Design Phase
Proposal: Circus of the Stranger (Advantage Credit, Resource Credit)
Difficulty: HardResult: (3+1) (6+6)-1+1=12,
Unexpected BoonPerformers are a dime a dozen. Great performers are a little less common. Great performers capable of effectively plying their skills and trades in a willing effort to support the state? Maybe a little less common. Fortunately, the
Circus of the Stranger (
Tsirk Neznakomtsa in the appropriate tongue) is an established institution within the state, with a founding dating back hundreds of years when decadent royalty required personal grandiose entertainment exclusively for themselves.
Tsirk Neznakomtsa is a large traveling troupe of performers of all sorts, trained in academies with histories almost as old as the Selicates themselves and instructed by only the greatest, strictest, most demanding performers that themselves were one members of
Tsirk Neznakomtsa. Their shows tend to be abstract in the extreme, with performers portraying themes, ideas, and concepts as often as they portray characters. Theatrics, acrobatics, and dance are integral to every performance and impressive beyond belief. Venues (when large enough arenas are available - they perform under a bigtop tent otherwise) where
Tsirk Neznakomtsa performs sell out seats in an extremely quick fashion, since there are many, many people who would kill just to experience one show (and be fine with the execution afterward). Many modern performers around the world cite seeing
Tsirk Neznakomtsa as the inspiration for why they became who they are today.
The performers aren't the only people involved with
Tsirk Neznakomtsa - carpenters, rigging techs, make-up artists, costume designers, and in the modern age sound and video technicians, are but some of the vital roles that keep the machine well-oiled. Like the performers, only those at the top of their field are even taken into consideration as worthy of working within and alongside
Tsirk Neznakomtsa. Trade schools and apprenticeships tied directly to
Tsirk Neznakomtsa help in ensuring the highest quality of laborers, techs, and engineers are provided and indoctrinated properly into the ways and workings of
Tsirk Neznakomtsa. The academies and schools also double to help stem the attritional losses caused by the extremely high-paced and demanding work environment.
The problematic origin of
Tsirk Neznakomtsa proves beneficial in this day and age. Surely a preCommunist establishment full of free spirits with generations-old ties to the imperial state would be unlikely to align itself to a proper Communist government or adopt its values! This fact is leveraged to a great degree when negotiating their ability perform in UNSA territory, and without much opposition
Tsirk Neznakomtsa is granted the opportunity to regularly perform in North Harren City as a cultural and diplomatic mission (and popular opinion would batter UNSA if they forbid this glorious institution).
But of course, very few ever see what goes on inside the academies and schools that feed
Tsirk Neznakomtsa, well, everyone it needs. The entire organization was restructured in secret from the ground up after the collapse of the previous government, and
Tsirk Neznakomtsa now aims to serve the state entirely. Eyes, ears, and occasionally other parts of the body [GM Note: You won't be getting a sex scene you degenerates, but I mean these are some beautiful people and that might get referenced from time to time] are extremely useful for gathering information, especially when willingly invited within the borders of a nation on less-than-friendly terms with the Selicate Federation.
Tsirk Neznakomtsa can be expected to greatly ease intelligence operations north of The Wall thanks to some of the performers expanding their specializations to the more covert side of international affairs. They aren't the only people on-hand within the organization though, and plenty of minds tuned to expertise in a wide variety of fields accompany the performing troupe. There likely isn't much that the people of
Tsirk Neznakomtsa will miss.
Tsirk Neznakomtsa is a triumph of Federation intelligence operations. It is a
(NATIONAL EFFORT] as it is very much unique. While the ease of access into UNSA territory is certainly nothing to shake a stick at,
Tsirk Neznakomtsa will also provide the Selicate Federation with much greater detail on UNSA projects visible in some way to the public eye than casual observation or passive intelligence (newspapers, television, etc.) could ever provide.
Proposal: Gavrilium Information Technology Gear for Uninterpretable DispatchesDifficulty: HardResult: (3+1)-1=3,
Buggy MessThe GITGUD is a pair of devices intended to use Gavrilium Evaluators (wafers of highly processed Gavrilium) in lieu of the common remote communications technology of today in order to (relatively) miniaturize the radios themselves. These still bulky machines (barely managing to fit into a just short of comically oversized briefcase) use a knob numbered 1 to 32 for input of a "key" that scrambles or deciphers messages using a Cesarian Cipher - that is, every letter in the message is shifted to another letter a number of positions forward in the alphabet away from the original based on the input of the key dial (when sending) or shifted back (when receiving). All devices work on the same radio frequency in an effort to minimize detection or interception from snooping efforts, so sent messages are received across all powered GITGUD(R)s (using a hand-cranked rechargeable battery with around an hour of life when full). A dial on the device allows the operator to swap frequencies to another channel should the system be deemed compromised. Unfortunately modifying the frequency of the GITGUD units seems to put undue stress on the gavrilium wafers. Modulating frequency is usually followed by a
pop, some smoke, and if one is really unlucky, a fire. For this reason the frequency in use is not usually changed unless there is certainty beyond a doubt of compromization.
GITGUD costs 5 Gavrilium until we manage to cut down on the amount of gavrilium being used up for maintenance and replacement of damaged parts, 4 Ore, and, thanks to the overly bulky GITGUDs and briefcases themselves, 3 Wood, making it a
(NATIONAL EFFORT) with only a single pair in use until problems can be fixed or funding otherwise secured.
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It is now the Revision Phase. You have two actions with which you can modify your existing armory.
Land
"Temnaya Vintovka" Semiautomatic Rifle: A 110 cm, 4 kg dark wood rifle. 7.7mm rounds are fed via 15-round box magazine, and can also be loaded with rounds individually through an open bolt. It has an adjustable rear sight with 100 meter increments. Effective out to 800m. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort. Costs 2 Ore and 2 Wood. (CHEAP)
No.3 Fragmentation Grenade: A fragmentation grenade with a lethal radius of 5m and debilitating within 15m, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore. (CHEAP)
"Nebolshoy" Pistol: A light, easy to conceal 8.8mm handgun. Sturdy, reliable, and easy to fix when it isn't. A suppressor helps facilitate covert actions. Costs 3 Ore. (CHEAP)
Pulemet No.4: An 8.5mm automatic machine gun utilizing 20- or 40-round box magazines. Rate of fire is sacrificed for an effective range of 1200m. Costs 4 Ore. (CHEAP)
-Pulemet No.6: An 8.5mm automatic machine gun utilizing 20- or 40-round box magazines or fed by belts. Rate of fire increases from 450 to 800RPM, but effective range drops down to 1000m. Very reliable but has a bit of a kick. Costs 6 Ore (EXPENSIVE)
Bol'shoy 108mm: A 108-mm artillery piece on a split-tail carriage and easily towable with a barrel that can be pulled back to reduce profile. Currently fires HE and smoke rounds out to 16km. Has a gun shield for some protection. Costs 6 Ore. (EXPENSIVE)
Salviosi Jacks: Steel beams welded together to provide obstacles for vehicles. Only usable during defense. Costs 2 Ore. CHEAP
Sea
Okhotnik-Class Destroyer: A 115m long ship with 120mm belt armor and 100mm elsewhere. Travels at 35 knots. Armed with a triple torpedo mount and 3x2 120mm rapid firing guns capable of firing AP and APHE. Costs 5 Ore and 3 Oil. (EXPENSIVE)
Air
Sakonet Fighter: A three-bladed propeller aircraft capable of reaching speeds of 690km/h. Has a high rate of climb, but suffers when it comes to horizontal maneuverability. Armed with four 23mm cannons. Costs 3 Ore and 3 Oil. (CHEAP)
Lizing Li-4 Strategic Bomber: A large high-altitude bomber powered by four propellers for a maximum speed of 558 km/h. Can protect itself with 10 23mm cannons paired in four turrets and the tail barbette to provide almost total coverage. Can haul up to 6000kg of bombs or a nuclear device. Costs 4 Ore and 5 Oil. (VERY EXPENSIVE)
Other
Gasified Gavrilium Perpetual Revolution Output Engine: A multi-chamber engine that uses Gasified Gavrilium to power an electric motor. Depleted GG can be pumped out of the fuel tank. GGPROEs are lighter than ICEs of equivalent size but many times more efficient, and much easier to take care of. Power is modulated by controlling the fuel-air mix in the motor chamber. Relative to an ICE, will reduce Ore Cost and replace Oil Cost with a significantly discounted Gavrilium Cost.
-GGPRO High Pressure: A more thickly lined engine capable of utilizing much higher densities of Gasified Gavrilium than the GGPRO. Ore Cost will lean closer to ICE costs, and Gavrilium Costs will replace Oil at a less discounted rate, but provides much greater power than either an ICE or the GGPRO. High performance pumps and valves allow for much more rapid changes to power in the engine. Also has improved resilience!
GITGUD: Comprised of a (R)ead and (W)rite remote messaging device. Uses Cesarian Cypher for encryption. A battery with an hour-long life can be recharged by hand. Adjusting frequencies can cause failure of Gavrilium Evaluators and may lead to a fire. Fits nicely into a slightly overly large briefcase. Costs 4 Ore, 3 Wood, and 5 Gavrilium. (NATIONAL EFFORT)
Fabricated Papers: False identification papers that should allow relatively easy access to enemy territory across The Wall. Costs 2 Wood. (CHEAP)
Tsirk Neznakomtsa (Circus of the Stranger): A globally (at least the half that matters) well-received troupe of the best performers available in the Selicate Federation. All participants are masters in their craft and (secretly) loyal to the Communist cause. Greatly improves the chances of successful intelligence operations in North Harren City and provides a significant level of detail on publicly visible advancements made by UNSA. Always a (NATIONAL EFFORT).
Enriched Uranium Bomb: A fission bomb utilizing 64kg of Uranium-235 in order to achieve an explosive blast equivalent to 15 kilotons of TNT. Can be deployed via Strategic Bomber. Two Available [Availability based on available Fissile resources].
Special Resource
Gasified Gavrilium: A gaseous form of gavrilium that is slightly heavier than helium and equally flammable. Sustains and amplifies currents passing within it while not conducting currents itself.
-Depleted Gasified Gavrilium: A neutrally air-buoyant inert gas created as a result of Gasified Gavrilium being used to sustain a current.
Ore: 3
Wood: 2
Oil: 2
Fissiles: 2
Gavrilium: 2
Dusty Mesas: None x3
Lowlands: Ore x1, None x2
Desert: None x3
Volcanic Heights: None x3
Hills: None x3
Badlands: None x3
Southern Range: None x3
Southern Scar: None x3
War-torn Savannah: None x3
SFS
Tonngaza Refinery: A fuel refinery built on the southernmost tip of the Fortress-City. Provides an Expense Credit each turn. NEUTRAL
Loz and Sons Law Firm: A building housing all the knowledge of law (and peoples secrets) that one might need. Provides an Advantage Credit each turn. AFFILIATED
Harren University of the Sciences: The most prestigious education center on the island. Provides a Research Credit each turn. AFFILIATED
Glaza Private Detective Agency: A popular investigative service among locals. Provides a Sabotage Credit each turn. NEUTRAL
UNSA
Abbera Central Allied Banking: A bank in the walled upper-class community in the east of the Fortress-City with ties to the defunct monarchy that ran the northern island for a few years. Provides and Expense Credit each turn. NEUTRAL
Westlan Broadcast Center: A tall building used for both radio and television broadcasts locally. Provides an Advantage Credit each turn. AFFILIATED
North Point Observatory: A building used to study the skies. Provides a Research Credit each turn. AFFILIATED
Tri-Dream Telecoms: A telecommunications business that provides service to the (northern half of the) Harren Islands. Provides a Sabotage Credit each turn. NEUTRAL
Key:
Red=SFS Territory
Green=UNSA Territory
Grey=Neutral Nations
Orange=Old World
Key:
Red=SFS Territory
Green=UNSA Territory
Dark Grey=The Wall
Blue=Ocean
TURNTURNTURN