Clarifications on rule changes: (The Core thread has been properly updated with all the rule changes as well.)
1.) 5 agents per theatre, and if captured/killed you lose that agent next Operations Phase. Captured agents can provide intelligence to their capturers via interrogation. Operations are now longer-term and take place over a longer period of time, more representing the overall operation and not just some coincidental engagement where both agencies arrive at the exact same time.
2.)
(New) Expense is now done in simple numbers (and National Effort). Expense will now be shown in numbers - "1x, 2x, 3x," etc. with the number representing the number of agents per theatre able to use this design. "National Effort" still exists but should be very rare, and represents something that can only be used by one agent in one theatre. These are the conversions from the old expense values:
Cheap -> 6x, Expensive -> 2x, Very Expensive -> 1x.
3.)
(New-ish) Design rolls are now based on Sensei's ICAR and NUKE9.13's
BFA. Designs + Revisions are assigned a difficulty that determines the modifier, there's only one roll, and that roll uses a 2d4 dice. See the Core thread for more details.
4.) There are completely new Theatre Control Bonuses. See the Theatres spoiler for the details.
Operations Report, 1957Human Power Inc. [5/5 Agents]
Objective: Locate and receive blackmail documents from crowded bar.The location of the exact bar holding the objective documents is relatively quickly found. Less fortunately is where these documents are in the bar. The agents sent to investigate (as bar patrons) couldn't locate any papers after multiple weeks of searching. Finally, one day as our agents linger behind while the bar closes, an operative spots a safe in the backroom. Only accessible by bartenders.
Through IDIOT, we quickly acquired cover for our agents. Two managed to get in as fairly high-ranking bartenders, one as a server, while the last two agents were to analyze the situation from the main room as customers.
Our cover remains intact despite how bad our agents are at being bartenders. But as the bar closes one day, an odd man wearing a
backpack-sized radio on his back decisively walks through the entrance. He stands at the side of the main room scanning the area while our agents whisper over their radios confusedly.
Conversing with Command has our agents deciding to make a run for the documents earlier than was originally planned. The suspicious man is obviously
KOSMIC, but what he's doing here is unknown to us. Both bartenders head to the back room while assembling their reconfigurable Subduers away from the attention of the civilian staff.
They're followed closely by a civilian bartender that worked alongside them for the last few months. One of the
MOLE bartenders blocks the civilian's path to distract him as the other retrieves the documents. The safe is found, the documents taken, and the carrier exits by the back door.
Suddenly, the
KOSMIC radio-wearer beckons to two lingering customers and the customers immediately stand up and quickly walk out the front door. The civilian bartender does the same. Our team quickly comes to the realization that these people rapidly exiting the bar are
all KOSMIC. We just had to stop them before they could stop our carrier. And since we don't have any specific strategies, transportation methods, and our agents didn't wish to shoot first, our team simply had to hope the carrier could outsmart
KOSMIC.
Yet as soon as the carrier clears the shadow of the bar, an unexpected bullet from a nearby building makes contact, killing him. The exact location of the shooter is unknown, but the tremendously loud sound gives away the building he's on. Luckily the remaining
MOLE bartender is stopped from walking outside (and into sniper fire) as our other agents inform him of what just happened via radio. The confused remaining civilians in the bar scream in terror as they flood out of the building, making it difficult for the remaining
MOLE bartender to make his way out. Our pursuing operatives stick to cover (and consider Blackout grenades but decide
against suffocation) as they pull out their silenced guns and begin opening fire at the running agents. Already, the shrill police siren rings out through the air.
Though using the Subduer at a range is difficult, the
KOSMIC agents are completely exposed as they run for our carrier's corpse. We down one but their automatic return fire forces our agents under cover. A multitude of police cars scream around an intersection, coming to screeching stops between us and the KOSMIC agents.
Our agents, near the panicking civilian crowd and being shot at, manage to conceal their weapons and make it out with the crowd.
KOSMIC isn't so lucky. Their three remaining agents split up, with one going for the corpse and the other two moving into cover against the police, preventing them from advancing. Eventually the two engaging agents get arrested, but the runner is nowhere to be seen.
The documents remained unacquired by us, foiling our opportunity at increasing relations with Human Power. But we can see this as a morale victory,
1 MOLE agent KIA. | 1 KOSMIC agent KIA. 2 KOSMIC agents MIA? Human Power Inc. is now on High Security, and police will be much more present next year.Astria holds control of Human Power Inc. [A: 4/4; M: 0/4]. Astria can now begin infiltrating Merkan and gains the bonus: Can assign +1 agent to one theatre. Singleton Arms [5/5 Agents]
Objective: Sabotage Astrian tank testing at Singleton Arms facility.The facility in question is gradually infiltrated with our agents before the date of testing - a bit after the Human Power operation. Two agents are equipped with the Night Owl DMR, AR, and regular subduers (our heavy weapons), two are equipped with reconfigurable subduers, and one with no weapons at all. All five are given covers as relatively high-ranking workers for the test.
One day an agent reports an opportunity: a gap in the security. We manage to manipulate the schedule so only the
MOLE agents are present near the tank. The DMR-wielders take the opportunity to move into subtle spots inside the facility in case it goes sour. The agents with reconfigurable subduers continue about their cover work as normal while the unarmed agent very carefully sabotag--
*BAM*Audible sighs and some scattered ramblings about "bias" are heard at Command immediately following the noise as everyone in the room remembers what happened at Human Power. An order is relayed to the agents to stay in cover and the saboteur is confirmed dead. Three of the remaining four agents are told to distract the sniper - largely via suppressing suppressed fire - while the remaining agent finishes the sabotage.
Eventually we can hear footsteps coming towards our location - obviously the remaining
KOSMIC forces, tipped off by the sniper. The saboteur finishes his work, and closes everything to make the tank appear untouched.
A Blackout grenade allows the (extraordinarily painful) escape from the site while avoiding sniper fire before
KOSMIC reinforcements could arrive. Our agents just barely manage to exit before the police arrive. Command believes that there wer unnecessary risks made here by equipping agents with the unconcealable weapons - there was a very good chance they could have been spotted.
KOSMIC believed they drove us off, as later it was reported that with the tank's catastrophe of a test, Astria cancelled the tank's program and contract with Singleton Arms. Leaving it open for our government to swoop in after them.
1 MOLE agent KIA. | 0-5 KOSMIC agents MIA? Merkan gains further control of Singleton Arms [A: 1/4; M; 3/4]Global League [5/5 Agents]
Objective: Ensure VIP's plane takes off without complications at Merkane airport.We didn't really stand a chance here.
The VIP was assassinated by sniper fire despite our best efforts before they made it to the plane. Our own agents that were escorting her managed to avoid detection thanks to the ensuing panic and quick response by security.
According to reports coming in from after-the-fact, Global League Security arrested three suspects with two suspects on the run. While Global League's interrogation techniques were likely ineffective, there has already been a decision to
greatly increase the security this year and the next, with routine searches to prevent another sniper sneaking into position.
The reasoning for the assassination of the VIP has also been called into question, and in response to the VIP testifying against Astria as well as Astrian weaponry present on the scene, Astria has claimed that the "terrorists" responsible for the 1954 Human Power incident were also responsible for this.
3 KOSMIC agents MIA. Global League is now on High Security, and security will be much more present and conducting routine searches next year.Astria gains further control of Global League [A: 4/4; M; 1/4] If Astria holds the theatre for one more year, they gain the bonus: Can bypass type-restriction on Revisions. Merkan [5/5 Agents]
Objective: Find and capture Merkane MOLE before eliminated by KOSMIC.The mole is quickly found - our agents were able to split up and search the area for them while still remaining coordinated via the use of the Walkie-Talkies. However, the possible presence of another goddamn
KOSMIC sniper means our operation is nowhere near over, even if a vital step was completed. [1d2=1] Also of note is the fact that it's night. Harder for the likely sniper to see our agents, but no crowds to blend into.
Via walking - since our agents only
can walk - our team carefully moves towards public transit. At night the best thing possible is a 1:30 AM train to Merkan city. It's far away, but our agents use the cover of buildings and night to move forward.
But our agents aren't great at sneaking. They're good at disguises and covers. Yet
KOSMIC knows we're operating here. They know the description of their mole. So disguises and cover don't do much help when walking through this town at night, practically alone.
So eventually they're found. By a single
KOSMIC operative wearing their backpack radio. A particularly quick agent guns him down with the AR-1942, exposing their location.
Our agents break into a sprint towards the train station. A few more shots ring out among the streets of the mildly urban town as their sniper takes potshots at our team when exposed. Eventually, the police are heard coming. A flash of one of the agent's badges to the two arriving police cars buys a ride for the small group to the train station.
The car trip doesn't last long. As the 2-police car convoy moves through the desolate streets a shot from the sniper takes out the tire of a car, sending it out of control. It crashes into the other car, sending it into a 3-story building and the car of the shot-out tire into the opposite end of the street. The group has no choice but to huddle in cover while hoping the Merkane police arrest the sniper.
And eventually they do. The
KOSMIC sniper is arrested, but no others are found. The Merkane parliament considers preparing the police for more situations such as this, but ultimately decide that would be far too militaristic. For now, the government remains secure.
1 KOSMIC agent MIA. Merkan maintains control of their government. [A: 0/5; M: 5/5]Expense Credit!Special Agent Jon Thatcher casually strolls through the main entrance of the house with nothing but a casual smile on his face. His gun well-hidden underneath his tuxedo and a carefully-forged document hopefully giving him access to the target room, he walks forward into the courtyard.
The party is just getting started, as people still stream in from the house uphill and are just now beginning to talk and socialize. Immediately visible through the burgeoning crowds is the Tycoon. Poorly dressed with a dominating aura, and the perfect victim for Agent Thatcher. Thatcher approaches the Tycoon as if they were old friends, subtly moving him back up the hill towards the almost foreboding house.
As they talk and go through a series of fake laughs, Agent Thatcher casually shows his document to the Tycoon. He bites, his smile briefly disappearing and the most subtle sense of worry appearing in his brow.
"Just this way," the Tycoon beckons, bringing Thatcher along with him.
As they begin to walk up the staircase, a worker next to him collapses and with a terrified scream points at the Subduer that was no longer hidden. Thatcher is confused, but quickly realizes what's happening as he raises his hands above his hands and sees the worker subtly making their way up the stairs.
KOSMIC.But there was no time for a confrontation. Thatcher works according to his orders to escape the site with as little lethal force as possible. Staring eye-to-eye with the security guard pointing their gun at him, Agent Thatcher launches himself towards the guard. The guard and Thatcher are knocked to the ground, giving Thatcher enough time to grab the pistol and make his exit.
Thatcher bursts out the front doors - his only way out - to see a handful of guards outside with their pistols again pointed at him, with one standing
right in front of him. Yells from inside the house associated with footsteps approach. Without hesitation, the Special Agent dodges an attempted punch from the adjacent guard, kicks him off his feet, and jumps into the bushes adorning the side of the house. He quickly crawls through the row, emerging at the end and turning the outside corner of the house before the guards realize where he is.
From here Agent Thatcher eventually finds his way out of the area despite the continued searching for him. Yet he knows that
KOSMIC has the book.
KOSMIC earns an Expense Credit. It can be used to increase the expense of any design by +1 for a turn.
Command would
really really really appreciate it if some method -
any method - was devised either through tech or skills to prevent that damn sniper.
KOSMIC tends to sabotage themselves with the sniper due to its noise and general obviousness, but pyrrhic victories are still victories for
KOSMIC.
They remind you that you're free of the conventional restrictions of the military. Expensive gadgets ((that may or may not break the laws of physics)) are a viable option due to the low number fielded and the growing importance of your agency.
It is now the Design Phase of 1957. Vote for a single Tech or Skill proposal to be worked on as this year's design.
Theatre objectives for next Operations Phase:
Human Power Inc. - A party involving a high-up Astrian official and representative of Human Power Inc. is set to occur in a luxurious penthouse at the top of one of Astria's tallest skyscrapers.
KOSMIC will already be present as security, but we have the element of surprise. If we eliminate or capture both VIPs, then we can disrupt the biggest channel between HPI and the Astrian government. Alternatively, we know that there's wrongdoing going on behind the scenes - almost certainly bribery. If we somehow capture proof of this, then we could have a much more subtle way of completing our mission.
Singleton Arms - We've learned that a train full of freshly manufactured weaponry - one of the few contracts Astria still has with Singleton Arms - is being prepared at a remote train station. If we can waylay this train towards a Merkane train station or stop it altogether,
MOLE should be able to completely eliminate the last vestiges of Singleton Arms' historical cooperation with Astria. Singleton security is minimal just before and during transit between the remote train station and a stop in Astria. This means our agents will likely have to deal with a moving train (and
KOSMIC surely knows this) but the security will be too great otherwise.
Merkan - Prisoners from an ongoing (yet currently mild) terrorist movement in Merkan have revealed they are being sponsored by a part of
KOSMIC. A shipment of weapons is apparently scheduled to be brought to them via truck, and
KOSMIC certainly knows about our knowledge of this. The planned route is largely just busy roads, but at some point a lengthy bridge is crossed then an hour is spent in a fairly remote path in the mountains; we believe that we have the best opportunity to strike during these times.
MOLE simply has to stop the shipment from reaching its destination, so the government can stamp out the "rebellion". If no vehicles are designed, we will be provided our choice of
basic civilian vehicles to use for the operation if we so desire.
Global League - The
Astrian "terrorist" agent captured by the Global League in 1956 is still under imprisonment, and there's rumors that he's starting to crack and may talk soon. The prisoner is scheduled for transfer to a less-
regulated prison belonging to one of the Global League's nations. The transfer will be happening on a very large prison boat which is planned to leave port the soonest our agents can get there.
MOLE is tasked with capturing or protecting the prisoner from harm or extraction by
KOSMIC.
Companies
- Human Power Inc. [A: 4/4; M: 0/4] (4/5 Agents) (High Security) (Can assign +1 agent to one theatre. Re-assignable.)
- Singleton Arms [A: 1/4; M: 3/4] (4/5 Agents) (Can assign +1x expense to one design. Re-assignable.)
Governments
- Astria [A: 5/5; M: 0/5] (5/5 Agents)
- Merkan [A: 0/5; M: 5/5] (5/5 Agents)
Global League (5/5 Agents) (High Security; Searches) [A: 2/4; M: 2/4] (Can bypass type-restriction on Revisions.)
- WGOAM - "We Got Ourselves A MOLE" involves having multiple agents apply for jobs regularly at the target site and work there as normal employees. These infiltrating agents can be activated on-site by actual MOLE operatives, and will join the operation as agents hopefully originally considered by others to be regular employees. All agents given basic fake identities, and agents can only carry completely concealable firearms or they'll be unarmed. EXPENSE: 6x.
- IDIOT - Infiltration, Detection, and Internal Operational Tasks - Agents' WGOAM covers are enhanced by advanced forgery of large number of identification documents, references, and other items. Agents are given better training on acting in accordance with their cover. Allows for general deep cover of agents, though still requires routine returning to the HQ for new orders. Agents are fairly high-up in their cover, with reasonable security clearance and the general benefit of the doubt, they weapons have to be concealed. EXPENSE: 6x.
- Darned Sneaky Mailmen - WGOAM Agents under cover as a courier intercept any specially marked letters in the postal service and subtly deliver them to our agents. Not protected against hostile interference and not able to send/receive packages. EXPENSE: 6x.
- Distraction - Operatives will team up to get past security via some Operatives throwing rocks and making noises and whatnot while the others sneak through. EXPENSE: 6x.
- Conditional Retreat - Operatives will immediately (and temporarily) abort their mission and sneak out if they're spotted, to avoid unnecessary casualties. Operatives make judgement call to stay+resume mission and eliminate spotters instead if they believe spotters can be successfully and stealthily defeated. EXPENSE: 6x.
- Memorized Orders - Operatives are given their mission in person at HQ, and are expected to remember the specifics of their mission until they report back (again in person) for debriefing and a new assignment. EXPENSE: 6x.
- Merkan Arms MA-DMR-01 Night Owl: A wood-and-metal 7.62mm 10-round magazine DMR with a rather weak integrated suppressor. Fairly bulky and quite large, limiting operative mobility and deployment during battle. Extremely obvious. EXPENSE: 2x.
- A-R1940 - A simple yet functional assault rifle
stolen developed during the war, roughly on par with the weapons of other world powers developed around the same time. Very obvious, but quite versatile. EXPENSE: 6x. - Merkan Subduer - A 5-round low-caliber semi-automatic pistol originally developed for special operatives in the early years of the war. Can be somewhat concealed with enough effort, but is very easily located if anyone cares about the holder carrying weaponry. Suppressed, so it won't alert the entire facility but while quiet for a gun, it's still quite loud and notable. EXPENSE: 6x.
- Reconfigurable Merkan Subduer - A version of the Subduer that can be reassembled to/from a metallic "wallet"-like object to be easily obscured. Takes roughly a minute to change forms. EXPENSE: 1x.
- "Blackout" Smoke Grenade - A smoke grenade that unleashes very large amounts of thick black smoke to completely obscure an area. Can completely disrupt a building and suffocate operatives if used indoors, and attracts large amounts of attention. EXPENSE: 6x.
- Walkie Talkie - A relatively moderate-range (covers the general area but no long-range communications) briefcase-disguised radio with a small wire leading from the handle to a subtle-yet-present headset mounted on one side of the head, preferably disguised by a hat. Can likely be seen if specifically looked for, even when disguised. Relatively poor communication through walls, especially thick military/secure walls. Through a series of radio "waypoints", Walkie Talkies can communicate with Command with a minor delay. EXPENSE: 6x.