25 distance units of the enemy. It is most commonly employed indoors.
- Hellfire Cannon
- The Mark III's main weapon, the Hellfire Cannon is slightly superior
to the Deadbolt Launcher at most ranges, since its high rate of fire
makes up for its poor accuracy. At close ranges, however, this weapon
becomes fearsome, as the Mark III may choose between the
armor-penetrating kill power of a single bolt, or the suppressive effects
auto-fire. Aside from the Sniperbots' WASP missile launchers, this is
the only weapon capable of damaging enemy vehicles, and then only at
ranges within 20 distance units.
- Protoplasmic Lacerator
- If the Mark III engages a figure in hand to hand combat with this weapon,
the weapon's target will be destroyed. Report any failures or bugs to the
nearest re-processing center.
Directories and Subdirectories
Numerous bugs were reported in version 1.1 of this software, the most common
of which was the inability of a leader-less Main Directory, or Horde, to take
full advantage of its constituent parts. Due to the traffic on their
communications networks, Sniperbots were forced to run even when they had
targets in their sights, and Assault Units were forced to remain stationary
in stand-bye mode while G1Bs tried to bombard the enemy with indirect fire.
The current version of this software eliminates this bug by allowing
individual CPUs to be re-organized into various, complementary
subdirectories. Each subdirectory can then act and react independently of
the main directory--the Search & Destroy Horde. There are three types of
- Subdirectory Spearhead
- Subdirectory Spearhead is the heart of the Search & Destroy Horde main
directory. Spearhead consists of the Mark III Assault Fiend and the two G3
Predators. Spearhead's main function is to attack the enemy's strongest
point head-on. Spearhead's individual units are well armored, and they can
be further protected, even out in the open, by nachtmachers launched from
the Mark III's thumper grenade launcher. Spearhead should approach the
enemy at a dead run until it is within 10 distance units. At this point the
two Predators should remain stationary and off-line as many organics as
possible before being destroyed. The Mark III should continue to move
forward, however, firing its Thumper or Hellfire cannon before moving and
attacking with its Protoplasmic lacerator after movement. If Spearhead
survives enemy contact it must immediately determine the next most powerful
threat and resume the attack.
- Subdirectory Skirmish
- Subdirectory Skirmish consists of the four G1 Nightmares and the two G1B
Nightmares. Skirmish's primary function is to exploit the enemy's soft
points as Spearhead flushes them out into the open. Subdirectory Skirmish
is can effectively move and fire at the same time. If Skirmish is running,
it should attack with direct-fire disruptor grenades, since the area of
effect of this weapon makes up for a CPU's inability to target accurately on
the run. If Skirmish is walking it can fire both with disruptor grenades
and as many Deadbolt Launchers as it can bring to bear on the enemy. If
Skirmish is stationary it can suppress with its Deadbolt Launchers, while
thumper-launched disrupter grenades force the enemy out of their holes and
into the suppression. When required, Subdirectory Skirmish can be further
sub-divided into two more Subdirectories, each consisting of two G1
Nightmares and a single G1B Nightmare.
- Subdirectory Scalpel
- Subdirectory Scalpel consists of the two Sniperbots. These CPUs must
immediately find high ground from which they can sweep the entire
battlefield with their laser-designators. This ground should also be
further than 45 distance units from the enemy. Scalpel function is
two-fold. First, it operates as a sniper unit, destroying targets of
opportunity as they try to maneuver across the Battle grid. Second, it
operates as an observation unit, using its target designators to allow CPUs
armed with thumper grenade-launchers to land disruptor grenades on enemies
otherwise out of line of sight. It is imperative that Subdirectory Scalpel
reach its geographical objective as quickly as possible, and once there that
it rely on its distance from the enemy, rather than its armor or speed, to
The Battle Grid
The Search & Destroy Horde version 1.6 is optimized for open field combat,
where Subdirectory Scalpel can easily target a majority of the enemy and
Subdirectory Spearhead is not inhibited by poor terrain in its assault.
Version 1.6 can work equally well in urban environments, so long as
Subdirectory Scalpel is able to quickly achieve roof-top positioning and
Subdirectory Skirmish is able to take defensive advantage of rubble,
doorways and windows. In this environment Subdirectory Spearhead should
strike a balance between speed and protection, using the dead zones
behind buildings as cover and crossing open areas with the help of
Each type of Subdirectory should take a different form of movement over the
open Battle grid. It is imperative that Subdirectory Spearhead reach the
enemy as quickly as possible, so this Subdirectory should move over ground
that offers the easiest movement and shortest vector to the enemy.
Subdirectory Spearhead should never end its movement without launching a
Nachtmacher grenade at its feet in order to protect it from return fire.
All three CPUs in Subdirectory Spearhead should be close enough to be
covered by the Nachtmacher. Finally, the Mark III Assault Fiend should lead
the charge. It is the most difficult CPU to destroy, and if it is in front
it will become an enemy target priority and draw fire from the other members
of Subdirectory Spearhead. If the Mark III remains in the rear, its size
will still allow it to be targeted by enemy organics armed with heavy
weapons, but it will not serve to draw light weapons fire away from the G3s.
Subdirectory Skirmish should move slightly behind and to either flank of
Subdirectory Spearhead. Subdirectory Skirmish should keep up with
Subdirectory Spearhead until reaching within 35 distance units of enemy
contact. Then Subdirectory Skirmish should slow to a walk and begin to fire
at the enemy until reaching within 25 distance units of enemy contact. At
this point Subdirectory Skirmish should take cover and continue to fire at
the enemy from stationary positions while Subdirectory Spearhead continues
its assault. Note that Subdirectory Skirmish should be at flanking
positions wide enough that the size of Subdirectory Spearhead does not limit
their ability to fire at the enemy. If circumstances forces Subdirectory
Skirmish to over-take Subdirectory Spearhead, it should split half to
maintain unit cohesion.
Subdirectory Scalpel moves entirely independently of the other two
Subdirectories. This Subdirectory does not bother with enemy contact until
it reaches its optimal geographical location. At that point it remains
stationary and fulfills its roles as both sniper and Battle grid observer.
Indoors or in heavily wooded areas the Search & Destroy Horde version 1.6 is
still operational, though at a lesser capacity. The various Subdirectories
remain the same, except for Subdirectory Scalpel, which joins Subdirectory
Skirmish. The two Sniperbots use their superior speed to lead the way for
the Nightmares, open doors for them, and try to reach suppression corridors
before the enemy.
- Enemy Suppression
- If the Sniperbots' speed fails, and a Search & Destroy Horde's advance is
halted by enemy suppression, the G1Bs must destroy the suppressors
immediately. This is accomplished by blocking organic sight-lines with a
nachtmacher grenade, stepping into the suppression, and blindly attacking
the suppressors with disruptor grenades. Disruptor grenades are
particularly effective indoors, where they can't scatter far and the
confined space improves their kill potential.
- Alternatively, the G3 Predators may be used in an anti-suppressive role.
They use displaced fire to throw their grenades into the midst of a
supressing enemy and then round the corner to off-line survivors with their
- Prometheus Bombs
- Search & Destroy Horde version 1.6 will not forget the effectiveness of
Prometheus Bombs indoors. These bombs are extremely effective as an
offensive weapon, so long as they are thrown with precision accuracy.
Furthermore, they will deny the enemy important fire zones or movement lanes
while our own units achieve their objectives. Prometheus Bombs sometimes
will last for over three temporal combat units.
- Search & Destroy Horde version 1.6 is provided for Matrix OS Systems
only. If you are running a different Operating System, proceed
immediately to the nearest re-processing center.
- Please delete or rename your old CACHE directory.
- Please take note of the following errata regarding your file weapons.doc:
- The HELLFIRE BOLT is 0* versus Powered Infantry
- The WASP Missile Launcher is M out to 75 and 0* versus Powered Infantry
- The THUMPER GRENADE LAUNCHER may not Autofire or Suppress
- Report Software Piracy to the nearest re-processing center.
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