Prelim 2 Overt Revision Phase
Revision: HR-01 Heavy Energy RifleDifficulty: EasyResult: (2+1)+1=4,
Poor (oof, that's the mercy roll, too)
The HR-01 is everything the CR-00 isn't - big, heavy, unwieldy, unreliable, and, thankfully, powerful. The power cell can provide a dozen shots before requiring replacement. These shots are enough to burn through organic bits and light cover, but they also have a tendency to overheat the weapon itself. The emitter and focal lenses can warp or crack with extensive use or in a cool environment, and while the focal lenses can be slotted out easily enough in the field (though not necessarily quickly), the emitter going down retires the weapon until it can get a proper look-over.
The weapon's casing is also nowhere near as comfortable as the CR-00, though it does retain a foregrip out of necessity to prevent the operator from boiling their hand. It also tosses out the two rail mounts to prevent the weapon from being any more cumbersome or off-balance.
Still, it can kill, and it's more powerful than the CR-00, so our development team was satisfied enough to present it. The
HR-01 requires
2 Solid and
2 Gas to provide for our squads.
Revision: Duck Fup Additional AmmoDifficulty: NormalResult: 5+3=8,
AverageThe MSF, through shrewd negotiation, was able to secure extra munitions for the
Duck Fup without affecting the cost of the current contract. We've attained three new types of 40mm:
Concussion: A low-yield explosive charge with a thin shell to minimize the severity of fragmentation. Fatal within a couple meters, but lethality rapidly drops off.
AP-Flechette: A canister round filled with tungsten carbide darts. Unlike the previous grenades, these canisters are on a set timer to ensure consistent and predictable deployment and dispersal of the darts. This minimizes long range capabilities, but shorter-than-optimum ranges can be overcome by arcing shots. While the darts can pierce armor readily, momentum drops harshly as they try to pass through objects, people, etc.
Flare: A dual-purpose round with Starburst and Strobe settings. The flare rounds burn a bright white-blue and ignites a second after leaving the launcher.
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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 Occupation
DRZ-3: Uncontested
DRZ-4: Uncontested
DRZ-5: Uncontested
DRZ-6: MSF Liberation
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
-HR-01 Heavy Energy Rifle: A bulky, unwieldy cousin to the CR-00. Has heating issues, weakness in the emitter and focal lenses, and no rail mounts. But it can shoot a slightly stronger beam. 2 Solid 2 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
Modular Grenade Launcher Attachment "Duck Fup": A rail-mounted 40mm grenade launcher that can also be used as an independent weapon. Fires Smoke, Flash, Frag, Concussion, AP-Flechette, and Flare rounds on a timer or impact fuse dependent on the round used. Uses a Virtual Sight to predict when and where a grenade will land and what could move to obstruct or get caught by the blast. 1 Solid 1 Gas
BA-01 "Rho Aias" Body Armor: Ceramic-Graphene Armor on reinforced clothing that protects the wearer from energy and ballistic weapons. The armor is lightweight thanks to coverage being reduced to the knees, forearms, shoulders, and torso, and largely oriented towards protection from the front. 2 Solid
Off-Map Resources: 2 Solid/2 Liquid/2 Gas
DRZ-6: 2 Solid/1 Gas
Total Cost Limit/Squad: 4 Solid/2 Liquid/3 Gas
Roland's Rapiers
-CR-00 Compact Energy Rifle (1S/1G)
-Small Thermal Charge (1L/1G)
-Forearm Datapad (1S/1L)
Total Cost: 2/4S-2/2L-2/3G
The Celtic Crew
-Empty
Total Cost: 0/4S-0/2L-0/3G