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=== Assistant: So now each submunition is basically a tiny piece of stellar core rage. === So now each submunition is basically a tiny piece of stellar core rage. Lovely 😅 : The Sun’s core is around 15 million K. That’s not “really hot,” that’s “matter is plasma and nuclei are smashing together” hot. Let’s plug that into your submunitions: * Each one: - Has the yield of a large hydrogen bomb - Can track targets or act as a mine - And now its material / plasma is at core-of-sun temperatures You have: * 100 missile launchers * 30 cluster missiles per launcher * 100 submunitions per missile → 300,000 sun-core-hot H-bomb submunitions per full volley. ==== At ~15 million K: ==== * Anything near it: - Gets instantly turned to plasma - Electrons stripped off, atoms ripped apart - “Armor” and “flesh” don’t mean much So each submunition isn’t just: * Boom → shockwave + radiation It’s: : Even your ultra-tank swarm units with: * 1,000,000+ HP * 1,000,000 HP shield * 1,000 HP/sec regen are just matter. Matter at those temperatures: * Doesn’t stay “in monster form” for long. * Shields or no shields, their substance is being turned into ionized plasma. So practically: * Any monster or cluster caught in the immediate blast volume → instantly slagged. * Surviving “chunks” are much more likely to be: - Fine vapor/plasma, - Too shredded to split into new monsters. That directly fights your “splits if not fully destroyed” rule, because not much is left in big enough pieces. ==== Remember, in mine mode, these submunitions can just sit somewhere in space and wait. ==== Now picture that: * You seed a region with submunitions that: - Sit there, - Detonate into core-of-sun-level plasma the moment a swarm unit enters range. The result is: * Persistent, lethal bubbles: - Not just nukes, - Nuke + brief star-core microzones. For the swarm: * Trying to move through a mined zone becomes: - “Touch this point → teleport to inside the Sun’s core.” Even highly resistant mutants: * Can’t meaningfully “tank” being turned into 15-million-K plasma around the detonation center. ==== In seeker mode, a submunition can chase a target and then detonate at point-blank with: ==== * H-bomb yield, * Star-core temperature. So: * Big combines? → Submunition tracks, slips into the middle, detonates, creates a core-of-sun bubble inside. * Fast elites? → They can dodge shells, but not 100 tracking mini-suns. This makes your seekers perfect for: * Hunting down: - High-HP tanks, - Hive cores, - Important mutations, - Dense clusters trying to dodge everything else. ==== ### ==== * If a monster survives as large chunks, it can multiply. * But at star-core temps, most hits: - Vaporize or reduce the target to plasma, - So the chance of cleanly surviving as a half/third big enough to regrow drops a lot. So: : ===== - Regen is meaningless if: - You’re reduced to disassociated plasma. ===== * Only matters if: - You survive outside the main kill bubble, - With some structure intact. Core-hot submunitions + your other weapons → fewer “barely alive” survivors. ===== - Devour needs corpses or chunks of monster. ===== * Star-core-level destruction: - Leaves a lot more unusable plasma, - Much less clean biomass. So you’re not just killing, you’re denying food and templates for their evolution. ==== Your fortress now has: ==== * 100× guns * 100× railguns * 100× lasers * 100× atomizers * 100× missile launchers → 300,000 core-of-sun H-bomb submunitions per full salvo that can: - Hunt targets, or - Sit as mines and vaporize anything that comes near. The swarm still has: * Completely absurd numbers and HP * Shields, regen, devour, splitting, fast mutation, hive mind But the more you make your submunitions: * Precise (tracking), and * Completely overkill (star-core-hot), the more the fight becomes: : If you want, next we can flip the script and say: * “Given all this, what crazy new ability would the swarm need (like teleporting directly inside your fortress) to actually threaten you again?”
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