Strategy Phase
This season saw a mine for
Ore dug out in the
Frosty Mountains, resulting in the following armory changes:
UNSA Model 1941 "Combine" Machine Gun becomes
(CHEAP).
M2 Lawless 120mm becomes
(EXPENSIVE).
Herring-Class Destroyer becomes
(EXPENSIVE).
Eve-Class Coast Guard Cutter becomes
(EXPENSIVE).
PC-46 "Firefly SPIE" becomes
(VERY EXPENSIVE).
After-Action Report
With a little finesse and a lot of money (turns out people always want more), ACAB and its access to
different money has been pulled under the UNSA intelligence umbrella and will begin to provide the alliance with whatever it can siphon off.
----
"God damn, I hate flying."
William Porter was muttering to himself as he held tightly to the harness securing him to his seat. He'd figured flying feet from the surface of the channel would make the trip easier. Not for the first time, and certainly not the last, William realized he was mistaken.
"What'd you say, Bill?" the pilot called back.
"I said 'God damn, I hate flying'!" William shouted back honestly.
The pilot laughed dismissively, "Yeah, me too! Anyway, I'm cutting engines in ten. Get ready to hop out!"
Ten...what? Ten seconds? Minutes? Nautical miles? Couldn't be seconds, that's not enough time to be ready to hop out and go before they have to take back-Before Will could finish his thoughts the
SPIE's engine sputtered and stopped, leaving the three people inside alone in the silence save for the whistling wind. He could see the lights on the southern shoreline past the pilot's shoulder - and the water inching even closer to the plane. Will squeezed the straps of his harness and felt every sphincter in his body clench for what felt like an hour before the soft splash and shudder of the aircraft clipping the tops of the relatively calm waves added to the noise in the night.
The aircraft slowed and stopped atop the water, and the pilot and co-pilot both looked back at William expectantly.
Expecting what? Nobody knows, but it certainly wasn't
this. They both watched a man frantically undressing and shoving all of his belongings in a fairly small waterproof bag strapped to his ankle, dignity maintained only by the barest of swimming garments. Once he was ready, Will walked toward the side door and prepared to leap into the cold waters below. The swim wasn't
long, but it wasn't like it'd been done before, not like this, or under these circumstances, or with this amount of pressure, or...
William took a deep breath and silenced his thoughts. As he flung himself from the plane he heard the pilot call out, "What, no goodbye?" This drew an audible "huh?" from Will as he half-twisted in midair out of reflex to face the source of the noise. He sloppily splashed into the channel and swallowed a mouthful of water for his efforts. The copilot closed the sliding door, giving Will a quiet smile and thumbs up before disappearing back into the cockpit.
After a couple minutes of swimming to shore, Will heard the
SPIE engine cough to life and turned to watch it begin to turn, gain speed, and...
Bang!The loud snap of one of the pontoon struts breaking off carried over the water and the aircraft quickly listed to it's port side. Will kept swimming, but looked back a few times to make sure the pilot and co-pilot had gotten out until the aircraft disappeared into the inky night. Will otherwise managed to wash up onto the shore without incident, landing in some fisherman's backyard. He stole some clothes left hanging absentmindedly outside overnight, took the documents he'd need out of the bag and buried the rest near a lone tree next to the fisherman's house, and snuck off to enter the city proper.
Hopefully those two guys would be alright, Uil'yam, yeah that was right, Uil'yam thought to himself.
----
William Porter was able to successfully infiltrate South Harren upon the decision to initiate in covert action against the SFS, and will regularly leave
fairly vague reports in dead drops regarding intelligence he gathers within South Harren. Improved means of transferring intel (and keeping the enemy from using his reports to locate him through interception or otherwise) will lead to increased detail in enemy advancements as your intelligence assets can safely divulge more without blowing their cover.
----
Jacques Favreau held his arms up while two Selicate soldiers patted him down. They determined he was unarmed, found nothing suspicious in his briefcase, and gestured him toward a small awning no larger than a street vendor's stall, except it was made of steel and
you were the one trying to sell something. In Jaques case, he was trying to sell his identity.
"Papers, please," a squat, bespectacled woman said flatly in Oxian-accented Selicate, separated from Jacques by a glass panel. A small drawer shot out and nearly struck him in the gut. Jacques saw no ring.
"Of course, ma'am," Jacques spoke in Selicate, switching to Oxian and using the noble form of their word best translated as "attractive or desirable older female". She did not take offense. She
did take his papers.
"Name?"
"Fedor Petrov."
"Mhm," the woman grunted as she looked at Jacques' ID then at him, "Reason for travel?"
"Returning home," he responded, "I got stuck over-"
"Didn't ask," she interrupted, "Related to Luka?"
The woman pulled her glassed down her nose and looked Jacques in the eye.
"One of them," Jacques chuckled nonchalantly.
"Mhm."
The woman stamped his papers and handed them back through the bin.
"Enjoy your return to South Harren."
Jacques had made it into South Harren without raising suspicion in large part thanks to the relatively lax security on this side of the wall. He wasted no time in getting an apartment near the building housing Loz and Sons Law Firm, and even managed to get himself a secretarial job within the Law Firm itself. Jacques' charisma carried him far, and fast. Within a couple weeks he'd been invited out for drinks with a number of the lawyers in the firm - including one of the Sons, Aleks.
Aleks, it seemed, had some questions regarding some recent dealings his father had had with a few shady individuals, and his lips got
very loose after a few drinks. Jacques made a point to cozy up to Aleks and before long found himself alone at a table with him.
"I just don't understand, yeah? If we're in someone's pocket can we really be impartial? Is - will justice be blind to us getting pocketfuls of money from big, bad people? Isn't that a conflict of interest?"
Jacques poured another shot of vodka for his drinking buddy. The man was too sloshed to notice Jacques hadn't filled his own glass for the last four or five shots.
"That's what I'm trying to say! Look, I'm not some big city lawyer, but I feel like the state shouldn't be so directly involved with a group that could be representing people opposed to them or their system."
"You're smarter than most of my coworkers," Aleks downed his shot, gave his head a quick shake, and continued, "Hell, maybe even my brothers. But what can we do about it? My dad runs the firm, my brothers outrank me, I've got little to my own name. Fuck, I wish I could get paid
not to be a corrupt
mudak..."
Jacques leaned in close, his intensity almost magnetically drawing Aleks likewise forward, "What if I knew a way you
could?"
The ice was broken, and over the next couple of hours they discussed what, exactly, Aleks would have to do in order to get "paid not to be corrupt". It was well past 1 AM by the time they'd finished, and Jacques had Aleks wrapped around his little finger. Unfortunately, Aleks refused to let Jacques drive him home and tripped into his car while Jacques made the smart decision to not be hauled around by a drunk fumbling with the lights on his car and hailed a cab instead.
Jacques told the cabbie where to go and began plotting his next moves as he watched buildings and streetlamps pass by. This was the first rung on the ladder, and he was certain any disturbance he'd cause within the Firm would receive a response, and then, well, then the game has begun.
"Here you are," the cabbie pulled over along the sidewalk.
"Oh this isn't it," Jacques said as he looked around at relatively unfamiliar buildings. As he leaned forward between the driver and passenger seat he came face to face with a suppressed handgun, felt a spike of fear and adrenaline, and then nothing at all as his brains decorated the back of the cab.
----
Contact with Jacques has been lost, and it can be assumed he has been Killed In Action. It seems, unfortunately, that he wasn't quite equipped to Purge a Point of Interest being watched by an SFS operative.
----
The "circus" is in town, and the performers are splendid. Their current tour tells the story of some thief and the thoughts he stole, but the thoughts are also portrayed by dancers and acrobats. It's beautiful and impressive, even if sometimes it makes no sense. They are not suspicious at all and haven't acted in any way that'd be deemed suspect. They could
actually just be some sort of goodwill gesture. Either way, their paperwork is always legitimate and there is, again, no reason to doubt the intentions of the Circus of the Stranger. They've been around since the Imperial days, why would they even work with the Communists? They hate those guys!
The Coast Guard is also picking up strange signals transmitting text, but have so far been unable to crack the encryption scrambling the messages.
It is now the Design Phase. You have two designs to create once again. I'll continue providing estimates and feedback until I feel you've gotten the hang of things.
Remember, now that the Perpetual Conference is in place, you can come up with treaties and the like for teams to adhere to. Make sure your opponents can see proposals by posting them in the core thread, and every Strategy Phase I'll check to see which resolutions pass for the following turns.
While you lost the contest, you still got
something for your efforts.
That something is one
SECRET PROJECT "CREDIT"! Unlike your other designs and revisions, proposals with a Secret Project credit prevent details from leaking out passively either through civilian eyes and ears or enemy infiltration. These credits are best used on proposals for things you want to keep secret for a bit before you actually use them. While some more covert options may receive this treatment without the need for a Secret Project Credit, this also prevents details getting out about your massive space elevator, or your metal gear, or whatever other megaproject you may want to keep secret no matter how big (within somewhat reasonable limits - a Death Star would be noticed). Secret Projects do
not affect World Tension. Designs and revisions meant to solely impact the Secret Project itself will also remain undetected (unless I state otherwise), but variants (like revising Metal Gear REX into RAY as a bad example) will
not be provided with the same protections. I'll chime in if an addition to a project would threaten secrecy. Secret Projects will be labeled as such in their armory entry. There will be more "contests" for both sides to receive more of these credits from in the future.
Land
UNSA Model 1936A "Median" Self-Loading Rifle: A 4.5 kg, meter long semiautomatic rifle. It fires 7.92x57mm rounds fed into the weapon by a 20-round box magazine. It has variable sights and is effective to 600 meters. Costs 2 Ore and 2 Wood. (CHEAP)
-"Dallas" Sportsman Carbine: A 4kg, 900cm long semiautomatic rifle. It fires 7.92x57mm rounds fed into the weapon by a 5-round box magazine. It comes with a 2x scope with mildot markings. Effective to 600 meters. Susceptible to jamming in unfavorable conditions. Costs 2 Ore and 2 Wood. (CHEAP)
M1 Hand Grenade: A baseball-shaped hand grenade. Causes a lethal blast within 5m, and injures those within 15m. The shape allows for improved accuracy and distance with throwing, but is prone to rolling around until it detonates. Costs 2 Ore. (CHEAP)
UNSA Model 1941 "Combine" Machine Gun: Utilizes 7.92x57mm rounds on 60-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, but effectiveness drops past 1000m. Costs 4 Ore. (CHEAP)
M2 Lawless 120mm: A 120mm artillery piece capable of HE shells. Requires significant maintenance for the uncommon-but-not-uncommon-enough event of a jam, but otherwise works well enough. Can fire shells out to 15km. Costs 6 Ore. (EXPENSIVE)
Sea
Herring-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)
-Eve-Class Coast Guard Cutter: A Herring minus the two rear guns. A crane and open rear deck allow it to carry a Firefly SPIE as well as provide other utility. Large fuel stores and well-stocked mechanics means the aircraft can be in the air very often. Has a comms. suite useful for interception. Firefighting gear, axes, and firearms along with a raft and hooked ladder provide the highly trained boarding parties with their...capabilities. Costs 3 Ore and 5 Oil. (EXPENSIVE)
Air
PC-46 Private Aircraft 'Firefly': A three-seat, single-engine, high wing, fixed-wing aircraft civilian aircraft made almost entirely out of Levisteel intended for civilian use. A four-cylinder engine gives the aircraft a 260kmh top speed in conjunction with the "Gravitic Effect" created by the wings. Fuel efficiency is solid and gives it an operational range of around 900km. Fitted with a thermite theft prevention device. Costs 4 Ore, 2 Oil, and 5 Caelium. (VERY EXPENSIVE)
-PC-46 "Firefly SPIE": A Firefly with illuminated controls for night flight and pontoon floats for seaworthiness. Can maintain altitude at lower speeds and silently glide along once engines are cut. Costs 5 Ore, 2 Oil, and 5 Caelium. (VERY EXPENSIVE)
F-42 "Daedalus" Fighter: A three-bladed propeller aircraft capable of reaching speeds of 600km/h. Has a low rate of climb, but is incredibly agile. Armed with four 23mm cannons. Costs 3 Ore and 3 Oil. (EXPENSIVE)
B-43 "Barragan" 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
Fabricated Papers: False identification papers that should allow relatively easy access to enemy territory across The Wall. Costs 2 Wood. (CHEAP)
"Gutenberg" Ruggedized Mimeograph and Typewriter: A standard mimeograph and typewriter used to push pro-UNSA agendas among just about anything else. Improves local cooperation in UNSA territory but lacks supporting infrastructure to impact the SFS directly or indirectly. Packs away in a footlocker. Costs 5 Ore and 3 Wood. (EXPENSIVE)
Visas, Permits, and Biometrics: Color-coded paperwork denoting a person's time permitted within the city and to what ends. Visas also include hair and eye color and a fingerprint code Checkpoints at borders and throughout the Fortress-City, as well as important government facilities, provide stamps for people's visas, allowing law enforcement and military police to trace someones route to that point and more easily identify discrepancies. If issues are discovered, people will be held until they are either corrected or confirmed fraudulent. This process can take a little bit of time, but is very reliable. Deportation occurs soon after fraudulent papers are identified. Costs 2 Wood. (CHEAP)
Briefcase Full of Money: A briefcase with a hidden compartment full of money. Agents and operatives are given these as emergency funds and bribes for targets. Money is a little expensive, but access to the full range of worldwide currencies means the target's preferred cash will be of little issue. Costs 4 Wood. (CHEAP)
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
Levisteel: A metal-intensive costly alloy of Caelium that reduces and resists the effects of the planet's gravitational pull. Shaping of the alloy can alter the direction of gravity's pull on the object. Costs Ore and Caelium in amounts likely to be more expensive than an equivalent design using only Ore-based metals.
Ore: 3
Wood: 3
Oil: 2
Fissiles: 2
Caelium: 2
Frosty Mountains: Ore x1, None x2
Coniferous Forest: Wood x1, None x2
Pine Barrens: None x3
Icy Peaks: None x3
Swamp: None x3
Farmlands: None x3
Northern Range: None x3
Northern Scar: None x3
Cratered Fields: None x3
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. AFFILIATED
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
SFS
Tonngaza Refinery: A fuel refinery built on the southernmost tip of the Fortress-City. Provides an Expense Credit each turn. AFFILIATED
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
Expense Credit x1
Advantage Credit x1
Research Credit x2
Secret Project Credit x1
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