Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 6 7 [8] 9 10 11

Author Topic: Shadow Race - Merkan, 1957 (Revision Phase)  (Read 12941 times)

Chiefwaffles

  • Bay Watcher
  • I've been told that waffles are no longer funny.
    • View Profile
Re: Shadow Race - Merkan, 1956 (Operations Phase)
« Reply #105 on: September 30, 2017, 09:28:56 pm »

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, 1956


We 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.


Spoiler: Theatres (click to show/hide)

Spoiler: Skills (click to show/hide)
Spoiler: Tech (click to show/hide)
« Last Edit: November 20, 2017, 10:32:45 pm by Chiefwaffles »
Logged
Quote from: RAM
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!

Shadowclaw777

  • Bay Watcher
  • Resident Wisenheimer
    • View Profile
Re: Shadow Race - Merkan, 1956 (Design Phase)
« Reply #106 on: September 30, 2017, 11:36:11 pm »

Skill Design: From Universal National Confidential Intelligence Operative Network (FUNCTION): A more sophisticated approach towards making our espionage network more elaborate and well-established, we utilize the WGOAM as a base and upgrade it from there. Some of the agent who have experienced being a inside agent will gain more prestige and "coercion" from our agency to the respective company. These experienced inside agents will be given more clearance, have the ability for material insertion (can supply the other lower-level inside agents with Tech), and have the ability to review worker's credentials in the company (so that they can see the operatives with Astrian influence). These agents in the higher-position maintain a good work ethic but also help the Merkan with establishing serious influence with other corporations
Logged

evictedSaint

  • Bay Watcher
  • if (ANNOYED_W_FANS==true) { KILL_CHAR(rand()); }
    • View Profile
Re: Shadow Race - Merkan, 1956 (Design Phase)
« Reply #107 on: October 01, 2017, 12:19:29 am »

Quote
Design: Stealth Tank
Tired of being out-gunned for the past few years, we develop a fucking tank. It is disguised as a van, for stealth.  The barrel is specially designed to fuck Astrian's in the ass and fire 105 mm rounds.

Quote from: Votes
(1) Stealth Tank: evictedSaint

evictedSaint

  • Bay Watcher
  • if (ANNOYED_W_FANS==true) { KILL_CHAR(rand()); }
    • View Profile
Re: Shadow Race - Merkan, 1956 (Design Phase)
« Reply #108 on: October 01, 2017, 12:29:23 am »

Quote
Design: Stealth Van
A less extreme variant of the Stealth Tank, the Stealth Van is a non-descript windowless van that can serve as a base of operations for our agents in the field.  It provides radio communications to the agents deployed nearby and can rapidly deploy armed men at a moments notice.  Unlike the Stealth Tank, the Stealth Van is not specifically equipped to fuck Astrian agents in the ass.

Quote from: Votes
(1) Stealth Tank: evictedSaint
(0) Stealth Van:

Gwolfski

  • Bay Watcher
  • Strawberries!
    • View Profile
    • ignore pls!
Re: Shadow Race - Merkan, 1956 (Design Phase)
« Reply #109 on: October 01, 2017, 07:17:51 am »

Quote from: Votes
(2) Stealth Tank: evictedSaint, Gwolfski
(0) Stealth Van:
Logged
Eventually when you go far enough the insane start becoming the sane

Madman198237

  • Bay Watcher
    • View Profile
Re: Shadow Race - Merkan, 1956 (Design Phase)
« Reply #110 on: October 01, 2017, 12:01:34 pm »

Imposing sanity on the thread....beginning.... NOW.

Infiltration, Detection, and Internal Operational Tasks
This new protocol takes WGOAM and ramps it up to the next level. A bit of work has led to us being able to deploy disguised agents much higher up the command trees of various companies without going through the application process, by stealing or fabricating various authorization documents (And "vanishing" the person who would otherwise be using those documents. Depending on the loyalty of the subject involved it might even be a temporary vanishing!). In addition, these agents do NOT require being activated by agents on-site, instead they are given orders at base using Memorized Orders and then carry them out on a schedule. The IDIOT protocol is then hand-delivered to the desk of Command with a note informing them that they need to get their priorities straight---first we do espionage, THEN we worry about whether or not we're walking to the destination.


How about these for revisions:
Black Tie Affair (Tech)
Agents are all equipped with formal suits of a very carefully designed cut that allows tech to be hidden under arms in sling holsters and under the lapels in proper spying fashion. In addition, the outer jacket can be quickly removed, leaving the agent in a nondescript formal shirt and tie. The ensemble is completed with a very nice porkpie hat that can be removed quickly, and comes with a nice pair of sunglasses hidden in the front pocket, to be used when additional disguising is necessary.

Ambush Operations (Skill)
Using the concealment of our new suits, weapons are carried assembled and HIDDEN until combat begins. When our team members see Astrians, they will immediately 'surrender', acting as civilians until the Astrian team congregates in a room. Then, multiple Blackouts are tossed in and anybody that exits the room is shot dead. Interactions with IDIOT agents will allow for ALL escapes from the objective room(s) to be covered.


^^^Saving for later, use THIS this turn:
Security Ain't So Secure
The SASS Protocol is invoked whenever Merkan elements are used to replace a facility's security team. The team leader reports to the employer that a security concern has been located, and states that in order to fulfill his job he must search all entrants to the building. A pat-down search of all people entering the building the day of the operation will ensure that armed Astrian agents do NOT acquire entry to the building. Anyone with weapons is immediately detained. If they resist, they are shot down with extreme prejudice. Weapons will be carried out of concealment, so we can react faster than the Astrians.

Quote from: Votes
(2) Stealth Tank: evictedSaint, Gwolfski
(0) Stealth Van:
(1) IDIOT: Madman
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

BBBence1111

  • Bay Watcher
    • View Profile
Re: Shadow Race - Merkan, 1956 (Design Phase)
« Reply #111 on: October 01, 2017, 12:23:37 pm »


Quote from: Votes
(2) Stealth Tank: evictedSaint, Gwolfski
(0) Stealth Van:
(2) IDIOT: Madman, BBBence
Logged
Proud Juraki/Cannalan/Kasgyr/Ertexite/Karikhitan/Nogranian/Aratam Engineer.

Shadowclaw777

  • Bay Watcher
  • Resident Wisenheimer
    • View Profile
Re: Shadow Race - Merkan, 1956 (Design Phase)
« Reply #112 on: October 01, 2017, 01:01:52 pm »

Quote from: Votes
(2) Stealth Tank: evictedSaint, Gwolfski
(0) Stealth Van:
(3) IDIOT: Madman, BBBence, Shadowclaw
Logged

FallacyofUrist

  • Bay Watcher
  • Blatant furry. Also a hypnotist.
    • View Profile
Re: Shadow Race - Merkan, 1956 (Design Phase)
« Reply #113 on: October 01, 2017, 02:37:00 pm »

Quote from: Votes
(3) Stealth Tank: evictedSaint, Gwolfski, FallacyofUrist
(0) Stealth Van:
(3) IDIOT: Madman, BBBence, Shadowclaw
No more Mr. subtle.
Logged
FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

Chiefwaffles

  • Bay Watcher
  • I've been told that waffles are no longer funny.
    • View Profile
Re: Shadow Race - Merkan, 1956 (Design Phase)
« Reply #114 on: October 01, 2017, 05:32:40 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 Merkan-Astrian 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 MOLE 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. KOSMIC will be getting the same credit.
Logged
Quote from: RAM
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!

Madman198237

  • Bay Watcher
    • View Profile
Re: Shadow Race - Merkan, 1956 (Design Phase)
« Reply #115 on: October 01, 2017, 10:23:36 pm »

Infiltration, Detection, and Internal Operational Tasks
This new protocol takes WGOAM and ramps it up to the next level. Through advanced forgery of official documents (give agents entire false life stories) and extensive training both in disguise and the tasks they're expected to perform after being "hired", our agents are able to infiltrate much higher levels much more rapidly, especially any position that concerns the Merkan government. These agents are expected to make adaptations to their Memorized Orders during the mission, and as such are trained in initiative and tactics adaptation. The IDIOT protocol is then hand-delivered to the desk of Command with a note informing them that they need to get their priorities straight---first we do espionage, THEN we worry about whether or not we're walking to the destination.

Will edit later when I can think of alternative designs.
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

evictedSaint

  • Bay Watcher
  • if (ANNOYED_W_FANS==true) { KILL_CHAR(rand()); }
    • View Profile
Re: Shadow Race - Merkan, 1956 (Design Phase)
« Reply #116 on: October 02, 2017, 12:27:11 am »

While WGOAM needs work, I think we can supplement it by designing new things and simply revise the few short-comings, rather than completely redesigning it from the ground up.  It gets our agents integrated into the target locations, which was the goal - we can revise it for higher level access if we need to.  Forgery by itself should be a design, as is Disguises.  I propose that we use our two designs this turn to develop more much-needed tech and skills and get a firmer base for our future espionage efforts. 



Quote from: Design 1
Walkie Talkie
Named after the fact that the bulk of the telephone is hidden in the sole of the agents shoe, the Walkie Talkie is a portable radio to enable our agents to communicate with one another (or an outside Command Center) without meeting in person.  The radio itself is hidden in the sole of the agents shoe with a pair of slim wires that run through the agents sock, up their pant legs, and into their shirt.  The flat speaker and microphone can be stored inside the agents shirt, or pulled and hooked around their ear for more overt hands-free communications. 

The downside to the Walkie Talkie is that the agent must fiddle with their shoe to change channels, and changing clothes or removing their shoes is cumbersome and time-consuming.  Plans for a hat-based communications system were considered and rejected, as it is considered rude to wear hats indoors and this method is less likely to be noticed.

Quote from: Design 2
Coworker Coercion
Integrating an agent into higher-level positions can draw attention and the higher level of scrutiny can make performing some tasks more dangerous.  Rather than directly putting the agent in danger when performing a task or requiring them to be stealthily inserted into crucial (and highly visible) positions, our agents are trained in the art of "Coercion".  Agents are given a small stipend and taught to prey on the weaknesses of their fellow coworkers.  Coworkers with gambling or drug tendencies are highly valued, but any individual with any sort of financial or social need is considered applicable for this Technique.  The agent will use their stipend to help the target - supplying them with cash to make rent, helping settle a gambling debt, or feeding a drug addiction, for example - and use this as leverage to gain access or information as needed.  This way an agent can call in a favor from coworkers they've assisted or (in more extreme cases) use blackmail; such as convincing a coworker with higher access to retrieve sensitive data for them, or grant them access to areas, or simply looking the other way during nefarious activities.

(NOTE: This is a current-day real-world tactic used by espionage agents and is very difficult to protect against)

FallacyofUrist

  • Bay Watcher
  • Blatant furry. Also a hypnotist.
    • View Profile
Re: Shadow Race - Merkan, 1956 (Design Phase)
« Reply #117 on: October 02, 2017, 05:21:02 pm »

Oh, so we can do the Stealth Tank and IDIOT at the same time? Neat!

Quote from: Votes
Normal Design:
(3) Stealth Tank: evictedSaint, Gwolfski, FallacyofUrist
(0) Stealth Van:

Credit Design:
(4) IDIOT: Madman, BBBence, Shadowclaw, FallacyofUrist

Logged
FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

Madman198237

  • Bay Watcher
    • View Profile
Re: Shadow Race - Merkan, 1956 (Design Phase)
« Reply #118 on: October 02, 2017, 05:34:50 pm »

No flipping stealth tank, please.

It's just a dumb excuse to get a crappy result, and then the GM will stop feeling sorry for us and *won't help make the game unbiased (Accidental though it was) and FAIR.*

I've got to leave.

Think about this, PLEASE. Give the new system a CHANCE first.
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

evictedSaint

  • Bay Watcher
  • if (ANNOYED_W_FANS==true) { KILL_CHAR(rand()); }
    • View Profile
Re: Shadow Race - Merkan, 1956 (Design Phase)
« Reply #119 on: October 02, 2017, 05:47:58 pm »

Alright, Madman is gone.  Quick, everyone, make designs and vote for things you want before he gets back!

Quote from: Votes
Design 1:
(2) Stealth Tank: Gwolfski, FallacyofUrist
(0) Stealth Van:
(1) Walkie Talkie: eS

Design 2:
(4) IDIOT: Madman, BBBence, Shadowclaw, FallacyofUrist
(1) Coworker Coercion: eS
Pages: 1 ... 6 7 [8] 9 10 11