Prelim 2 Overt Revision Phase
Revision: Crying Eyes 2.0Difficulty: EasyResult: (1+1)+1=3,
Buggy Mess (And yes, I invoked my mercy roll - this rolled snake eyes twice in a row. Just about every team I have has a cursed project - not as cursed as the teams in WarBiz at least)
The improvements to the Crying Eyes were great on paper. Is what we'd like to say. In truth, we doubt adding more weight to an already awkward rig was ever going to actually go over well. It might have gone over better had the people contracted to develop these things for the Syndicate did more than just take our money.
The
Crying Eyes now comes with a fixed LED IR lamp attached to the left side of the helmet. Not only does this imbalance the already unwieldy helmet, but it rapidly drains power from the assembly, making that yet another point to add to the list of shortcomings the
Crying Eyes has. It
does improve the efficacy of the thermal imaging mode, but should be used sparingly.
Small rounded plates meant to protect the
Crying Eyes' mechanisms
can work, but are held in place by clasps that tend to pop and release, especially when jostled. And jostling occurs a
lot when you're using an imbalanced helmet and running around a combat zone. The plating
does provide some extra protection, at least.
While the
Crying Eyes 2.0 could use a lot of love, the cost of improvements are somewhat offset by the reduced requirement for replacement parts, costing
2 Solid and
1 Liquid to provide to our squads.
Revision: BS-02 Automatic Shotgun (avec slugs version)Difficulty: EasyResult: (6+5)+1=12,
Unexpected Boon (well shit looks like all my arms races get turns like this, jesus fucking christ. To quote some dude what likes tea and the queen, Perfectly Balanced, not broken at all)
The BS-01 serves it's purpose as a relatively cheap weapon the Syndicate can manufacture on their own and provide to their affiliates in bulk. It does, however, fall short in many ways that make it less than desirable for the Syndicate's premium forces.
Enter the BS-02. Lighter materials used in it's construction make upsizing less of an obstacle, so the lengthened barrel came with a larger helical tube magazine holding 20 rounds without a negative impact on the wielder. Shot grouping is much tighter, providing a devastating blast of our new specialized Ripper rounds, but we'll cover that in a moment. The shotgun maintains a blistering fire rate, and recoil dampeners work exceedingly well to keep the weapon on-target.
To aid in target acquisition, we have also produced an IR Laser with a little help from the guys working on the
Crying Eyes (probably in an effort to save their own skin). Their work here proved solid, and they're compatible with any weapon system with a mounting rail.
Some of our engies had a lot of fun working on production of new ammunition for the BS-02. The weapon (and any other 12-gauge we may decide to field) can utilize solid slug shots to defeat armor and cover, but our fellas didn't stop there. Bitten by a bug of inspiration, they've created two other shells to use specifically with the BS-02: Ripper and Static rounds - admittedly the inspiration fell short when names. Ripper rounds fire pellets made of a softer material created exclusively within the Syndicate. These pellets disintegrate as they pass through material, like flesh, organs, and the like, breaking apart into tiny splinters that, even with modern medicine, can prove excessively difficult to remove. Static rounds are, surprisingly,
nonlethal (though I'm sure some of our people will come up with ways to kill with them). They fire clouds of chaff and chemical smoke that disrupt electronics and, as a handy side-effect, obscure visibility.
The
BS-02 Automatic Shotgun is slightly more expensive to produce than it's predecessor at
3 Solid, but more than makes up for it.
The
IR Laser Mount costs
1 Gas and can be applied to any squad using weapons with rail mounts.
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And now to copy/paste the end bit of my last Revision Phase, since it's still the same! Remember though that occupied DRZs are off-limits until things kick off properly.
It is now the Strategy Phase! For now all you need to do is select a DRZ area to capture and assign a team to the task. You must also equip the squad. Remember, you can equip them with as much shit as possible from your inventory so long as the total resource cost per squad is at or below your team's total resources. While the squad's tactics and temperament will largely rely on what best fits the equipment they're given, as time goes on you may decide to propose more specific tactics - this is probably going to be even more true when it comes to Covert Ops. For now however, the game hasn't opened up enough for more than generic pointing and yelling at a place you want to shoot. This has just been included to prevent someone asking later and me having to make an announcement that gives away someone doing plans for shit.
DRZ-1: Uncontested
DRZ-2: Syndicate Control
DRZ-3: Uncontested
DRZ-4: Uncontested
DRZ-5: Uncontested
DRZ-6: MSF Occupation
DRZ-7: Uncontested
DRZ-8: Uncontested
DRZ-Cascadia: Syndicate Control
Research and Development: 0/5
Engineering/Maintenance: 0/5
Medical: 0/5
Cargo: 0/5
Manufacturing: 0/5
Residential: 0/5
Recreation: 0/5
Security: 0/5
Command: 0/5
Blueshift
Race Makeup: Earthbound
Commander: Elysia Seyfert, Queen of Clubs
Preferred Tactics: Overt, Offensive, Assault
Traits:
-Bloodlust: If a problem can be solved with murder, then that's how the problem is going to get solved. While this means the squad tends to take initiative in engagements, they tend not to care much about performance outside of combat.
-Ex-MSF Commander: Elysia's background gives her an intimate familiarity with MSF operations, though she doesn't have the appropriate mindset to properly put all the pieces of training together. Her studies scratched the surface of MSF tactics and provide a very small bonus to direct engagements with MSF forces.
-Killer Queen: Blueshift will leave their calling card anywhere they are active. While flashing the card means locals and civilians are much more likely to avoid or comply with Blueshift activities, it also may make it easier to trace repeated operations.
Tartan Misfits
Race Makeup: Earthbound
Commander: Imogen Gemma Wallace (Aliases: Schoolgirl, Tartan)
Preferred Tactics: Covert, Offensive, Digital
Traits:
-Interconnected Network: When deployed in a department on Malach Point, the Tartan Misfits can uncover enemy operations in the area and will act to interfere with those alongside accomplishing their original objective.
-Integrated Agents: If engaged in combat with an enemy squad alongside another friendly squad, the other squad will be provided with a large boost in combat efficiency as Tartan Misfits work directly alongside them and provide intel on their enemies.
-They May Take Our Lives...: More people work for Imogen and the Tartan Misfits than the Misfits themselves. Civilians are often recruited by The Tartan Misfits to both aid Syndicate Operations and hamper MSF Opererations where The Tartan Misfits are deployed. This includes overall increased efficacy for The Tartan Misfits themselves.
BS-01 Automatic Shotgun: A 12-gauge shotgun that uses a helical tube magazine to store up to sixteen shells (shot or slug) at a time. Accuracy is abysmal and shot velocity is low, but it can throw up a cloud of shot in close range thanks to the automatic firing mechanism. Comes with a flashlight attached to a side rail. 2 Solid
-BS-02 Automatic Shotgun: A lengthened BS-01 with improved internal mechanisms making handling a dream. Extra length gives it a 20-shell capacity. Fires standard shot and slug, as well as specialized Ripper (splintering antipersonnel rounds) and Static (rounds loaded with chaff and chemical smoke) shells. Comes with a flashlight attached to a side rail. 3 Solid
Firebottles: Easy-to make, cheap bottles of flammable liquid with a rag stuffed into the top. Comes with lighter. 1 Liquid
Custom-Printed Air Pistol: A single-shot top-loaded 3D-printed plastic pistol that uses compressed air to fire it's rounds. Each is made according to the user's preferences, but are generally very easy to conceal. 1 Gas
Wired HackTool: A handheld HackTool that provides quick and easy access to digital systems so long as a physical connection can be maintained. 1 Solid
Mag-Ink QoC Tattoo: A tattoo in semi-permanent Mag-Ink of a Queen of Clubs stylized in a manner approved by Elysia. Knowing the fear it inspires, she allows the image to be used by the Syndicate as a whole. Mag-Ink can be removed with a quick, practically painless procedure.1 Liquid
Audio Bug: A complex device shaped similarly to a stick of gum that can adhere to most surfaces. The device picks up nearby audio and transmits it live to Syndicate operatives. They're very effective, but do not have an unlimited lifespan. A squad equipped with these will place them automatically, providing a bonus for Operations in the same area for the following turn, or providing detailed information on enemy actions in the area should a friendly squad not be deployed there. 2 Solid
Kinetigel Body Armour: Clothing made of a slash-resistant weave that uses pockets to house Kinetigel, a viscous non-Newtonian liquid capable of stopping smaller arms and providing some small protection against energy-based weaponry. Ruptured sacs can be replaced easily in the field. Can be worn beneath another layer of clothing or armor, but is still bulky enough to be visibly worn. 2 Liquid
"Crying Eyes" Cryo-cooled Thermal Imaging Helmet: A helmet with a visor capable of providing fairly clear light amplification and thermal imaging for the wearer. The parts are exposed along the midline of the helmet. The exposed, easy to damage parts are also easy to replace. 1 Solid 2 Liquid
-Crying Eyes 2.0: A Thermal Imaging Helmet with an added IR lamp for increased efficacy, power drain, and imbalance. Has faulty hatch plates to cover the previously exposed cooling assembly. They tend to pop loose, but do provide a little extra protection to the wearer. 2 Solid 1 Liquid
IR Laser Mount: A rail-mounted IR laser for improved target acquisition and limited communication. Will replace the native mount on single-rail systems. 1 Gas
Off-Map Resources: 2 Solid/2 Liquid/2 Gas
DRZ-2: 1 Solid/2 Liquid
Total Cost Limit/Squad: 3 Solid/4 Liquid/2 Gas
Blueshift
-BS-01 Automatic Shotgun (2S)
-Firebottles (1L)
-Mag-Ink QoC Tattoo (1L)
-Custom-Printed Air Pistol (1G)
Total Cost: 2/3S-2/4L-1/2G
Tartan Misfits
-Empty
Total Cost: 0/3S-0/4L-0/2G