Revision Phase
Proposal: "Dallas" Sportsman CarbineDifficulty: EasyResult: (3+1)+1=5,
Below AverageThe
Dallas is a rifle made for the average hunter and fills that role nicely. Shorter than the rifle that "inspired" it and sold in civilian markets with a smaller 5-round magazine, the
Dallas ends up slightly lighter and easier to wield than the
Median. To aid hunters in positively identifying and targeting game, each rifle comes with a 2x mildot scope that can be attached to a top rail. The reduced length of the barrel affects accuracy at range more than desired, offset slightly thanks to the provided scope functioning as intended. This means effective range for the
Dallas is equal to the
Median at 600m.
The weapon is susceptible to jamming and malfunctions outside of favorable conditions, but easy enough to clean and clear in the low-intensity environment of game hunting.
The
"Dallas" Sportsman Carbine costs
2 Ore and
2 Wood, making it
(CHEAP).
Proposal: Visas and Permits, Biometrics RevisionDifficulty: Very EasyResult: (3+1)+2=6,
AverageKnowing what someone is doing and why is fine and all, but it's equally important that the person is who they say they are. Although it slows down the application process slightly, the eye and hair color of every applicant for access to the Fortress-City is logged and copied. Right hand fingerprints are also collected, and each applicant's file is distributed to a number of governmental and law enforcement for slight ease of access. All of this information is referenced on their visas in shorthand - three letters describing hair and eye color, and numerical codes for fingerprints. Checkpoints and law enforcement officers can access Police Call Boxes positioned around the UNSA District to contact an operator and get in touch with an Archivist that can access and verify identities based on the information on the traveler's visa.
The verification process is slow due to the volume of people traveling into and out of the area and the amount of data needing to be combed through (and there's no guarantee the Archivist is well-organized), but increases the difficulty of accurately forging papers for any...oppositional elements. Resource cost remains the same.
----------------
It is now the Strategy Phase. You can choose two places to take over on your half of the city, and beginning next turn you will be able to instead choose to purge enemy locations or defend your own. You will also be responsible for choosing a Resource to add to your pool and which of your controlled regions it will be placed in.
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. (EXPENSIVE)
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. (VERY 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. (VERY EXPENSIVE)
Air
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)
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. (EXPENSIVE)
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].
Ore: 2
Wood: 2
Oil: 2
Fissiles: 2
Caelium: 2
Frosty Mountains: None x3
Coniferous Forest: None x3
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. NEUTRAL
Westlan Broadcast Center: A tall building used for both radio and television broadcasts locally. Provides an Advantage Credit each turn. NEUTRAL
North Point Observatory: A building used to study the skies. Provides a Research Credit each turn. NEUTRAL
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. 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. NEUTRAL
Harren University of the Sciences: The most prestigious education center on the island. Provides a Research Credit each turn. NEUTRAL
Glaza Private Detective Agency: A popular investigative service among locals. 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