The Accumulation of Capital (Syndicate/MCU)

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Across the revitalised grasslands of the Okavango, birds warble and insects chirp in a glorious...
Introduction and Tutorial I

prometheus110

Join Cayman-Global & be part of the 1E-9 percent!
Location
La Ballena City Raft
Pronouns
He/Him
Across the revitalised grasslands of the Okavango, birds warble and insects chirp in a glorious cacophony of noise that rises and falls in time with the faint stirrings of the breeze. Here and there, Swifts and Coucals swoop and cavort in impromptu dances above the gently swaying stalks of grass. Despite the situation, you can't help but slyly admit that it mostly boils down to the same strains of "fight me, fight me, fuck me" that you see played out at work. Though here it's done with a little more tact.

Here and there a wizened tree stands alone in a sea of grass, thin and waxy leaves giving the bare earth beneath a dappled look as sunlight filters through. As you eye one of the trees the wind picks up, and from out of its branches a powder-blue oval takes flight with a musical trill.

Blue Waxbill, your DART helpfully tags as it notes your interest in the shape. Rolling your eyes, you kill the safari program you forgot to disable this morning and turn towards another tree. If it wasn't for the heavy rifle cradled in your arms, it'd be like that no-kill safari you promised yourself you'd take before this whole bloody mess blew up.

"Hell of a holiday, eh?" asks Asha Idowu, the tattooed former soldier turned poacher-hunter turned EuroCorp asset crouching by your side, with a somewhat bloodthirsty grin.

Grunting in reply, you motion the troops behind you to advance and once again say a silent prayer of thanks that it's not your body on the line...


========
Welcome to The Accumulation of Capital!​

It's the year 2072 and EuroCorp is the premier Syndicate. Having fought and won a war started by traitors against the Aspari and Cayman-Global Syndicates three years previously, EuroCorp has cemented its place in history as a superpower without peers and is looking to expand its market share once more. While only a few years ago this would have seen EuroCorp attack its remaining rivals to seize their market-share by force, new developments in our understanding of the universe have opened the door to strange new worlds and, more importantly, the valuable goods within that can be exploited by dedicated teams of EuroCorp personnel.

You are an executive in charge of one such mission. You have been granted resources and latitude that lesser executives can only dream of and have only one goal: The generation of profit for EuroCorp by any means necessary...

========​



But first, there's a spot of trouble in the Okavango Delta that requires your personal oversight.

It's been less than half an hour since your boss's boss's secretary's email came blaring through the wifi and into your post-mojito massacre head:

"We're terribly sorry to interrupt your holiday in Africa, but it seems that some fanatics from the Church of the New Epoch have uncovered an abandoned Cayman-Global research facility and are threatening to release a meldware virus that'll destroy, well, everything. Luckily, there's an Agent Initiate nearby who's compatible with our newly developed Marionettetm system and there are some other resources that can be drawn on. We're trying to get a full Agent out there but the nearest one is an hour out and air support will be a no-go until you take out the air defence system.

As per the newly released EuroCorp directives, you must purchase whatever extra equipment you wish to bring along using EuroCorp credits. Unfortunately, you've officially taken your holiday we can't grant you access to emergency funding, so you'll be pulling from your discretionary wardrobe funds on this one.

Good luck, Executive."

And now you're saving the damn world. Honestly, who puts a trademark notice in their emails?

Okay, you think to yourself as your Enforcers take up positions in the grass facing the facility's hidden entrance, let's review the facts.

One: An unknown number of well-equipped cultists have found and taken over an abandoned research lab containing devastatingly powerful cyber weapons. Two: There are 10 people, including myself, who are close enough to stop them. Three: We have to shut down the air defences, secure the virus, and capture the leader. Great. Shaking your borrowed head, you glance at Asha.

"How many are we looking at?" you ask her.

With a silent tilt of her head, an overhead map of the area unfolds in your HUD like a flower opening, and eight blazing red stars appear in a ragged circle around the buried facility. Thirty meters past the closest two cultists —400 meters away from you— lies the hidden engineering hatch that is your infiltration point.​


What do you do?
[] Bunch up and attempt to infiltrate the cultist's perimeter. The grass should hide your approach long enough to wait for a gap to appear in their patrol which you can then slip through.
[] Use the grass as cover to spread out and eliminate the cultists in one simultaneous strike.
[] Split into two groups and send one to the other side of the perimeter. Use that force to stage an attack and draw away the cultists between you and the service hatch.

Available Gear:
Mission Budget: 50,000 EuroCorp Credits (EC)
Vehicles

[] Shrike Gunship: Not available until air defences shut down. (15,000 credits)

[] Hellhog UCAV: Not available until air defences shut down. (20,000 credits)
Armour


[] Spectre Armour: Provides active camouflage ability but it doesn't provide the protection that Reactive or Liquid armours do. (3,000 per squad member)

[] Reactive Armour: A suit of powered armour that deflects anything up to and including 20mm rounds using micro-explosive armour plating. Has a limited lifespan for obvious reasons and is slightly more subtle than an airstrike. (3,000 per squad member)

[] Liquid Armour: A suit of power armour which absorbs solid projectiles using overlapping cells of non-Newtonian gels that harden in response to trauma. Stealthier than Reactive armour and tougher than Spectre armour, Liquid armour is a solid compromise between the two. (2,000 per squad member)

Equipment

[] Level 2 Weapons: Choices include: EMWS-56 Gauss Gun, Kusanagi ACR-10 Assault/Sniper Rifle combo, LTB Thermite Gun, and the RLX-240 Electron Mace. (2,000 per squad member)

[] EWAR Gear: Viral and EMP grenades, man-portable distortion generators, and Riot Lances are all in the mix when it comes to electronic warfare. While the Church of the New Epoch normally eschews chipped devices in favour of less advanced gear, this set of cultists seems willing to break out the good stuff and so should you. (3,000 per squad member)
 
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Equipment Stats
Equipment Stats

Weapons
Default Weapons

tar-39 assault rifle
Primary Fire: Automatic Fire
Special: Rapid Fire 2 (Attack target 2 times)
Damage: 1D6+2 per hit

Secondary Fire: Grenade Launcher
Special: AoE 1 (Damage everything in a one hex radius from the target)
Damage: 1D6+4 on centre hex, 1D6 on surrounding hexes

app-3 semi-automatic pistol
Primary Fire: Semi-automatic
Special: +3 to to-hit roll
Damage: 1D6 per hit

Secondary Fire: Burst-fire
Special: Rapid Fire 2 (Attack target 2 times)
Damage: 1D6 per hit

razorback m786 revolver
Primary Fire: Semi-automatic Revolver
Special: +2 to to-hit roll
Damage: 1D6+2 per hit

Level-1 Weapons

kusanagi acr-10
Primary Fire: Automatic fire
Special: +2 to to-hit roll
Damage: 1D6+3 per hit

Secondary Fire: Semi-Automatic, overpressurized round
Special: +2 to to-hit roll, Penetration 1 (Can penetrate light cover [concrete, body armour, etc] and deal damage to target behind)
Damage: 1D6+4 per hit

umk mk iv smg
Primary Fire: Automatic fire
Special: Rapid Fire 3 (Attack target 3 times)
Damage: 1D6 per hit

Secondary Fire: Suppressed Automatic fire
Special: Suppressed
Damage: 1D6 per hit

bullhammer mkii
Primary Fire: Semi-automatic Revolver
Special: Stun 1 (If target is wounded, stun them for one round)
Damage: 1D6+4 per hit

castellano cqc-11
Primary Fire: Semi-automatic shotgun
Special: Arc 45 (Pick a target to shoot. Roll to-hit that target and all targets in 45-degree arc of you), Range 4 (maximum range is 4 hexes)
Damage: 1D6+4 per hit

Secondary Fire: Explosive Round
Special: N/A
Damage: 2D6

Level-2 Weapons

ltb thermite gun
Primary Fire: Thermite Stream
Special: Arc 90 (Pick a target to shoot. Roll to-hit that target and all targets in 90-degree arc of you), Range 2 (maximum range is 2 hexes)
Damage: 2D6 per hit

emws-56 gauss gun
Primary Fire: Automatic fire
Special: Smart Rounds (Re-roll failed to-hit rolls), Rapid Fire 2 (Attack target 2 times)
Damage: 1D6+4 per hit

rlx-240 electron mace
Primary Fire: Continuous
Special: Range 3 (maximum range is 3 hexes), Continuous (roll to-hit for initial attack only, maintain damage if within range), Stun Continuous (Stun target until connection is broken)
Damage: 1D6+2 per round


Level-3 Weapons

mjolnir h.o.g. automatic shotgun
Primary Fire: Automatic fire
Special: Rapid Fire 2 (Attack target 2 times), Arc 45 (Pick a target to shoot. Roll to-hit that target and all targets in 45-degree arc of you), Range 4 (maximum range is 4 hexes)
Damage: 1D6+4 per hit

coil laser rifle
Primary Fire: Continuous
Special: Range 4 (maximum range is 4 hexes), Continuous (roll to-hit for initial attack only, maintain damage if within range)
Damage: 1D6+4 per hit

Secondary Fire: Single-shot, laser pulse
Special: Penetration 1 (Can penetrate light cover [concrete, body armour, etc] and deal damage to target behind), Cooldown 1 (weapon is inoperable for one round after use)
Damage: 2D6 per hit

kusanagi hsr-6 sniper rifle
Primary Fire: Semi-automatic fire
Special: Penetration 2 (Can penetrate medium cover [reinforced concrete, engine blocks, etc] and deal damage to two targets behind)
Damage: 2D6 per hit


Heavy Weapons

laws-92 rocket launcher
Primary Fire: Single-shot unguided rocket
Special: AoE 1 (Damage everything in a one hex radius from the target), Reload 1 (weapon takes 1 round to reload)
Damage:2D6+4 on centre hex, 2D6+2 on surrounding hexes

swarm launcher
Primary Fire: Semi-automatic
Special: Smart Weapon 3 (select up to 3 targets to attack), Smart Rounds (re-roll failed to-hit rolls)
Damage: 2D6+2 per hit

harbinger g290 minigun
Primary Fire: Automatic
Special: Rapid Fire 3 (Attack target 3 times), Inaccurate 3 (-3 to to-hit rolls), Arc 45 (Pick a target to shoot. Roll to-hit that target and all targets in 45-degree arc of you), Cooldown 1 (weapon is inoperable for one round after use)
Damage: 2D6 per hit




Throwables
Grenades

seef-2 fragmentation grenade
Primary Fire: Thrown
Special: AoE 1 (Damage everything in a one hex radius from the target)
Damage: 2D6 on centre hex, 1D6+3 on surrounding hexes

fuel-air grenade
Primary Fire: Thrown
Special: AoE 1 (Damage everything in a one hex radius from the target)
Damage: 1D6+2 on all hexes in open spaces, 2D6 on all hexes when in enclosed spaces

seeker grenade
Primary Fire: Thrown
Special: Semi-autonomous (this weapon will actively chase targets after being thrown), Networked (this weapon can be given a variety of directions via DART commands. E.G wait, hide, guard area, search and destroy)
Damage: 2D6 on target




 
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World and Gear Background

Weapon Info

Default Weapons/Level 0 weapons


Default Weapons/Level 0 weapons:
Article:



/ PRODUCT SUMMARY
Model:
TAR-39
Manufacturer: Aser-Tellinger Industries (license owner, I.I.A.)
Projectile: .45 (auto), 40-round clip/40 mm M901 (single, grenade)
Weight: 6.8 lb. (3.1 kg)

TACTICAL SUMMARY
Primary Fire:
Automatic fire primary mode
Secondary Fire: Single-shot "on-impact" fragmentation grenade

INTEL FEED

Developed by Aser-Tellinger and the I.I.A. in 2049, the TAR-15 became an instant sales hit. After its extensive use by EuroCorp forces during the New York riots in 2052, the weapon was exported under license to several manufacturers worldwide, among them EuroCorp-controlled Accelle-Sys.

Under license, Accelle-Sys designed a more robust model, releasing the new TAR-39 on the market in 2055.

The TAR-39 is a versatile short-range tactical assault rifle used globally by a wide range of Syndicate security forces. It was designed for close quarters combat scenarios and fires .45 caliber light armor-piercing rounds.

The TAR-39 standard model comes equipped with a 1x/2.5x red dot digital rangefinder scope with a built-in DPSS laser sight, and can carry an underbarrel grenade launcher attachment.

The characteristic sound of a TAR-39 firing on full auto is sometimes known as the "EuroCorp Anthem," as it is employed by most armed personnel of that Syndicate.

/ end of entry
Source: TAR-39 Assault Rifle


Article:

/ PRODUCT SUMMARY
Model:
APP-3
Manufacturer: Aser-Tellinger Ind. (license owner, I.I.A.)
Projectile: .45 (semi/burst), 18-round clip
Weight: 18.2 oz. (516 g)

TACTICAL SUMMARY
Primary Fire:
Single shot "RapidFire®" semi automatic
Secondary Fire: 3-shot burst secondary fire mode
Additional: Fast reload

INTEL FEED
Licensed production by 26 manufacturers, worldwide, makes this the standard sidearm for private security agencies across the globe. It's safe, reliable and very easy to use thanks to the "RapidFire®" action trigger system. The .45 bullets are easy to manufacture and readily available in abundance.

In reference to its popularity, an independent survey stated that APP-3 handguns were used in more than 47 percent of urban shootings in America, 2065.

The secondary fire burst mode allows an even greater rate of fire, although with its limited recoil dampening, the APP-3 suffers from significant climb when fired this way.

/ end of entry
Source: APP-3 Semi-Automatic Pistol


Article:

/ PRODUCT SUMMARY
Model:
Razorback
Manufacturer: Saxe-Deimling (license owner, non-aligned)
Projectile: .44 (semi), 10-round cylinder
Weight: 53 oz (1500 g)

TACTICAL SUMMARY
Primary Fire:
Single shot
Secondary Fire: N/A

INTEL FEED
Licensed production in North America and Europe since 2049, with extensive field testing during the New York food riots of 2052.

With a reliable construction and handling, this sidearm was the #3 preferred weapon for home owners and sports enthusiasts along the North American east coast, up until it was decommissioned in 2058. Due to its wide use, the .44 bullets are still in high circulation among consumers.

Modified Razorback models have recently appeared on black markets in the Downzone areas of New York, Baltimore and Chicago.

/ end of entry
Source: Razorback M786 Revolver


++++

Level-1 Weapons


Level 1 Weapons:
Article:

/ PRODUCT SUMMARY
Model:
Kusanagi ACR-10
Manufacturer: Takashi Corp. (license owner, Tao)
Projectile: 7.52 mm (auto/single), 24-round clip
Weight: 18.3 lb (8.3 kg)

TACTICAL SUMMARY
Primary Fire:
Automatic fire primary mode
Secondary Fire: Single-shot, overpressurized projectiles, breaking through low-grade covers.

INTEL FEED
For over a century, the ACR-10 has serviced elite combat units in war zones across the world.
In 2063, licensed production was granted for Cayman Global by the Takashi Corporation Advisory Board to counter Aspari's growing influence in the Mexican Gulf. The rifle has therefore now become a standard-issue combat rifle within the Cayman Global elite assault units.

In 2067, four more Syndicates were granted production rights. Due to its versatility, availability, and its unique penetration capabilities, the Kusanagi ACR-10 is now widely used in Syndicate elite forces.

The Kusanagi ACR-10 is a mid- to long-range gas-operated assault rifle that uses the revolutionary Overpressurized Hyper-velocity Firing System to allow the operator to shoot through ordinarily impenetrable material.
/ end of entry
Source: Kusanagi ACR-10


Article:

/ PRODUCT SUMMARY
Model:
Bullhammer
Manufacturer: Accelle-Sys Industries (EuroCorp)
Projectile: .600 (double-action), 6-round cylinder
Weight: 62 oz (1750 g)

TACTICAL SUMMARY
Primary Fire:
Single shot
Secondary Fire: N/A
Additional: Heavy-damage impact

INTEL FEED
Developed by Accelle-Sys in 2065 to provide EuroCorp law enforcement division and security forces with a sidearm powerful enough to stop augmented or shielded targets.

The Bullhammer is a fire-shot double-action revolver. Chambered for the powerful .600 cartridge, the Bullhammer packs quite a punch, but comes with quite a kick as well.

Even if it is fairly popular, it has been Accelle-Sys's only foray into revolver design.
/ end of entry
Source: Bullhammer MKII


Article:

/ PRODUCT SUMMARY
Model:
CQC-11
Manufacturer: Castellano (Cayman Global)
Projectile: 12 Gauge (single), 8-round clip
Weight: 9.7 lb. (4.4 kg)

TACTICAL SUMMARY
Primary Fire:
Semi-automatic fire primary mode
Secondary Fire: Single shot secondary mode, with focused on-impact shell explosion

INTEL FEED
Developed by Castellano Armaments in 2049 to empower Cayman Global tactical insertion teams and extraction specialists with close-range fire power.

The Castellano CQC-11 is a semi-automatic combat shotgun designed for urban environments. The standard model Castellano has an eight-round magazine loaded with 12 gauge depleted uranium shells with inner cores of solid uranium.

It was one of the first weapons fitted with a chip lock, disabling the trigger for anyone except the properly registered owner. Today, even if the mechanism is still there, anyone with a Syndicate chip newer than six years will automatically override the lock.

The Castellano's secondary fire mode uses a pump-action system which disables the spread charge and primes the whole shell to explode on impact.

/ end of entry
Source: Castellano CQC-11


Article:

/ PRODUCT SUMMARY

Model:
UMK Mk IV
Manufacturer: Deimling Industrien / Saxe-Deimling (license owner, non-aligned)
Projectile: .223 (auto), 60-round clip
Weight: 70.5 oz (2000 g)

TACTICAL SUMMARY
Primary Fire:
Automatic fire primary mode
Secondary Fire: Suppressed automatic fire secondary mode

INTEL FEED
When it was released in 2021 by independent weapon manufacturer Deimling Industrien, the first UMK model was marketed as a personal defense weapon.

In 2032, only months after the Johannesburg assassination of President Hector Van Niekerk, changes in export/import laws facilitated a merger with Saxe SIT, creating the international weapon manufacturer Saxe-Deimling.

Production during 2033 introduced a revolutionary muzzle-climb compensation technology, increasing the UMK's popularity within elite military and Syndicate assault forces.

The standard UMK-Mark IV model is an open bolt blowback-operated submachine gun that fires .223 SDE caliber ammunition.

The UMK is the more prominent submachine gun on the Downzone black market and alleged campaigns to stop its rapid spread are often mocked as some of the most obvious political stunts in the corporate sphere.

/ end of entry
Source: UMK Mark IV SMG


+++

Level-2 Weapons


Level 2 Weapons:
Article:

/ PRODUCT SUMMARY
Model:
LTB Thermite
Manufacturer: Rommelin Manufacture/Accelle-Sys Industries (EuroCorp)
Projectile: TH3 (cont)
Weight: 75 lb (34 kg)

TACTICAL SUMMARY
Primary Fire:
Continuous fire, flammable liquid
Secondary Fire: N/A

INTEL FEED
Developed in 2015 by Tunisian-based Rommelin Manufacture to stand against the public riots on corporate facilities in North Africa. Primary customer was Kader Industrieen.

As the region came under EuroCorp control, Rommelin came close to bankruptcy, but was instead incorporated into the product portfolio of Accelle-Sys Industries, transferring all patents and designs.

The LTB Thermite Gun was a popular portable crowd-control instrument, used by military infantry worldwide, as an incendiary anti-personnel weapon.

It carries Thermate-TH3 ammunition and has a maximum munitions canister load of 5 liters. Burning with an intense flame that eats through metal with time, the gun is feared for the long-term effects caused even by minute exposure to the searing liquefied metal it spews out.

The production line was discontinued in 2055, but reports have indicated ongoing research.

/ end of entry
Source: LTB Thermite Gun


Article:

/ PRODUCT SUMMARY
Model:
EMW-56
Manufacturer: Mao-Murdoch Ltd. (contractor, non-aligned)
Projectile: 5.4x56 mm (auto), 46-round clip
Weight: 14.3 lb. (6.5 kg)

TACTICAL SUMMARY
Primary Fire:
Automatic fire primary mode
Secondary Fire: N/A
Additional: Tap the aim button to lock on to a target in primary mode. Bullet tracking only functions when a target has been locked. Aim slightly away from targets for best results.

INTEL FEED
The Mao-Murdoch EMW-56 Gauss Carbine is a fully automatic portable delivery system for Mao Industries' patented 5.4x56 mm PP-X programmable projectile range.
Initial development and production is conducted in the Zürich facilities, but the model's need for extensive trace calibration requires Mao-Murdoch engineers to be on site during implementation.

These contractors are embedded with the R&D and development departments for each individual client Syndicate.

Initial targeting feeds a coded seek protocol into each PP-X shell on firing, until the deemed target is registered by the carbine's processor as neutralized, or the weapon clip fires empty.

The EMW-56 features a one-touch visual lock for run-and-gun glimpse targeting, and a variable capacity receiver to accommodate Mao's full range of jacketed, armor-piercing, explosive or incendiary rounds.

The EMW-56 is by far the lightest electromagnetic assault weapon on the market today.
/ end of entry
Source: EMWS-56 Gauss Gun


Article:

The Electron Mace is a high-powered electroshock weapon, firing a superconductive micro-wire attached to a piezo-electric tip.

Upon impact, the weapon administers high voltage electricity through the wire. Built as a crowd control weapon, exchanging the default battery with a high-powered one makes it lethal.
Source: RLX-240 Electron Mace

++++

Level-3 Weapons


Level 3 Weapons:
Article:

The H.O.G. (Hand of God) was conceived as a portable superweapon against Syndicate Agents.
As the then-government sponsored blueprints disappeared almost immediately, it proved a failed attempt for the nigh-obsolete nation states and expanded the EuroCorp arsenal.
Source: Mjolnir H.O.G. Automatic Shotgun

Article:

/ PRODUCT SUMMARY
Model:
COIL
Manufacturer: Accelle-Sys Industries, A.E.A. Division (EuroCorp)
Projectile: H.I. laser (cont)
Weight: 30.2 lb (13.7 kg)

TACTICAL SUMMARY
Primary Fire:
Hold to fire continuous beam (2 sec).
Secondary Fire: Single shot pulse beam (0.05 sec), burning through low grade covers
Additional: Weapon overheats after maximum use. This will activate the automatic heat-dissipation mode.

INTEL FEED
The COIL is a long-range combat laser rifle developed by Accelle-Sys Industries' Advanced Energy Armament Division in 2067. It was primarily designed for mechanized military infantry. The COIL uses an advanced infrared laser system.

When fired, the COIL creates a high-intensity, continuous laser beam that was originally intended as a portable missile defense system.

The COIL's alternate fire mode focuses the priming of the laser beam during a 0.05 second period for a maximum damage one-shot pulse energy projectile discharge.

The pulse energy projectile instantly vaporizes unprotected enemies and will penetrate most barriers. This firing mode causes immediate overheating.
/ end of entry
Source: COIL Laser Rifle

Article:

/ PRODUCT SUMMARY
Model:
Kusanagi HSR-6
Manufacturer: Takashi Corp. (license owner, Tao)
Projectile: 7.52 mm (single), 4-round clip
Weight: 20.9 lb (9.5 kg)

TACTICAL SUMMARY
Primary Fire:
Semi-automatic primary mode with ClearAim® scope
Secondary Fire: Semi-automatic secondary mode, with disabled scope for close range combat
Additional: Primary and Secondary fire modes both use an extended version of the overpressurized projectile system, breaking through low-grade covers

INTEL FEED
Following the ACR-10's excellent reception, the Takashi Corporation introduced the HSR-6 to high expectations. Restricted to semi-automatic mode, with a new propulsion extension system and designed with a sleek, streamlined refit, this long-range repurposing seemed an excellent development.

The assassination of the French Prime Minister also gave the weapon notoriety, followed by public outcries against arms development and unprecedented premiere firearm sales.
/ end of entry
Source: Kusanagi HSR-6 Sniper Rifle



++++

Heavy Weapons


Heavy Weapons:
Article:

/ PRODUCT SUMMARY
Model:
LAWS-92
Manufacturer: Deimling Industrien/Saxe-Deimling (non-aligned)
Projectile: 90 mm rocket
Weight: 90.4 lb (41 kg)

TACTICAL SUMMARY
Primary Fire:
Fire single unguided rocket
Secondary Fire: N/A
Additional: Tap the fire button while in flight to split rocket into sub-munitions, eliminating targets at the rocket's current position.

INTEL FEED
First rumored release from Deimling Industrien in 2018, but delayed for full market release until 2022, due to a patent-infringement lawsuit from Scandinavian weapon manufacturer Belfors Systems.

The LAWS-92 rocket launcher is a portable shoulder-launched anti-armor weapon that fires unguided 92 mm rockets. It has become a common black market commodity, adopted by Downzone terrorists as anti-Agent ordnance; as the rockets don't have non-chip electronics, they are immune to any chip counterattack.

This has proven a far bigger problem than the Syndicates had ever anticipated, as Agents are unable to breach the primitive rockets.

While the rocket is in flight, the operator is able to send a radio signal to cause the rocket to split into four explosive sub-munitions. This carpet-bombing allows the operator to inflict damage over a much wider area, but with greatly reduced accuracy.
/ end of entry
Source: LAWS-92 Rocket Launcher

Article:

/ PRODUCT SUMMARY
Model:
SWARM
Manufacturer: Castellano Industries (Cayman Global)
Projectile: 25 mm SSB video-guided missile, 3 (x12) payloads per clip.
Weight: 86 lb (39 kg)

TACTICAL SUMMARY
Primary Fire:
Fire 12-missile payload of guided missiles
Secondary Fire: N/A
Additional: Tap the aim button to lock on to targets. Up to three targets can be locked at once. Missile tracking only functions when a target has been locked.

INTEL FEED
The SWARM is a high-tech semi-automatic missile launcher used mainly by anti-tank infantry and specialized private security units.

It has a chip-integrated Direct Aim-Lock targeting system and fires 25 mm SSB video-guided missiles. The missiles are fitted with an onboard nano-sensoring system and composed of casing containing an explosive powder charge.

Each magazine contains three sub-munitions payloads each holding twelve missiles.
When firing, one sub-munitions payload is ejected from the barrel. Shortly after being ejected, the payload disintegrates in midair and fires a swarm of missiles toward its targets. These missiles travel along irregular trajectories, recalculating probable target movement in midair.
/ end of entry
Source: SWARM Launcher

Article:

/ PRODUCT SUMMARY
Model:
G290 Minigun
Manufacturer: Saxe-Deimling (non-aligned)
Projectile: 30 mm AP (auto)
Weight: 115.7 lb (52.5 kg)

TACTICAL SUMMARY
Primary Fire:
Full automatic fire
Secondary Fire: N/A
Additional: Hold the aim button to spin up the barrels prematurely. The minigun holds infinite ammo.

INTEL FEED
The Harbinger G290 Minigun is a massive multibarrel machine gun from Saxe-Deimling. It is designed for mechanized infantry and gunship platforms. Licensed production has been in effect since 2061, most frequently in existing vehicle and weapon systems manufacturers.

The heavy weight restricts the use to gun mounts and enforced Agents. The grip has a built-in bullet feed chip-access system allowing data transfer between the gun and the user's chip.

The Harbinger fires 30 mm armor-piercing discarding sabot rounds, can only fire with the barrels in full spin and therefore requires a brief windup period before fire.
/ end of entry
Source: HARBINGER G290 Minigun


++++

Grenades


Grenades:
Article:

/ PRODUCT SUMMARY
Model:
Fragmentation Grenade
Manufacturer: (multiple)
Projectile: Uranium Flechettes
Weight: 15 oz. (430 g)

TACTICAL SUMMARY
Primary Fire:
Throw single grenade (when cooked)
Secondary Fire: N/A
Additional: Hold the switch weapon button to equip grenade. Tap the switch weapon button to return to previous weapon.
Breaching: Primed fragmentation grenades use inferior chips, enabling Agents to perform an almost instant breach when attacked.
Chip Control: It also enables the DART 6 chip to bypass the electronic fuse, automatically triggering the explosion on impact.

INTEL FEED
The SEEF-2 grenade is a standard anti-personnel fragmentation grenade with a 3 in. body, fitted with an electronic fuse system and loaded with uranium-coated flechette shrapnel. It has become the standard-issue fragmentation grenade for Syndicates and military forces, produced at over 60 different weapon manufacturers worldwide.

SEEF-2's electronic fuse system, the SEES (Signature Encounter Extension System), detects and reads heat and electromagnetic signatures off humans and mechanical targets. The grenade has a 4-second fuse.
/ end of entry
Source: SEEF-2 Fragmentation Grenade


Article:
The No. 42 Fuel-Air Grenade has been designed for combating opponents in the tight spaces commonly found in urban conflicts. A thrown grenade adheres to most surfaces and immediately releases a cloud of flammable vapor. Once deployed, the cloud is ignited creating a massive explosion. The resulting heat and pressure wave will cause vast injuries to anything caught in the blast.
Source: Fuel-Air Grenade


Article:


A small, deployable robot that seeks out enemies and self-destructs, the Seeker Grenade is a semi-autonomous explosive that seeks out enemies and detonates when near them.
Source: Seeker Grenade

Armour Info

Article:
THREAT: LIQUID ARMOR
/ THREAT ANALYSIS
Type:
Liquid Soldier
Feature: Sensory controlled liquid polymer body armor
Manufacturer: Vanadium Tech Solutions (Cayman Global)

TACTICAL SUMMARY
Absorbs solid-type projectiles in the 5 to 15 mm range
Breaching will short out regulatory systems, making armor vulnerable by crystallizing the polymer layer.

Enough physical damage in crystalline state will shatter the polymer surface, rendering the armor useless.

INTEL FEED
Developed in 2064 by Vanadium Tech Solutions, a subsidiary to Cayman Global.

The armor was battle-proven during the Arica Cleansing, when oil-rig workers were caught behind enemy lines as the Russian-based Pravitel Syndicate initiated a hostile takeover of the Chilean coast.

A suit of liquid armor protects its wearer from most forms of attack through a layer of DefenGel® cells, a special dilatant polymer gel that hardens immediately when impacted with sufficient force.

Worn below is a special kevlar-ceramic weave that helps dissipate heat and residual force.

The DefenGel® polymer gel is encapsulated in a multitude of small, overlapping cells. This point-defense nature allows the immediate hardening of the gel to occur without any loss of mobility on the part of the wearer.

A small field generator keeps the gel electrostatically stabilized, without which it would immediately crystallize.

/ end of entry
Source: Liquid Armour


Article:
THREAT: REACTIVE ARMOR
/ THREAT ANALYSIS
Type:
Reactive Soldier
Feature: Layered Counterblast body armor
Manufacturer: Vanadium Tech Solutions (Cayman Global)

TACTICAL SUMMARY
Micro-detonator cells counter most known projectiles and explosives.

Breaching will short out a counterblast governor, disabling the current layer.

Enough physical damage will destroy the layer, exposing a secondary counterblast governor. Remove all governors to breach the sensory control system overloading all micro-explosives.

INTEL FEED
Originally developed for tanks, Vanadium Tech's Reactive Armoring provides a patented counterblast system capable of repelling both solid type and explosive projectiles in the 8 to 27 millimeters range, with partial protection also afforded against higher calibers, tunneling rounds and localized high-yield fragmentation devices.

Internal compressors and an Antishock system allow for heavy armaments and protection from external non-projectile forces.

The suit's sensory control system accurately predicts projectile impacts and detonates a micro-explosive charge on the surface of the suit at the moment of impact. This opposing force counteracts the momentum of all but the largest caliber of bullets.

/ end of entry
Source: Reactive Armour


Article:
THREAT: RIOT SHIELD
/ THREAT ANALYSIS
Type:
Riot Shield
Feature: Polycarbonate ballistic shield
Manufacturer: multiple
TACTICAL SUMMARY
Stops small-arms and assault rifle fire, but is vulnerable to high-velocity sniper rounds.
Charging the shield carrier may cause them to drop the shield.

INTEL FEED
Widely deployed by police forces and even some Syndicates, the personal ballistic shield is a cheap and effective protection against small arms fire and explosive shrapnel.

Made of layers of ballistic-resistant polycarbonate, riot shields come in a variety of form factors. To allow the user better vision, the shield is typically made transparent, without any loss of protection.

/ EuroCorp.armaments_directive: CMN097-AA51

With their security forces increasingly encountering high-velocity weapons such as the Kusanagi HSR-6, in 2067 EuroCorp directive CMN097-AA51 came into effect, scrapping all existing ballistic shields in favor of the newly developed liquid polymer shield, which were not vulnerable to such high-powered projectile fire.
/ end of entry
Source: Riot Shield


Vehicle Info


[PENDING ENCOUNTER...]


DART Info

Article:
DART CHIP : TACTICAL OVERLAY

/ AGENT OPERATIONS MANUAL
Entry:
Chip mechanics (DART overlay)
Type: Chip functionality, Combat offense/defense

INTEL FEED
/ Extention.tac01: information.processing

DART overlay speeds up the Agent's information processing ability at the same time as increasing the response rate of all the Agent's implants, effectively slowing down the perception of time.

/ Extention.tac02: meldware.tracking

Through a mixture of auditory filtering, visual tracking and chip detection, all enemies that have previously been spotted will be marked and visibly tracked, displaying their internal chip systems when visible and predicting their position when behind cover and otherwise out of sight.

This allows breaching and, for sniper rifles, aimed shooting at targets behind cover.

/ Extention.tac03: metabolistic.overdrive

Due to overclocking of the metabolistic processors, the damage taken by an Agent is reduced.

/ Extention.tac04: sensory.synchronization

The high synchronization with DART and increased efficiency of internal implants allow the Agent to effectively deal more damage to opponents.


/ end of entry
Source: Agent Operations Manual


Article:
BREACHING: BASICS
/ AGENT OPERATIONS MANUAL
Entry:
Breaching mechanics (basic)
Type: Chip functionality

INTEL FEED
Breaching is the action of hacking a target chip, exchanging data or violating core functionality.

This includes breaking down environment systems, but also using firmware Applications to override chip-based gear (weapons/grenades/armor), and planting malicious firmware inside a chipped target's brain.

/ end of entry
Source: Breaching


Article:
DART CHIP: SYNDAQ RATING

/ AGENT OPERATIONS MANUAL
Entry: SynDAQ Rating
Type: Executive performance, evaluation

FUNCTIONALITY
At the end of each mission, the internal performance monitoring subsystem in DART analyzes and ranks the in-combat performance of the executive.

Based on the executive's performance in the mission, an overall ranking is calculated. Users are to be aware that these operational rankings will be used in future promotion reviews and should strive to achieve the highest rank possible: //CEO

Your DART stores your historical high scores for each of these performance markers on an individual mission basis.

/ Performance Goals
AgentOps analyzes field Agent performance on the following six parameters:
> Objectives Completed
> Total Kills (or effectiveness of stealth, circumstances depending)
> Resource Preservation (Human and Matériel)
> Budgetary Usage
> Time Taken
> Miscellaneous
/ end of entry
Source: SynDAQ Rating

Miscellaneous Info


Article:
Stress:

Stress is a currently in development feature designed to help simulate the impact of combat on characters both during and after fights. Essentially, every time a character is injured or undergoes a suitably stress-inducing event (barring certain situations), that character gains a point of stress. When enough points have been accumulated, I start rolling to see if the stress has taken its toll on characters. If characters fail their roll, they'll gain some sort of trait/status effect/whatever and lose their stress tokens.

Otherwise, stress tokens persist between fights and can only be gotten rid off with the right treatment, or with enough time.
Source: Stress


 
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Characters
Character Sheet:
william cain
Background: Executive Brat
Previous Career Track: Agent Operations
Current Role: Head of Asset Realisation, Commander of the Return on Investment

Stats:
Armour: Stylish (0)

Toughness: 2
Strength: 1
Intelligence: 3
Charisma: 3
Dexterity: 3
Finesse: 4

Stress: 2 (1 permanent)
Wounds: 3 (toughness 2 + strength 1)

Current Funds:
$0 US
$48,800 EC

Income (per month):
$10,000 EC per month

Return On Investment:
return on investment
Name: Return On Investment
Class: Midas-class Airship
Commander: William Cain

Departments
Security:
Department Head:
Rakesh Mhasalkar
???

Research:
Department Head: Dr Tessa Kiri
Research Slots: 1 [Researching: Analysis of US Special Forces Equipment. 1 Day Remaining]
Research Time Bonus: 12%
Research Cost Bonus: 0%​

Medical:
Department Head: Dr Marina Albers​

Agent Operations
Department Head: Neill Dawson
Special:
Quantum Computer (Reduce the time needed to research items by 10%. Also unlock additional SIGINT and cyber warfare actions).



Persons of Interest:

neill dawson
Current Role: Agent Operations Crew Boss
Background: When I feel creative. :V

Stats:
Toughness: 3
Strength: 2
Intelligence: 3
Charisma: 3
Dexterity: 2
Finesse: 3

Stress: 0
Wounds: 5 (toughness 3 + strength 2)


doctor marina albers
Current Role: Head of Medical
Background: When I feel creative. :V

Stats:
Toughness: 2
Strength: 2
Intelligence: 3
Charisma: 3
Dexterity: 2
Finesse: 4

Stress: 0
Wounds: 4 (toughness 2 + strength 2)


doctor tessa kiri
Current Role: Head of R&D
Background:
The child of two climate refugees from New Zealand who fled the country after its coasts were inundated by rising ocean levels in the 2040's, Tessa Kiri spent the early years of her life separated from her parents' native Maori culture and living in an increasingly disgruntled Australia. During her early schooling years there, Tessa showed none of the promise that would later earn her a place in one of EuroCorp's accelerated learning programs and instead was described as lazy and listless. It was only after her family returned to New Zealand in the 2050's —as part of the nation's 'Haere Mai' program— and her introduction to her native culture that the trajectory of doctor Kiri's life turned around and sent her hurtling into place as your head of R&D.

Stats:
Toughness: 2
Strength: 2
Intelligence: 4
Charisma: 2
Dexterity: 2
Finesse: 3

Stress: 0
Wounds: 4 (toughness 2 + strength 2)


ellie silva
Current Role: Executive Assistant
Background: When I feel creative. :V

Stats:
Toughness: 2
Strength: 2
Intelligence: 3
Charisma: 4
Dexterity: 2
Finesse: 2

Stress: 1
Wounds: 4 (toughness 2 + strength 2)


Agents:

agent tsveta monahan
Background: When I feel creative. :V

Stats:
Armour: 4

Toughness: 4
Strength: 3
Intelligence: 2
Charisma: 2
Dexterity: 3
Finesse: 3

Stress: 0
Wounds: 7 (toughness 4 + strength 3)


agent julian webb
Background: When I feel creative. :V

Stats:
Armour: 4

Toughness: 3
Strength: 3
Intelligence: 3
Charisma: 1
Dexterity: 3
Finesse: 4

Stress: 0
Wounds: 6 (toughness 3 + strength 3)



Generic Characters:

eurocorp enforcer
Armour 3 (6 with liquid armour):
Toughness: 2
Strength: 2
Intelligence: 1
Charisma: 1
Dexterity: 2
Finesse: 3
Stress: 0
Wounds = 4


curch of the new epoch cultist
Armour 2:
Toughness: 2
Strength: 3
Intelligence: 1
Charisma: 1
Dexterity: 3
Finesse: 3
Stress: 0
Wounds = 5


us special forces
Armour: 3

Toughness: 2
Strength: 2
Intelligence: 2
Charisma: 3
Dexterity: 3
Finesse: 3

Stress: 0
Wounds: 4 (toughness 2 + strength 2)


 
Last edited:
[x] Split into two groups and send one to the other side of the perimeter. Use that force to stage an attack and draw away the cultists between you and the service hatch.

[x] Shrike Gunship: Not available until air defences shut down. (15,000 credits)

[x] Reactive Armour: (3,000 per squad member) x3
[x] Liquid Armour: (2,000 per squad member) x5

[x] Level 2 Weapons: (2,000 per squad member) x5
[x] EWAR Gear (3,000 per squad member) x2


Do we need to equip all 10 people? Can we let people go unarmored? Do we need to choose lvl2 weapons, or are the choices made automatically as long as it makes sense? Do we get to choose who goes with which group?
 
Last edited:
[x] Split into two groups and send one to the other side of the perimeter. Use that force to stage an attack and draw away the cultists between you and the service hatch.

[] Shrike Gunship: Not available until air defences shut down. (15,000 credits)

[] Reactive Armour: (3,000 per squad member) x2
[] Liquid Armour: (2,000 per squad member) x5

[] Level 2 Weapons: (2,000 per squad member) x5
[] EWAR Gear (3,000 per squad member) x2


Do we need to equip all 10 people? Can we let people go unarmored? Do we need to choose lvl2 weapons, or are the choices made automatically as long as it makes sense? Do we get to choose who goes with which group?
Sorry, I should have mentioned that in the post. Unless you purchase extra gear for them, your guys are assumed to be armed like standard EuroCorp Enforcers with body armour, assault rifles with silencers, and grenades.

Unless you want to equip a soldier with a specific item, I'm happy to treat the level 2 weapons as an automatic thing where each person has a weapon suited for their role. I.E the distraction team will have a bunch of heavy gear like the thermite gun and grenade launchers for their rifles, while the stealth team will get things like the electron mace, silenced gauss rifles and UMK SMGs.

I'll be creating a list of weapons and their associated tier later tomorrow, regardless.
 
FYI, the vote will be closing in 6 hours and I'll be writing an update sometime after work. Feel free to ask questions now and I'll try to answer them during lunch.
 
[X] Bunch up and attempt to infiltrate the cultist's perimeter. The grass should hide your approach long enough to wait for a gap to appear in their patrol which you can then slip through.

[X] Shrike Gunship: Not available until air defences shut down. (15,000 credits)
[X] Spectre Armour: Provides active camouflage ability but it doesn't provide the protection that Reactive or Liquid armours do. (3,000 per squad member) X10
[X] EWAR Gear: Viral and EMP grenades, man-portable distortion generators, and Riot Lances are all in the mix when it comes to electronic warfare. While the Church of the New Epoch normally eschews chipped devices in favour of less advanced gear, this set of cultists seems willing to break out the good stuff and so should you. (3,000 per squad member) X1
 
Tutorial II
Vote Tally : Crossover - Sci-Fi - The Accumulation of Capital (Syndicate/???) | Sufficient Velocity [Posts: 5-11]
##### NetTally 1.9.9
[x] Split into two groups and send one to the other side of the perimeter. Use that force to stage an attack and draw away the cultists between you and the service hatch.
- [x] Shrike Gunship: Not available until air defences shut down. (15,000 credits)
- [x] Reactive Armour: (3,000 per squad member) x3
- [x] Liquid Armour: (2,000 per squad member) x5
- [x] Level 2 Weapons: (2,000 per squad member) x5
- [x] EWAR Gear (3,000 per squad member) x2

Nevill
hcvquizibo
keios
pantherasapiens[/url[/U]]

After a moment's thought, you decide to split your forces in two in order to maximise your chances of making it inside the facility. You don't like it, splitting up like this risks defeat in detail and the distraction team will be on their own and out in the open, but the possibility of failing your mission weighs too heavily on your mind to accept any other course of action. With a flick of your head, you assign the squad members carrying the loudest and flashiest weapons to the distraction team before sending out the order in a low-powered radio burst.

With the sort of regimented discipline that only years of training under networked conditions can provide, your reedy force immediately springs into action and the two groups smoothly flow apart with Asha trailing behind by only a fraction of a second. With a few murmured 'Good Luck's and other quite well-wishes, the distraction team starts moving into position on the opposite side of the perimeter, their progress screened by shallow gullies and threadbare trees. While you wait for the distraction team to get into position, your own, much-depleted, forces begin to make some final equipment checks and you take the time to familiarize yourself with their gear.

Johansen and Niall both have state of the art liquid armour in the yellows, browns, and greens of EuroCorp's Savannah colours. Because of their survivability and lethality, they'll be the tip of the spear into the shitstorm that's about to kickoff. Meanwhile, Shaw and Idowu have to make do with off-the-shelf gear from a field office in Maun and will be acting as your EWAR trooper and your rearguard, respectively. You, of course, have something better in the form of an Agent Initiate's body in all of it's spliced, implanted, and drugged-up glory, but you can't help but feel uncomfortable with the lack of a helmet.

Due to the limited funds available to you, only the distraction team managed to get anything particularly nasty, but from what you've seen of the Cultists you should be able to handle whatever they can throw at you.

Only a few moments after completing your equipment review, the distraction team signals its readiness and your Enforcers immediately tense up with anticipation. With an air of sombre finality, you activate your medical overwatch program and start the mission timer before letting yourself coil up like a spring.

3….

2…

1…


Could I get someone to roll 3D6?
 
Tutorial III
With an unearthly shriek, the thermite gun opens up in a torrent of fire. In a heartbeat, the peaceful grassland scene transforms into an image of hell as a wave of the molten substance blankets a cone of grass ten meters across and several metres deep. With a cry of fear and surprise, one of the cultists is swallowed whole by the wave of glowing metal sludge. As the sound of the thermite gun dies away, the dull crump of grenade launcher fire can be heard as the remaining members of the distraction team start pumping grenade after grenade at the reeling cultists.

Now I need another 3D6
 
Tutorial IV
As you watch the cultists reel in confusion at the sudden intrusion of war into their lives, one of their number throws themselves aside as another torrent of molten metal sprays at them. You can't be sure, but you think the boiling sheet of flame didn't even touch the cultist they moved so quickly.

In the blink of an eye, the remaining cultists not busy running for cover turn toward the firefight and bring their own weapons to bear. With a yell of enraged defiance, they open fire on your men.
prometheus110 threw 6 6-faced dice. Reason: Cultist Shooting Total: 15
2 2 1 1 5 5 4 4 1 1 2 2
 
3 versus 7 = fail
9 versus 15 = fail
3 versus 8 = fail
prometheus110 threw 9 6-faced dice. Reason: Dodge Total: 31
1 1 5 5 2 2 3 3 6 6 6 6 5 5 1 1 2 2
 
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Tutorial V
Despite their enthusiastic response, the Cultists' return fire fails to even hit your troops let alone wound them. All around the bulky forms of their armour ensconced bodies, clods of dirt are thrown into the air as slugs punch into the loamy earth and explosive rounds detonate all around them. Before you can raise your own weapon and get involved, Johansen and Niall are up and moving toward the buried hatch as fast as their suits will allow them. With a sudden start of motion, you leap to follow them and out the corner of your eye, you see Asha and Shaw doing the same. You make it a half-dozen steps toward your goal before an obstacle rears its head in the form of two cultists standing between it and your team.

14 versus 11
13 versus 10


With a dull *Pfft Pfft Pfft* Johansen and Niall open fire with their silence assault rifles and immediately, the two cultists silently crumple; their bodies twisting toward you as they fall to the ground. With a fresh surge of adrenaline pumping into your system, time slows just enough for you to see looks of surprise scrawled across their faces as they gasp for air like stunned fish. In an instant, the grizzly image disappears from your awareness as you move past their writhing bodies and advance to the hatch.

"Bloody thing's set flush," says Niall as she scans the furious battlefield that thunders away in the distance. Grimacing, she glances down and the hatch and then at you.

"It's got a hell of a lock, boss. My DART's not good enough to crack it. This might have been a cockup..."

What do you do?
[] Attempt to brute force the hatch.
You're wearing an Agent Initiate's body, you might as well take advantage of it.
[] Have Shaw use a viral grenade on the lock. It'll cost a valuable bit of EWAR gear that could come in handy later and it could open the lock or wreck it. Either way, it's something.
[] Attempt to hack the lock using your DART. You've got some nasty meldware viruses locked up in your borrowed DART. There could be something Fun in there.

Adhoc vote count started by prometheus110 on Aug 22, 2017 at 4:43 AM, finished with 9 posts and 5 votes.

  • [X] Attempt to hack the lock using your DART.
    [x] Have Shaw use a viral grenade on the lock. It'll cost a valuable bit of EWAR gear that could come in handy later and it could open the lock or wreck it. Either way, it's something.
 
[x] Have Shaw use a viral grenade on the lock. It'll cost a valuable bit of EWAR gear that could come in handy later and it could open the lock or wreck it. Either way, it's something.
 
Just a heads up, the next update will have to wait until tomorrow. Curse this weak flesh robot that I inhabit.
 
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