In the future the Operations Phase is going to be a bit more reliant on plans. Meaning that tech, if assigned,
will get brought and used according to any present skills. If you bring a sniper rifle to Global League and your only combat-related skill is just "shoot them", you're going to be seeing your operatives use an unsilenced sniper rifle in CQC combat in the Global League.
Operations Report, 1956We were unable to stop
KOSMIC from eliminating the executive VIP.
Replacing the executive with an agent was a no-go: We have had no plans or precedence for doing this without alerting Astria. Doing so without a plan designed or revised beforehand would likely result in mission failure. So our agents were forced to do the only thing they knew how to do: attempt to eliminate the
KOSMIC operatives.
Our masked operatives reassembled their guns in the staircase on the way to the VIP in order to have them ready, but this apparently tipped off
KOSMIC agents below our own.
Only one agent survived. After some cross-referencing, we discovered that three of them were employees (with partial security clearance even!) and the rest likely just wore disguises. They had fully automatic machine pistols that they pulled out of various containers. They had more machine pistols than we had Subduers, as well. The surviving agent states that nearly all of them died but one. The last
KOSMIC was frighteningly skillful, even. And evidently finished their mission by themselves.
Astria gains further control of Human Power Inc. [A: 4/4; M: 0/4]. Astria can now begin infiltrating Merkan. If Astria holds control of Human Power Inc. for one more year, they will gain the bonus: +1 to Skills Bug roll.The situation at Singleton Arms is an odd one.
Our WGOAM agents had success being hired into strike breaker positions. The few high-ranking ones were given our available reconfigurable Subduers for use. The rest are told to just hope they don't get shot and pick up any downed guns if the situation arises. We don't put
all our agents under WGOAM, though. Some are given Night Owls and A-R1940s to begin the potential engagement with.
Our forces are simply told to wait for any obvious
KOSMIC activity, but that's not what activates them. What does is a gunfight
not from either agency taking place from outside the facility. Astrian mercenaries hired by Singleton Arms to break up the strike outside are mobbed by the actual strikers, resulting in retaliation from the mercenaries.
At this prompting, our agents begin assembling their reconfigurable Subduers. Suddenly, more gunshots ring out from inside the factory as non-
MOLE scabs pull out their weaponry and open fire at the men assembling the Subduers. Our agents dive for cover from the automatic gunfire and the few with reconfigurable Subduers continue assembling their weapons, but that still takes time.
Meanwhile, our well-armed external infiltration team with the Night Owls and A-R1940s is apparently waylaid by the strike skirmish. The fact that they are in the vague proximity of the fighting and have guns makes them likely targets for the strikers as well. Seeing that they'd be overwhelmed, they decide to execute the conditional retreat. On their way out, they see
KOSMIC forces struggling to defend themselves from strikers as well. Sirens could be heard in the distance.
Inside the factory at this point,
MOLE is fighting a losing battle. The operatives with Subduers have finished assembling their guns, but already a few lie dead and multiple unarmed agents are hit by gunshots as well. Astrian concealed weaponry is just
better. They essentially had the element of surprise, too. If our agents had Subduers instantly ready it wouldn't be as much of a problem. But their guns are automatic, and while we had an advantage in numbers the outnumbering agents were all unarmed. In the end, it roughly evens out - they had better guns but our sheer (relative - it's still espionage) power in numbers made those guns less effective.
MOLE agents in the factory are given an opportunity to escape as the strike moves indoors, and readily take that opportunity. As do
KOSMIC forces.
The facility is disabled for quite a while, largely due to our unintentional involvement in the strike. While
KOSMIC kind of thwarted our agents from sabotaging the factory, their agents evidently got caught up in the other skirmish which led to a very large PR nightmare for them. Nothing we could take advantage of, but it hurt their relations with Singleton Arms enough to prevent them gaining further influence.
No side gains further control of Singleton Arms [A: 2/4; M; 2/4]At a Global League compound, an unarmed agent enters the lobby where they find and activate what's essentially the entire janitorial staff and some other laborers. The masked
MOLE agents split up, led by agents equipped with reconfigured Subduers. They all move towards the known location of the report via separate paths.
Shortly after the operation begins, our men encounter guards. Distraction
works, but it takes some effort. Meanwhile, Astrian low-ranking diplomats waltz through the early security ahead of our own agents.
On their second checkpoint, the operatives hear very faint suppressed gunfire - almost definitely
KOSMIC agents. One of the guards at the checkpoint casually leaves to find out what that sound was, making our operatives' lives a bit easier.
Eventually, they make their way through.
Only to find the document gone. And a lot of Global League security just beginning to realize what happened. The doors to the room housing the
MOLE team (and formerly, the document) as Global League security screams for our men to stand down. Left with seemingly no choice, our men hesitatingly lay down their weapons.
Before one of our own agents fires his reconfigured Subduer at the sole remaining light in the room, plunging it into darkness! The rest of our agents dived down as Jon Thatcher tackled the security at one of the doors and yelled for the rest of our team to go. More gunfire is heard from outside the facility until eventually agent Thatcher emerges as well.
Command believes
KOSMIC likely managed to actually get further security clearance for their forces, leaving them to get the document before we could.
The investigation into our little conflict continues, but with subtle-yet-present use of the newly-gained intelligence, Astria seems successful at biasing the investigating committee towards their "plight".
Astria gains further control of Global League [A: 3/4; M; 1/4]At roughly noon, a
MOLE agent walks in and talks to a small group of laborers in a Merkane government office before departing. The laborers make their way up to the floor known to be holding the government official in question. As they climb up the stairs, they reassemble small metallic objects into Merkane Subduers. No words are exchanged as they already know their orders.
They arrive at the 30th floor, with the reconfigured Subduers held in somewhat subtle positions. The target's office is at the other end of the building from the staircase, but that shouldn't be a problem. They carefully walk through the cubicles and offices and conference rooms until eventually the office's door comes into view. They enter the room to reveal the official standing away from the door, looking through the large window that made up the office's wall.
He sighs and turns to the cautious operatives.
"I suppose standing for peace was a mistake."As he states that, a janitor pulls a gun out of a bucket and begins spraying the area with bullets. The
MOLE operatives quickly jump out of the way and the official ducks under his desk. Bullets rip through a chair concealing one of our operatives, quickly killing him. The others return fire with their Subduers, eventually managing to hit the now-obvious
KOSMIC agent through his shoulder.
Our operatives grab the VIP and the two agents killed in the fight and abscond in the chaos.
MOLE agents equipped with assault rifles and DMRs then secure the rest of the building. Multiple more low-ranking workers were found with concealed machinepistols, but thanks to our overwhelming firepower, they were eliminated without casualties. The workers in question were merely wearing disguises, and had no record of being employed here; we assume that's why there was only one in the office - that's all
KOSMIC could get there without overly raising suspicion.
The disappearance of the government official is considered strange; especially with the gunshots. There's a minor controversy about it for a month, but it quickly fades away as people forgot there used to even be a person with the target's name.
Merkan maintains control of their government. [A: 0/5; M: 5/5]Command believes that we can make great use of agent Jon Thatcher. As such, he has been promoted to Special Agent and for the time being will be in charge of special assignments.
Expense Credit!On that note, an industry tycoon in Europe has expressed some interest in the Merkane-Astrian conflict, though hasn't invested in either side yet. In two months, the tycoon will be hosting a party for reasons unrelated to our goal. However, we can use this as an opportunity. It's heavily rumored that the tycoon keeps a small book in his quarters detailing illegal operations done under the nose of the Global League. If we can obtain this book, then we can without a doubt get the tycoon on our side.
Special Agent Jon Thatcher will be sent to obtain the item in question. The party is taking place in a large compound - namely its very extensive courtyard. The mansion is under guard and the third level - where the tycoon's quarters is - is even more heavily guarded. We believe that during a fireworks display (roughly 2-3 hours after the main start of the party) is accompanying a shipment of illicit goods (related to the book) to the basement. The only way known to be up is via staircases, though the quarters does have an extensive set of windows.
KOSMIC is expected to be there too. And chances are whoever gets the book can convince the tycoon to part with an
Expense Credit.
It's up to you to come up with an exhaustive plan for Special Agent Thatcher to follow. You are limited by tech, but
not by skills.
Command is asking R&D to consider developing methods of resolving situations or eliminating hostilities and the like that doesn't involve gunfire. Yearly gunfights in sensitive locations gets the politicians who
are in the know antsy. They also point out that even if Astria can occasionally outgun us, if we avoid gunfights completely then they don't get an opportunity to outgun us.
It is now the Design Phase of 1956. 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. - We've managed to waylay an Astrian courier carrying some kind of blackmail against Human Power. The documents are supposedly kept in a crowded bar in Astria.
MOLE has to secure these documents before
KOSMIC recovers them.
Singleton Arms - A tank being developed by the Astrian military is currently in testing at a Singleton testing facility. If the testing doesn't goes well, relations between Astria and Singleton Arms may sour.
MOLE has the objective to ensure the testing goes poorly.
Merkan - We've exposed a mole
(heh) in our government in contact with
KOSMIC, and they're on the run.
MOLE must capture her before
KOSMIC finds and either escorts her out or eliminates her.
Global League - The investigatory committee on the Merkane-Astrian conflict is well-underway at this point. We've organized for a witness to testify against Astria based on their actions at Human Power in 1954, but fear
KOSMIC will attempt to stop the witness. The witness has a plane scheduled at a very crowded airport in Merkan.
MOLE must ensure the VIP's plane takes off without complication.
Companies
- Human Power Inc. [A: 4/4; M: 1/4] (Gain bonus to Skill Bugs)
- Singleton Arms [A: 2/4; M: 1/4] (Gain bonus to Tech Bugs)
Governments
- Astria [A: 5/5; M: 0/5]
- Merkan [A: 0/5; M: 5/5]
Global League [A: 2/4; M: 2/4] (Gain bonus to Expense rolls)
- 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. Cheap.
- Distraction - Operatives will team up to get past security via some Operatives throwing rocks and making noises and whatnot while the others sneak through. Cheap.
- 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. Cheap.
- 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. Cheap.
- 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. Expensive.
- 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. Cheap. - 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. Cheap.
- 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. Very Expensive.
- "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. Cheap.