Operations Phase, 1954We finalize our name,
MOLE, this year. Astria's agency also gains the name
KOSMIC.
The first notable operation of the year goes poorly for us, unfortunately. A
Human Power Inc. office is successfully raided by
KOSMIC.
After a local office in one of our cities intercepted a call to the police, a
MOLE team was quickly assembled and sent to intercept the
KOSMIC operatives before they could escape along with whatever they came to the city for.
By the time our team arrived at the site, we're told that
KOSMIC had already fought their way through the building's security and local police forces with extreme use of force. Their operatives were all wearing a very heavy body armor that rendered our pistols almost useless.
Our team were unable to use a smoke grenade due to the relatively closed-in street spaces they were fighting in, and were forced to engage without it. Predictably, it went awfully. Every Astrian had an assault rifle, while far fewer of our own agents had an assault rifle (which was at least practical for penetrating their armor). But the team leader realized the fate of the battle before it was too late, and retreated using a Blackout grenade to cover their retreat.
It was a short but decisive battle. Later that year, a Merkane executive of Human Power Inc. suddenly turned a cold shoulder to us in favor of Astria, severely impacting our sway with the company.
Astria gains further control of Human Power Inc. [A: 3/4; M: 1/4] The other notable company,
Singleton Arms, unfortunately also went fairly poorly for us. But not nearly as poorly.
Our operatives sent to sabotage the innards of a company factory in Astrian territory quickly encountered
KOSMIC guards posted. Again in the same armor and equipped with the same rifles. The
MOLE team leader elected to have a Blackout grenade placed at the side of the factory to draw out the guards.
It partially worked. About half of the
KOSMIC team left to investigate the disturbance. We'd still have to fight, but it would be much more favorable for us.
Initially, the skirmish was in our favor. With only half of the guards there, even our limited supply of reliably-penetrating rifles was enough. The more rural surroundings were perfect for the Blackout, allowing its effective use in combat. But the sound of the gunfire quickly drew back the split
KOSMIC team, which switched the advantage as quickly as we had arrived.
Our team was forced to retreat - again under the cover of a Blackout grenade. It was very close, but still not quite enough.
With continued control of the factory, Astrian politicians were able to get much closer with the company.
Astria gains further control of Singleton Arms [A: 3/4; M; 1/4]However, we did excel at the
Global League this year. A
MOLE team was sent to retrieve intelligence valuable for our representatives to the league.
Entering the facility was fairly easy.
MOLE agents used a simple distraction along with some delivery men entering to get in. A single operative was given a Merkan Subduer, to decrease chances of being spotted with a gun in a League compound. All the way from the entrance to the room reportedly holding the intelligence went smoothly, but once at the room there was a complication.
We saw the same delivery men that we had used to mask our entrance grabbing the intelligence. Our agents quickly realized that these were actually
disguised KOSMIC operatives. Our agents took cover and the operative with the Subduer opened fire, killing several
KOSMIC agents. The rest fled the scene without retaliating as we grabbed the intelligence and ran.
The suppressed pistol was vital here. If it was any louder, the facility would have been immediately put at maximum alert, sending all security down on our location. But with the quieter pistol we made it out before security arrived.
With the intelligence, our representatives to the League have been able to make numerous allies within the organization against Astria, tightening our control over it.
Merkan gains further control of Global League [A: 1/4; M; 3/4]It is now the Design Phase of 1954. Vote for a single Tech or Skill proposal to be worked on as this year's design.
Companies
- Human Power Inc. [A: 3/4; M: 1/4] (Gain bonus to Skill Bugs)
- Singleton Arms [A: 3/4; M: 1/4] (Gain bonus to Tech Bugs)
Governments
- Astria [A: 5/5; M: 0/5]
- Merkan [A: 0/5; M: 5/5]
Global League [A: 1/4; M: 3/4] (Gain bonus to Expense rolls)
- Distraction - Operatives will team up to get past security via some Operatives throwing rocks and making noises and whatnot while the others sneak through. Cheap.
- Flee - Operatives will immediately (and temporarily) abort their mission and sneak out if they're spotted, to avoid unnecessary casualties. Cheap.
- Memorized Orders - Operatives are given their mission in person at HQ, and are expected to remember the specifics of their mission until they report back (again in person) for debriefing and a new assignment. Cheap.
- A-R1942 - A simple yet functional assault rifle
stolen developed during the war, roughly on par with the weapons of other world powers developed around the same time. Very obvious, but quite versatile. Expensive. - Merkan Subduer - A 5-round low-caliber semi-automatic pistol originally developed for special operatives in the early years of the war. Can be somewhat concealed with enough effort, but is very easily located if anyone cares about the holder carrying weaponry. Suppressed, so it won't alert the entire facility but while quiet for a gun, it's still quite loud and notable. Cheap.
- "Blackout" Smoke Grenade - A smoke grenade that unleashes very large amounts of thick black smoke to completely obscure an area. Can completely disrupt a building and suffocate operatives if used indoors, and attracts large amounts of attention. Cheap.