Prelim 1: Squad Revision Phase
Proposal: Sgt. Liam O'SullivanDifficulty: HardResults: (2+1) (6+5)-1=10,
SuperiorLiam was always destined for the military. Every generation of his family that he could trace had served in some form or another (and he could trace as far back as
John Francis O'Sullivan). He decided, however, to be the first in generations
not to go through extra schooling for Officer Candidacy. Instead, he started from the very bottom. A bottom, it turned out, that didn't care about what his last name was or who he was related to. In fact, his name often meant he drew the short straw any time someone was "randomly" picked for the worst duties. Still, he persevered, and even managed to thrive. His strength of will and character led to him gaining the respect of his peers, and his superiors eventually had to admit he wasn't just some kid born into the right family. Quick and decisive action during a brief but intense firefight with a Smuggling Ring in Cargo saw O'Sullivan successfully rally his brothers-in-arms after their commander was killed in the ambush that kicked things off. Two of his men died breaching a door wired to a shrapnel bomb, but overall the operation was a success as the Smugglers were all killed or detained.
Still, those two deaths weighed on O'Sullivan. He didn't like being the one who's plan would get people he'd grown to care for killed, and so he was shuffled from unit to unit as they were formed, dissolved, and reformed as something else for the better part of four or five years, he couldn't tell anymore, refusing promotion after promotion to an Officer's post, before he was transferred to The Celtic Crew. It was an unusual posting, one that called for a more subtle hand, but the young woman in charge of the unit drew O'Sullivan in. She clearly cared, but maybe a little too much. Initially O'Sullivan had been openly critical of Erin Byrne, calling her out (out of sight of the rest of her people of course, O'Sullivan wasn't a
total asshole) for her lack of command ability. He did begin to note as time went on that she generally had great ideas when given time, but it wasn't until a particularly hard day when Byrne asked if Liam wanted to share a drink alone and talk soldier to soldier that things really changed.
She opened up about her difficulties with seeing which path was best, how she wanted to make sure there was nothing that she overlooked in the event of, well, anything. She'd done her research on Liam, and had eventually decided to come to him for help being a better leader for the people she commanded. He was stunned to say the least. It wasn't every day a superior admitted they needed help, especially of someone below their station. With Erin's cards laid out on the table, Liam couldn't help but assist her.
While the duo discussing strategy isn't necessarily the fastest means of planning on the fly, it's certainly an improvement on no plans until everything was already over. The reduced time spent planning doesn't actually affect the efficacy of the plans themselves, as Liam has a tendency to ask leading questions to extract Erin's ideas quickly.
The Celtic Crew gains the following trait:
Sgt. Liam O'Sullivan: Erin's second-in-command and trusted advisor. While Erin is still indecisive, having a confidante to talk to and strategize with has helped immensely. Her usually brilliant plans actually come to fruition with Liam's guidance.
The MSF also adds the following to their armory:
Datapad Biometrics: A program contained on a small data stick to be used with body-mounted datapads. It utilizes the equipment to track the wearer's biometrics and transmits it to Datapads using the same Net. It also shows the distance and direction of received biometric signals.
1 SolidProposal: Crash Courses for Covert OperatorsDifficulty: NormalResults: (3+1) (4+1)=5,
Below AverageA bunch of well-intentioned criminals and do-good types with Robin Hood complexes or Chaotic Good alignments aren't usually the type who do well with military-style instruction. They do, however, tend to have a solid familiarity with the law, so training The Celtic Crew to properly identify things that could be considered criminal or suspicious wasn't too hard. Still, the crew absolutely
hated every minute of their education, and the practical training was lackluster and, for the most part, absolutely boring. Why would you need to get paperwork to go do something you could just deal with immediately? Why give people a chance to hide things, or run away? But orders were orders, and those orders guaranteed freedom on top of pay for doing the criminal things they liked doing already. At least doing things legally has it's benefits in the public eye.
The Celtic Crew gains the following trait:
The Warrant's Right Here: When performing Covert Operations on departments with Syndicate activity the suspects will have the opportunity to pack up and run. Going through the justice system does increase support in the form of manpower and/or material though, and this results in the larger, more intricate, or serial Syndicate operations being shut down more successfully.
The MSF also gets the following addition to their kit:
Small Thermal Charge: A small chemical device that can be used to (relatively) safely burn through doors that need to be opened, you know, should the people inside not comply. Only really effective on thin doors, small locks, and exposed hinges, and should probably not be used near flammable material.
1 Liquid 1 Gas ----------------
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: Uncontested
DRZ-3: Uncontested
DRZ-4: Uncontested
DRZ-5: Uncontested
DRZ-6: Uncontested
DRZ-7: Uncontested
DRZ-8: Uncontested
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: 5/5
Roland's Rapiers
Race Makeup: Malachian
Commander: Roland Eikenboom
Preferred Tactics: Overt, Offensive, Assault
Traits:
-Dramatis Personae: Roland is the main character of this story, because Roland says so. He and his unit are more effective in dealings with people of lesser station on account of their intimidating demeanor, but they loathe superiors and will be less effective in dealing with them.
-Improvised Coordination: Having to work around Roland's spontaneity on the battlefield, the unit is extremely adept at adapting to unforeseen complications during operations.
The Celtic Crew
Race Makeup: Malachian
Commander: Erin Byrne
Preferred Tactics: Covert, Defensive
Traits:
-Semi-Thorough "Investigations": Erin and her squad are experts at gaining information. When deployed to a department on Malach Point they will be able to trace and provide intel on a single enemy action anywhere on the station. Investigations take place over the course of the turn and will not affect the outcome of that turn's actions.
-Indecisive Action: Erin will almost always come up with the best solution for a problem. Unless she's pressed for time, in which case she's just as likely to come up with no plan at all.
--Sgt. Liam O'Sullivan: Erin's second-in-command and trusted advisor. While Erin is still indecisive, having a confidante to talk to and strategize with has helped immensely. Her usually brilliant plans actually come to fruition with Liam's guidance.
-The Warrant's Right Here: When performing Covert Operations on departments with Syndicate activity the suspects will have the opportunity to pack up and run. Going through the justice system does increase support though, and this results in the larger, more intricate, or serial Syndicate operations being shut down more successfully.
CR-00 Compact Energy Rifle: A low-power pulse laser rifle designed to minimize damage to surroundings with low penetrative abilities in order to prevent unintended casualties. The ergonomic grips and stock provide additional stability when aiming down the iron sights. Has a side and underbarrel rail for two extra attachments.1 Solid, 1 Gas
Small Thermal Charge: A small chemical incendiary device that can be used to (relatively) safely burn through doors that need to be opened, you know, should the people inside not comply. Only really effective on thin doors, small locks, and exposed hinges, and should probably not be used near flammable material. 1 Liquid 1 Gas
MSF Patches: Uniform patches designed to identify someone as a member of the Malachian Security Force. 1 Solid
Low-Level Access Card: A Command-approved access card that allows access to all low-security areas regardless of department or personal ownership. 1 Solid
Forearm Datapad: A small touchpad with camera on a forearm sleeve that allows easy communication and real-time mission updates. 1 Solid 1 Liquid
Datapad Biometrics: A program contained on a small data stick to be used with body-mounted datapads. It utilizes the equipment to track the wearer's biometrics and transmits it to Datapads using the same Net. It also shows the distance and direction of received biometric signals. Requires a Datapad to be useful, obviously. 1 Solid
Off-Map Resources: 2 Solid/2 Liquid/2 Gas
Total Cost Limit/Squad: 2 Solid/2 Liquid/2 Gas
Roland's Rapiers
-Empty
Total Cost: 0/2S-0/2L-0/2G
The Celtic Crew
-Empty
Total Cost: 0/2S-0/2L-0/2G