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Author Topic: Shadow Race - Astria, 1957 (Revision Phase)  (Read 12958 times)

Taricus

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Re: Shadow Race - Astria, 1956 (Design Phase)
« Reply #90 on: October 01, 2017, 04:19:26 pm »

Going through a different direction is a revision, since it's not exactly that difficult to do. If the entire method of getting in was different, rather than the location being used I could see it being a design but it isn't a whole new method.

As for radios, a normal radio would give the station away allowing them to monitor it. And having field radios would allow our agents to co-ordinate more effectively anyway.
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VoidSlayer

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Re: Shadow Race - Astria, 1956 (Design Phase)
« Reply #91 on: October 01, 2017, 04:42:13 pm »

They can easily monitor it, our agents get one use pads we use to communicate using the number stations so the information they might monitor is useless without it.  Most of the time the number stations would just be spouting random meaningless numbers.

Taricus

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Re: Shadow Race - Astria, 1956 (Design Phase)
« Reply #92 on: October 01, 2017, 04:48:07 pm »

That in itself is going to be a huge investment, and again a little useless if our agents don't have their own radios.
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Chiefwaffles

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Re: Shadow Race - Astria, 1956 (Design Phase)
« Reply #93 on: October 01, 2017, 05:33:59 pm »

This accompanies a set of rule changes, so you should read up on those. There's also an example operation in that post so people know what to expect, but I'll quote the rule changes here:
1.) The amount of agents per theatre is decreasing. This is minor, but still there. "Cheap" will mean about 5 agents. "Expensive" is something like 2 and maybe 3. "Very Expensive" is 1 and maaaybe 2 (but can be applied to every theatre), and "National Expense" is 1 agent in 1 theatre. This overlaps - barring any extra factors, there'll be ~5 agents max per theatre.
2.) Operations are longer-term. Each theatre (most of the time, at least) will no longer be based around teams of agents coming in at the same time. It'll be based on more traditional spywork.
3.) Agents are now kept track of. Each theatre, you have 5 agents. This can temporarily decrease if agents are killed in gunfights or if they're arrested by security forces/the other side.
4.) Agents can be killed or arrested and interrogated. Like the above. Agents can (easily) be killed if they enter into engagements, and can be captured by 3rd party security or the other agency. They can also be interrogated, increasing effectiveness in that agent's theatre if the interrogation is effective.


The Astrian-Merkan investigatory committee at this point recognizes the current "stealth" based war between Astria and Merkan. While they're still investigating the cause, victim, main entity to blame and whatnot, they do believe they have a temporary "stop-gap" solution for both sides. Or so they say in their public statement.
Rather than try to directly stop it, they can instead encourage the loss of less human life. And they can do this by giving funding with very specific terms to the R&D divisions of both nations' agencies. Their conditions are exact: the funding must be used to create a technique or device that allows in the resolving of situations without the use of guns or any other lethal/harming means.

Or in other words, something to use instead of guns to get the leg-up over your foe. We think the Global League is getting tired off the yearly spontaneous "unaffiliated" shootouts in every theatre.


All of KOSMIC is stunned by this development, but it's good for us. We get a Design Credit: Subtle & Non-Lethal. It must be used this Design Phase, along with our regular design. MOLE will be getting the same credit.
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You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Taricus

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Re: Shadow Race - Astria, 1956 (Design Phase)
« Reply #94 on: October 01, 2017, 06:46:57 pm »

Combat Squads
Immediately after being told they couldn't have spontaneous shootouts with MOLE, KOSMIC's upper ranked reacted with an unholy furore over the decision, enough to entirely flip the bird about the decision and effectively create it's own units of commandos. While hardly subtle, these squads could handily put down an entire unit of MOLE agents.
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piratejoe

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Re: Shadow Race - Astria, 1956 (Design Phase)
« Reply #95 on: October 04, 2017, 05:25:30 am »

Thought up a proper design for this turn, although, I have an idea for a tech revision.

H.O.M.E.R: The Hybrid Opportunity Marksman Effective Rifle is a new design based on everything we know about firearms, and is being made as despite the . It is designed to be disassembled into four separate parts, small enough to fit into a travel briefcase, and re assembled with ease. The rifle is best described as a armour piercing sniper rifle, designed to punch through the hood of a car, or our current body armour with ease. Of course, such a weapon is loud, and current suppressors probably aren't enough to make it anywhere close to silent (yet), but, it should be able to kill anyone from a far distance, allowing the agent to disassemble the rifle and get away before anyone is the wiser that they did it. The design team also tried making the thing Semi Automatic, just in case there is more then one target that needed elimination, or if they flubbed their first shot.

Anyway, my votes this turn in an attempt to get this moving are as follows
Quote from: votes
Disguised Communications (1): Piratejoe
Combat Co-ordination & Operations (0):
Project: PARTY VAN (0):
Alternative Entry (0):
Numbers Station (0):
Security Infiltration (0):
H.O.M.E.R (1): Piratejoe
We get one non lethal and discrete design and one normal design. Naturally, disguised com's, both not being lethal or overt would fit the bill, at least, I would think. Otherwise, H.O.M.E.R would be useful for any assassinations needed, and would be useful if an agent stands back and, while their other fellow agents where attacked, was able to take pot shots at their mole attackers. Though, firefights like that are probably less likely now.
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Taricus

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Re: Shadow Race - Astria, 1956 (Design Phase)
« Reply #96 on: October 04, 2017, 02:14:53 pm »

Technically, the non-lethal design just needs to be something that isn't focussed on killing the enemy. Which basically means we can use it for just about anything.
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piratejoe

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Re: Shadow Race - Astria, 1956 (Design Phase)
« Reply #97 on: October 04, 2017, 07:04:39 pm »

So, my vote is good and my thoughts where correct.
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Aigre Excalibur

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Re: Shadow Race - Astria, 1956 (Design Phase)
« Reply #98 on: October 04, 2017, 07:34:19 pm »

Shameless plagiarism for a non-lethal option:

The sticky shocker: Made to the same dimensions as underslung grenades for launcher compatibility, it is a high-voltage discharge device coated in an adhesive resin to deliver electric shocks to victims!

Alternatively, double down on our martial arts and develop a stun baton! But still, I believe projectiles are superior.

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piratejoe

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Re: Shadow Race - Astria, 1956 (Design Phase)
« Reply #99 on: October 04, 2017, 11:04:53 pm »

Erm, Stun guns might be a bit out of reach, at least for a few turns/years, but in the future, its not a bad idea....Also, the name is...uhm...terribad in my opinion.
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Jilladilla

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Re: Shadow Race - Astria, 1956 (Design Phase)
« Reply #100 on: October 05, 2017, 02:53:51 pm »

Erm, Stun guns might be a bit out of reach, at least for a few turns/years, but in the future, its not a bad idea....Also, the name is...uhm...terribad in my opinion.

This is an Arms Race, IRL precedent holds no power over us!

Still, I will vote as well, I've kept forgetting to do so.

Quote from: votes
Disguised Communications (1): Piratejoe
Combat Co-ordination & Operations (0):
Project: PARTY VAN (1): Jilladilla
Alternative Entry (0):
Numbers Station (0):
Security Infiltration (0):
H.O.M.E.R (2): Piratejoe, Jilladilla
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Taricus

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Re: Shadow Race - Astria, 1956 (Design Phase)
« Reply #101 on: October 05, 2017, 02:56:09 pm »

A sniper rifle is not going to be useful, what with Chiefwaffles toning down the shootouts (And said shootouts being close quarters anyway)

Quote from: votes
Disguised Communications (2): Piratejoe, Taricus
Combat Co-ordination & Operations (0):
Project: PARTY VAN (2): Jilladilla, Taricus
Alternative Entry (0):
Numbers Station (0):
Security Infiltration (0):
H.O.M.E.R (2): Piratejoe, Jilladilla
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piratejoe

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Re: Shadow Race - Astria, 1956 (Design Phase)
« Reply #102 on: October 05, 2017, 03:08:27 pm »

A sniper rifle is not going to be useful, what with Chiefwaffles toning down the shootouts (And said shootouts being close quarters anyway)
Yes, a sniper rifle for Assassinations isnt going to be useful at all, I mean, its not like any important people who ever got shot ever got shot by a sniper! No, they always where shot by a guy running up to them, shooting three rounds into their chest, and then running off....

Really though, its mostly for killing people who need to be killed rather then enemy agents, although it could be used to do such when combined with coms so long as one guy stays back
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Taricus

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Re: Shadow Race - Astria, 1956 (Design Phase)
« Reply #103 on: October 05, 2017, 03:11:20 pm »

Assassinations would require a lot more planning and infiltration to set up, we're going to need more than sniper rifles for that.
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piratejoe

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Re: Shadow Race - Astria, 1956 (Design Phase)
« Reply #104 on: October 05, 2017, 03:14:31 pm »

We have a tactics revision, and with coms it should be easy to say "Hey, sniper, target is over in front of the bank."
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