Tech Revision: Disguised Command Radio; one of the disguised laptop/briefcase radio will have a larger battery and more sophisticated parts to allow the radio to have extended range and more potency compare to the other disguised radios. By containing a larger improved battery and an improved form of frequency that can alternate to Central Command and the operatives. It means this new advanced radio will perform the task that Central Command has been yearning for; the ability to coordinate and direct agents in real-time. Of course it isn't real-time because first the message has to be sent to the main operative, who will be tasked as a "messenger", who will have to coordinate the directions from Command and than communicate the directions to the other operatives. But if done correctly, we have met Command's desire to communicate with the operatives on the field, an awkward method sure, but a method nonetheless.
Tech Revision: Disguised Command Radio[6]The first thing to note in this revision is that making a small radio able to communicate with Command from anywhere in Merkan or Astria is practically impossible at this point. Maybe possible with a design, but this is not a design. So we compromised.
By tweaking the batteries and parts of existing Walkie Talkies, we can increase their range to be generally more versatile. Then, we simply put some basic hidden infrastructure in the relevant spots that can reach Command. So all Walkie Talkies can communicate with these "waypoints", and all waypoints can communicate with Command.
So practically, all our agents equipped with Walkie Talkies will now be able to communicate with Command. It's a bit clunky, has a minor but noticeable delay, and if Astria catches onto our system here we may be in trouble, but it works.
Agents communicating with Command should increase their reactiveness and ability to improvise in the field (though they still need to be guided by Skills). But again, our agents are still largely working with tactics originally made without radio communication in mind. "Default" skills too big to automatically revise. Our agents still move in groups and still largely work off of premade objectives. They'll use the radio if they're separated (which happens a lot) and if the situation warrants it (again, fairly frequent), but the way they operate doesn't make full use of radios. They still operate on Memorized Orders, even if they can (and do) relay the situation and revised orders with Command.
Skill Revision: Darned Sneaky Mailmen[3]This is pretty simple concept. Using IDIOT, we can assign a junior agent to the
Special Courier Service - basically glorified courier duty. They work at the local postal service where in addition to the standard workload, they intentionally intercept letters marked by us and send them to the right people.
This is obviously extremely insecure - the mail can easily be intercepted by
KOSMIC if they wish. But they'd at least have to catch onto us doing so first.
This is also practically useless. For orders, it's outright obsoleted by the Disguised Command Radio, and we were unable to figure out a way to reliably intercept packages, which have a slightly different way of being handled commonly. While looking towards shipping physical goods in the future is viable, at the moment it's not possible.
Command believes that even though this isn't useful at the moment, it can be useful in the future for sending and receiving physical goods if that process is figured out. Which should be pretty easy.
But for now, useless.
It is now the Operations Phase. List the Skills and Techs to be used in each theatre.
Limited specifications, such as "avoid killing" or "capture target" or "assassinate target" and the like are allowed.
Expense Credit!
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.
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 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.