Mondragon Design Phase:Thaumoptics: (Difficult) [2+3-1=4] [3+4-1=6]
Unsure of where exactly to start with "specially treated glass," the science team chucked a number of ideas around. Things like infusing unformed magic into the glass during forging, using so called "magical" items like silver, gold, ivory, even blood, in the forging of the glass, magical engraving, (because that went so well last time). One enterprising intern suggested this: a spell, applied to the glass while forging, that causes magical emissions that pass through the glass to glow faintly to human sight, using the energy found in those emissions. After a hastily written spell formula was devised, the first prototype lenses were made, and tested. One of the scientists, while wearing said glasses, reported that, "Diego glowed gold... like a minature star's light... I could see his veins carrying the energy."
To contrast, it was reported that the scientist visited Tim in intensive care, and found that his energy was a darker gold bordering on red, and leaked out of his body through the bandaged wounds.
Using a more accurate version of the spell on higher quality lensing material may allow for some drastic leaps in our understanding of how magic functions. These glasses aren't much use in deconstructing the format of a spell, but what they do allow is rudimentary perception of the waves cast off by magic. If a spell was a rock thrown in a pond, these glasses allow viewing the ripples made by said rock. It's useful for detecting active spell effects as well as people over fairly short ranges. The ripples disperse fairly quickly, and faster from proportionally more energetic objects, such as level 6 thaumic potential agents, but the lenses shoud still allow for any people or spells to be readily visible, even through solid objects, to a range of about twenty five feet. Another important note is that the glasses are self powered, leading us to theorize that the magical ripples viewed through the lenses are actually leaking magic.
Thaumoptic lenses: Allow perception of most active spells and people to a range of twenty five feet, more for more energetic spells/people. Four supply.Event!It's Christmastime! Santa is being generous this year, and whichever team can write the nicest letter to Santa will be awarded a single unique present of their choice. This present will be granted in the form of a special project that makes a single item, within reason, with a single reroll for the lowest die of the project. Multiple submissions can be written and voted upon in your personal thread, with the winning letter getting posted in the core thread at the end of the tactics phase.
EU and ammo can safely be ignored when equipping non player characters.
Weapons:
Foal N5B2 Carbine Rifle: 884m/sec muzzle velocity. Fully automatic. 700 RPM. Effective up to 500m. 5.56x45mm cartridge. 2 EU unloaded, 3 EU loaded. 6 supply. 30 round clip size. 30 rounds 1 EU. Can pierce 12mm of steel at 600m.
Foal N2822 Semi-Automatic Service Pistol: 253m/sec muzzle velocity. Semi automatic. Typical range 25m, effective to 40m. 0.45 ACP cartridge. 1 EU unloaded, 2 EU loaded. 3 supply. 7 round clip size. 32 rounds 1 EU. Cannot pierce substantial armor without repeated shots.
Mondragon Collective Standard Operative Firearm (SOFIA M1983): [8], [5]
Scarily effective AP pistol. 4 supply. 3 EU loaded, 2 EU unloaded. 650 m/s muzzle velocity. Semi automatic. Typical range 75 m, effective to 150. 7.62×28mm SOFIA Standard Operative Cartridge (SOC-1983-01 FMJ). Bullets are titanium cased lead core. 1 AP. 12 round clip size. 24 rounds 1 EU. Can pierce type III armor at 100m. Silencer is 2 supply, sounds like a soft "pop" at 10m.
FN P90: 715m/s muzzle velocity. Fully automatic. 900 RPM. Effective 200m. Maximum 1.8km. FN 5.7x28mm cartridge. 2 EU unloaded, 4 EU loaded. 5 supply. 50 round clip size. 50 rounds 1 EU.
SCAFIR LP83: FN P90 refit. 830m/s muzzle velocity. Fully automatic. 900 RPM. Effective 200m. Maximum 2.2km. 7.62×28mm SOFIA Standard Operative Cartridge (SOC-1983-01 FMJ). Bullets are titanium cased lead core. 1 AP. 60 round clip size. 60 rounds 2 EU. Can pierce type III armor at 150m. Silencer is 2 supply, sounds like a soft "pop" at 10m. 2 EU unloaded, 5 EU loaded. 5 supply.
Combat knife: A small knife capable of piercing limited armor. 1 AP. 1 supply.
Armor and equipment:
Kevlar vest: Light protection of torso, shoulders, and upper legs. Gray. 3 EU. 2 supply.
Combat suit: Thin bodywide protection. Black. 1 EU. 1 supply.
Mondragon Special Forces Operational Suit (SFOS) Type IV Protection, Flex (TIVF): [6] [5]
Incredibly effective yet light body armor. 13 supply (20 originally). 6 EU. Heavy chest armor, substantial armor on limbs. Provides a bonus to combat analysis, a bonus to sniping with scopeless weapons.
Encrypted radio: 100 meter broadcast radius. Static gets rather bad at max range. Encrypted to prevent enemy intercepting, although use signals that agents are in the area to anyone listening. 1 EU. 1 supply for one.
Smoke grenades: Can form a cloud of smoke roughly 10 meters in diameter that reduces anyone inside to vague shadows. 1 EU for 3. 1 supply for 3.
Flashbangs: Likely stun and disorient anyone caught within the 3 meter blast radius. Anyone outside of that gets a reduced effect. 1 EU for 3. 1
supply for 3.
Capture kit: 4 supply. Melee range equipment to aid in incapacitating and then capturing an enemy. Essentially guarantees success on capturing, as long as you can get into melee.
Forced entry kit: Lockpicks, acid and other assorted gear for breaking in. 4 EU. 5 supply.
Bomb/trap defusal kit: A series of items useful for defusing bombs. 4 EU. 6 supply.
Breaching charge: A small but powerful localized detonation meant for creating man sized hole in walls with a thickness of less than 15 centimeters. Ineffective against anything stronger than brick. 2 EU. 4 supply.
Bell 206 Helicopter: Can pickup and airports and dropoff anywhere. Very reliable. 130 supply for a single helicopter.
Thaumoptic lenses: [4] [6]
Allow perception of most active spells and people to a range of 25 feet, more for more energetic spells/people. 4 supply.
Spells:
Dragon's Gaze: [3] [6]
Trivial casting difficulty. Induces hypnosis on a target for five minutes from a range of twenty feet. Can be broken by startling the target. Must suggest, not order target. Multiple castings induces a vegetative state.
Corporation integrity: 85%
Supply: 91/145
Maintenance this turn: 96
(Unused supply will add to the next turn)
4 SFOS
4 SFOS need repairs (4 supply)
6 SCAFIR LP83 (Silencer)
1 SCAFIR LP83
2 SOFIA M1983 (Silencer)
1 Foal N5B2
1 kevlar vest (scavenged)
2 combat suits (scavenged)
12 SOFIA M1983
3 FN P90
1 forced entry kit
13 radios
6 smoke grenades
1 Bell 206
You have 17/20 maximum agents
[6]Diego (M) 1 mission
[6]Alexandro (M) 2 missions, Violet Heart
[6]Alex (F) 1 mission
[6]Nikita (F) 1 mission
[5]Evgeni Bulgolyubov (M) 3 missions
[5]Moira (F) 1 mission
[4]Chandi (F) 1 mission
[4]Aiko (F) 2 missions, Violet Heart, Violet Cross, minor injury
[4]Zhukov (M) 2 missions
[3]Hannah (F) 2 missions
[3]Brusilov (M) 2 missions, Violet Heart
[2]Pavlov (M) 2 missions
[2]Adeladja (M) 2 missions
[1]Tim (M) 3 missions, Violet Heart, intensive care (1 turn)
[1]Kaish (F) 2 missions, Violet Heart, moderate injury
[1]Boris (M) 2 missions, Violet Heart, minor injury
[1]Reece Walker (M) 1 mission
It is now the Revision Phase of April 1983. You may vote on a single revision to existing technologies or spells.