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Author Topic: Arstotzkan Thread(BC/SO Arms Race): Jan 1983, Development Phase  (Read 2700 times)

Happerry

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Re: Arstotzkan Thread(BC/SO Arms Race): Nov 1982, Development Phase
« Reply #15 on: July 25, 2018, 07:45:41 pm »

Well, those rolls could have been better and could have been worse.

Anyway, revisions!

Fix The Ass Gun
If you are going to be sticking something where the sun doesn't shine, you really don't want it to explore randomly. Let's fix that issue, and then if we can let us also fix the issue where it doesn't shoot when you want it to shoot.

Knife Training
It's hard to sneak weapons across the border, but once across the border, our agents can just buy some. Just because no one would be stupid enough to sell a random stranger a gun doesn't mean our agents can not buy a nice sharp knife, so let's train them in how to knife fight so once they get a knife they can stab people instead of getting stabbed.

Paperwork Copier
Making False Paperwork from scratch is beyond us right now, but... what if we could copy the enemy paperwork so we could have more copies to edit into false paperwork? That's what this is about. Buying supplies, gear, and finding experts in copying stuff so once we get a copy of some of the enemies paperwork, we can copy it to make more false paperwork instead of having to steal more enemy paperwork for our agents.

Metal Detectors
Our checkpoints don't have metal detectors. Let's go buy some and add them to our checkpoints to find if anyone is trying to sneak metal gear, like guns, across the border.
« Last Edit: July 25, 2018, 08:35:57 pm by Happerry »
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FallacyofUrist

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Re: Arstotzkan Thread(BC/SO Arms Race): Nov 1982, Development Phase
« Reply #16 on: July 25, 2018, 09:46:33 pm »

Metal Detectors is really more of a design. Knife Training could succeed but will have limited effectiveness as a revision. Just so you know. Y'know?
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Khamsin

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Re: Arstotzkan Thread(BC/SO Arms Race): Nov 1982, Development Phase
« Reply #17 on: July 26, 2018, 12:33:05 pm »

Fix The Ass Gun
If you are going to be sticking something where the sun doesn't shine, you really don't want it to explore randomly. Let's fix that issue, and then if we can let us also fix the issue where it doesn't shoot when you want it to shoot.

Knife Training
It's hard to sneak weapons across the border, but once across the border, our agents can just buy some. Just because no one would be stupid enough to sell a random stranger a gun doesn't mean our agents can not buy a nice sharp knife, so let's train them in how to knife fight so once they get a knife they can stab people instead of getting stabbed.

Paperwork Copier
Making False Paperwork from scratch is beyond us right now, but... what if we could copy the enemy paperwork so we could have more copies to edit into false paperwork? That's what this is about. Buying supplies, gear, and finding experts in copying stuff so once we get a copy of some of the enemies paperwork, we can copy it to make more false paperwork instead of having to steal more enemy paperwork for our agents.

Supporting these three revisions, with the metal detectors removed as per GM's instructions.
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FallacyofUrist

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Re: Arstotzkan Thread(BC/SO Arms Race): Nov 1982, Development Phase
« Reply #18 on: July 26, 2018, 05:24:04 pm »

Ops Revision: Fix The Ass Gun:
(4+1=5)
Okay. So we fixed the "Ass Gun" as our Agents are now calling it. It doesn't shoot randomly, which is a relief, and it's now an effective... two-shot weapon.

As it turned out, replacing the faulty components with more efficient ones left more room for bullets, which means the Ass Gun can now hold two bullets. Neato.

Ops Revision: Knife Training:
(3+1=4)
Our Agents have been told that they can always buy kitchen knives if that's what it comes to. A few knife-fighting basics have also been instilled in them, though they're far from masters.

Ops Revision: Paperwork Copier:
(3+1=4)
We've put some work into copying paperwork. Provided it's not too complex, if our Agents bring back some paperwork, we can create some decent if not perfect copies which can then be edited into a more useful form. The trick being that we do have to bring it back. Meaning that first we need to send our Agents to steal the paperwork to copy. Hm.

Spoiler: Technology and Tactics (click to show/hide)

It's now the Ops Phase. Devise a plan for what to do! Keep in mind you have a total of 14 Agents(10 bonus, 5 normal income, minus 1 from an unfortunate accident)
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frostgiant

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Re: Arstotzkan Thread(BC/SO Arms Race): Nov 1982, Ops Phase
« Reply #19 on: July 26, 2018, 05:42:27 pm »

Plan ghost town
8 agents will be attempting to cross the border through this turn. To this end, they will be equipped with rifles, for use in the beginning of the operation and to be buried, hidden or otherwise removed after entry. they will also have ass-guns to act as sidearms, although they may be kept in coat pockets.

The agents will locate a small, undermanned border crossing with minimal guards before killing the guards as quickly as possible. The agents will then proceed to go to ground as quickly as possible in preparation for a future operation. burring all but 2 of the rifles.
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Happerry

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Re: Arstotzkan Thread(BC/SO Arms Race): Nov 1982, Ops Phase
« Reply #20 on: July 27, 2018, 12:09:13 am »

I'm 99% percent sure that brute forcing the passage isn't going to work because that'd turn this into a 'make better weapons and then just attack the border' quest really damn fast.

Maybe we can just send our agents out on a mission to steal paperwork so we can start altering them and copying them?
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frostgiant

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Re: Arstotzkan Thread(BC/SO Arms Race): Nov 1982, Ops Phase
« Reply #21 on: July 27, 2018, 12:45:25 am »

Only reason I went with that is I'm not sure we can launch an operation at all. we have no agents on the other side of the border and from what I read in the rules we actually need agents on the otherside to do Op's. or else I would have just launched a paper raid instead of this terrorist shit. Right now this seems the best way to get agents across the border.
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kj1225

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Re: Arstotzkan Thread(BC/SO Arms Race): Nov 1982, Ops Phase
« Reply #22 on: July 27, 2018, 04:20:53 am »

I agree with doing the paper work OP. We can do it since it's in our country to begin with and it'd be hard for anyone to notice since people lose papers all the time.

Alternatively, we could send some agents to probe the border under the cover of being illegal immigrants. That'd still let us get some progress on infiltrating the enemy and it'd be much less likely to cause an incident.
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FallacyofUrist

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Re: Arstotzkan Thread(BC/SO Arms Race): Nov 1982, Ops Phase
« Reply #23 on: July 27, 2018, 05:03:27 pm »

I do have a few comments. As GM and all that.

Firstly if you leave any Agents behind you should tell them who to defend.

Secondly you can send your Agents on a paperwork theft mission because you've trained that and it doesn't require them to cross the border.

Thirdly keep in mind strategies that you haven't trained for have a much lower chance of success than properly trained ones. Stuff like pretending to be illegal immigrants, burying rifles, or whatnot.
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Happerry

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Re: Arstotzkan Thread(BC/SO Arms Race): Nov 1982, Ops Phase
« Reply #24 on: July 27, 2018, 08:54:35 pm »

Plan Paperwork and Bodyguards.
8 Agents assigned to steal paperwork.
2 Agents assigned to defend the Minister of Information
2 Agents assigned to defend the Minister of Trade
2 Agents assigned to defend the Minister of Labor

Steal paperwork to get across the border later on, and defend our own people just in case.
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kj1225

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Re: Arstotzkan Thread(BC/SO Arms Race): Nov 1982, Ops Phase
« Reply #25 on: July 28, 2018, 12:07:30 am »

Sounds good to me.
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FallacyofUrist

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Re: Arstotzkan Thread(BC/SO Arms Race): Nov 1982, Ops Phase
« Reply #26 on: July 29, 2018, 06:53:12 pm »

Operation Paperwork and Bodyguards:

Firstly, we set two Agents to defend each Minister other than the Prime one. He has his own bodyguards. We went ahead and equipped them with the Basic Rifle.

Then we sent out eight of our Agents on a mission to steal paperwork from other immigrants.

The eight Agents return with a variety of paperwork from all sorts of countries. Ready to copy and alter as needed. Sure, it won't be as useful if it's updated, but it'll hold for the next few months. At least on the foreign side. Kolechia is more worrying. You see, the passports that we've recovered from them? They're of tougher stuff. We probably won't be able to make decent copies... though they aren't nearly as protected from modification. On top of that, though, Kolechia apparently has a domestic ID card now, which is needed in order to pass as a native. Interesting.

On the side(by which we mean they really should have told us as soon as they returned home), they're pretty sure that they were spotted by enemy guards, though action wasn't taken against them that they know of.

On the enemy's side of things, we know of three attempts to force entry to the border. Not by use of military might, but by walking into a checkpoint and using a magical transforming briefcase what the heck.

Well, it's probably not magical, but apparently the enemy has briefcases that transform into sub-machine guns. Because why not.

So the enemy Agents walk into the checkpoints, apparently completely harmless, then turn their apparently harmless briefcases into guns and point them at the officials and threaten to kill them if they don't approve the paperwork. And find and shoot their families if they later tattle.

Of course, our heroic border officials "tattled" as the enemy Agents put it. In the first case, the border official acted terrified and approved the documentation but discreetly photographed the Agent as he left.

In the second case, the border official forced entry by similar means, but the official screamed for help. The guards rushed the intruder, but he ran off. Thankfully the official photographed him... and here's the kicker. He dropped his briefcase. Whoops. Of course, this is a very good thing for us as we can analyze it using a Reverse Engineering action(sacrificing a Design), and while we can't copy it for our own use(the engineers blame "inferior Kolechian engineering") we can learn more about it and maybe even adapt a few principles for our own use.

In the third case, the exceptionally heroic border official took several bullets in the process of delaying the Agent. Apparently, among other things, she blinded him with the camera flash, stomped on his foot when he tried to use her for a hostage, and otherwise made his life a miserable pain. He narrowly escaped, leaving her in a bad state, but we managed to get her medical attention. He left behind his documentation while escaping but not his briefcase.

... apparently, he only had a Kolechian passport. No passport from any other country. Interesting.

« Last Edit: August 08, 2018, 11:00:50 am by FallacyofUrist »
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NUKE9.13

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Re: Arstotzkan Thread(BC/SO Arms Race): Dec 1982, Development Phase
« Reply #27 on: July 30, 2018, 05:22:55 am »

Hokay, so, if I understand things correctly we have two designs; one 'Ops' design that can only be used on offensive actions, and one 'Security' design that can only be used on defensive actions. Right?

So:

Security Design: Infiltrator Trackdown: We have pictures of enemy agents, we know what paperwork they have (or not), and we know where they entered the country. It now falls on us to track them down ASAP. So we've given our agents a quick training course on how to find people who don't want to be found. Using all available information, they will enlist the aid of local security forces to sweep the nation for their targets- eg handing out pictures of enemy agents to police forces (with instructions to arrest on sight), investigating rumours of strange activity by foreigners, and performing searches (with police assistance) of areas where their targets are suspected to be found (be it near where they entered the country, or in areas of the capital where our ministers can be found). You know, nothing fancy.
Once found, enemy agents are to be arrested if possible, killed if not.

Ops Design: Acting Lessons: Paperwork is one thing, but if you look nervous and guilty, guards are going to spend more time investigating it than if you look bored and confident. Likewise, when infiltrating an enemy nation, it helps to know how to act innocuously, how to blend into crowds, how to observe without being obvious. These are skills that require training to master. Fortunately, the Arstotzkan film industry is pretty big, and so acting coaches are a dime a dozen. We've selected a handful of the best, most patriotic such individuals, and had them train our agents in the art of not standing out, which mostly involves doing the opposite of what actors normally do.

Quote from: Votebox? I not votebox. I innocent tourist.
Security Design:
Infiltrator Trackdown: (1) NUKE9.13
Ops Design:
Acting Lessons: (1) NUKE9.13
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FallacyofUrist

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Re: Arstotzkan Thread(BC/SO Arms Race): Dec 1982, Development Phase
« Reply #28 on: August 01, 2018, 05:58:24 pm »

Security Design: Infiltrator Trackdown:
(2)
A quick training course? Done. Our Agents can now hand out pictures to our police forces, investigate rumors of strange activity, and perform searches. This is, however, a largely passive training course. We're primarily relying on our own police forces and civilians to detect enemy activity.

Oh well. Once the enemy is detected, we can go get them. Detection is the trick, though.

Ops Design: Acting Lessons:
(2)
As it turns out, asking acting teachers to teach the opposite of what actors normally do is problematic. Our Agents are now excellent actors, in the movie actor sense. Maximum emotion, not minimal emotion. They are now very good at drawing attention to themselves. They can still possibly make use of this with a good old fashioned sob story or whatnot, but actively not drawing attention to themselves? No-go.

Spoiler: Technology and Tactics (click to show/hide)

It's now the Ops Phase. Devise a plan for what to do! Remember to check out the Strategic Situation spoiler and remember that you get 5 more Agents as a result of new recruits coming in.
« Last Edit: August 08, 2018, 12:15:30 pm by FallacyofUrist »
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NUKE9.13

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Re: Arstotzkan Thread(BC/SO Arms Race): Dec 1982, Ops Phase
« Reply #29 on: August 02, 2018, 02:50:45 am »

M'kay.

Quote from: Plan A
6 Guards: As You Were
8 Agents: Infiltrator Detection
5 New Agents: Steal Paperwork

?
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