Strength
Strength measures the overall fighting strength of the Obsidian Angels. It is abstracted, since this ranges from number of operational vehicles, healthy personnel and supplies to morale and calmness under fire. Generally speaking, the higher Strength is the better. High Strength means the Angels are fighting effectively, their units and troops are in excellent condition, and any injuries or unit damage can quickly be seen to. This in turn means that Reinforcements can be called in to support PCs and that their confidence is high, boosting social rolls. Low Strength means the Angels are hesitant in combat, their units and troops are in poor condition and medical supplies and replacement parts are dwindling. This in turn means that Reinforcements are not available and confidence is down.
Strength level is measured from 0.0 to 5.0. It cannot go lower or higher than these. Strength changes in increments of 0.1, positive or negative. If the Obsidian Angels secure a lot of salvage, establish a useful relationship with the locals or an enemy lance defects to the Angels, the Strength level will go up. If the Obsidian Angels forces kill civilians, lose units or suffer other severe damage in combat, misplace supplies or have key personnel die in the field, then the Strength level can be expected to decrease.
Strength begins at rating 2.5
Strength Ratings:
0.0 -
We're withdrawing
By this point many of the unit's mechs are destroyed or in need of repairs requiring a great deal of time. Supplies, whether spare ammunition, replacement equipment or medical stocks, are practically spent. Morale is also at a complete breaking point and orders are routinely not followed correctly. Should the Obsidian Angels drop to a Strength of zero their Command will take the difficult decision to withdraw from the contract and the planet. A full retreat will be called and the Obsidian Angels will leave. This will immediately end the game prematurely, replacing any remaining game time with a final IC day dedicated to leaving preparations. Naturally, this will have a terrible effect on the unit's Impact, as well as its reputation. The Obsidian Angels will soon disband once the MRB receives the ACCF's review and report of contract breach. The various surviving elements will form smaller, new commands that will have to lick their wounds and begin the painstaking process of trying to make a name for themselves.
In game effect: The game will immediately move to a final day without rolls to allow some conclusion. It will then end. You have lost
Post game effect: All Characters will have their Fame reduced to its starting level and gain 0.5 Infamy. Their Rank will disappear as the Obsidian Angels will disband. After that, the future is up to them.
0.1 to 0.9 -
Dangerously under Strength
Much of the unit's stores are used up, pilots are injured and morale is incredibly low. The Angels' mechs and vehicles are only kept mostly operational thanks for constant double-shifts and all-nighters. This isn't sustainable. Good strategic planning becomes nearly impossible at this point, while technical and medical efforts are struggling. Most members of the Obsidian Angels are low on energy or feeling anxious, which hurts their socialness. If things get much worse it will mean having to withdraw.
In game effect: A - Strategy rolls are at +10TN. Tactics, Technician, Medtech and Commerce rolls are all at +5 TN. All Social Rolls with those outside the Obsidian Angels are made at +5TN. Reinforcements are not available.
Post game effect: Should the Obsidian Angels finish the game at this level, they'll need to spend at least a year rebuilding to return to adequate strength. Character Goals directly involving the Obsidian Angels or any of their personnel or equipment will be disadvantaged.
1.0 to 1.9 -
Under Strength
While not an unusual position to be in, being under strength isn't at all desirable. The least reliable troopers start to show themselves as morale and discipline suffer. Strategic planning becomes harder and repairing things is tougher when you have to argue over dwindling supplies. More pilots and troops in the infirmary, or dead, means forces start to become stretched. This limits the availability of reinforcements.
In game effect: Strategy and Technician (repair) rolls are all at +5TN. Reinforcement may only be requested by expending a Reinforcement Token.
Post game effect: Should the Obsidian Angels finish the game at this level, they'll need to spend at least half a year rebuilding to return to adequate strength. Character Goals directly involving the Obsidian Angels' equipment will be disadvantaged.
2.0 to 3.5 -
Adequate Strength
At this level the Obsidian Angels are operating at adequate strength. Supplies are sufficient. Command channels aren't suffering. More than minimal forces are available. This allows the Angels to have a cavalry force kept in reserve, allowing for speedy repositioning and support. Folks are neither particularly happy or pessimistic. Jobs are getting done and the mission can be focused on.
In game effect: On a Combat Day, a single difficult combat will receive a reinforcement for free. Others may request a reinforcement by expending a Reinforcement Token.
3.5 to 4.5 -
Optimal Strength
This is a welcome step up from adequate strength. The infirmary has few patients and the vast majority of units are fully operational. This means reinforcements are plentiful. Stores run deep too. If the contract somehow ends on such a good note a big celebratory party can be expected. In particular, morale is notably high and this makes everyone feel confident when negotiating with outsiders. Overall, this level is quite a rare boon so make the most of it.
In game effect: Medtech (Surgery) and Negotiation rolls involving anyone outside both the Obsidian Angels and AFFC gain a free raise. On a Combat Day, two difficult combats will receive a reinforcement for free. Others may request a reinforcement by expending a Reinforcement Token.
4.6 to 5.0 -
Plus Ultra!
Not once in the Angels' history has morale and readiness been so high. Everyone feels like they can take on anything. What's more, you have the parts and supplies to somewhat back that up. Teams are naturally working at supreme effectiveness. There is such a surplus of equipment and good will that even non-vital activities become easier, as do lower priority technical tasks. What's more, the highs of positive energy are an unbelievable boost for everyone's confidence, making social interactions and haggling a breeze. Reinforcements, airstrikes and artillery are also easy to arrange. Should the Angels somehow finish the contract with such an unprecedented Strength it will give them a huge edge in their next job and the downtime between. Oorah!
In game effect: Medtech, Art and Craft rolls will gain a free raise. Any Technician roll to customise or alter a mech, such as to change variants, gains a free raise. All Social Skill rolls and Commerce rolls involving anyone outside both the Obsidian Angels and AFFC gain a free raise too. On a Combat Day, three difficult combats will receive a reinforcement for free. Others may request a reinforcement by expending a Reinforcement Token.
Post game effect: Should the Obsidian Angels finish the game at this level, they'll be in an excellent position for their next contract. Character Goals involving the Obsidian Angels in some way will be advantage. Each PC may buy off one Disadvantage at base cost, rather than the normal twice the cost, should they have the xp to do so.
Strength effects:
On
Impact: Strength does not directly affect Impact. However, the bonuses from high Strength could positively affect events that influence Impact.
On
Threat: Strength does not directly affect Threat. However, the bonuses from high Strength could positively affect events that influence Impact.
Changes to Strength:
The following are ways to increase Strength, with each varying depending on the exact circumstances:
• Salvage events and success in Patrol Encounters.
• Coming across an unexpected boon, such as a working mech or a trove of medical supplies.
• Establishing good relations with a local group. If you think you've achieved this, contact the GM.
• Large social gatherings with an aim of boosting morale, increasing teamwork or improving discipline. These will only work if they're successful. If you think you've achieved this, contact the GM.
• Winning a Simulation combat event.
• Defeating a BOSS will increase Strength by 0.1.
• Defeating a [Redacted] unit.
• Succeeding in the contract will prevent any loss of Strength from Threat rating at the end of that session. I.e. If Threat is 5.0 and you conquer the last site in the final week, then Strength will not decrease by 1.0.
Note: Withdrawing a unit from combat before it is destroyed or crippled will prevent that penalty. I.e. If you have a crippled ally that is about to die, if you can have them leave the battle then it is best to do so. Equally, if a unit is really damaged and in immense danger, consider having the pilot eject rather than fight on. The mech might be destroyed, but at least the pilot is unlikely to be killed when that happens.
Strength is lowered by the following:
• If an Obsidian Angels Unit is completely destroyed, Strength is lowered by 0.1 plus 0.1 times its weight category (Light/Medium/Heavy/Assault). A Light mech would be 0.2, while an assault mech would be 0.5.
• If an Obsidian Angels Unit is crippled, Strength is lowered by 0.1.
• If an Obsidian Angels pilot is killed, Strength is lowered by 0.1. (If an assault mech is completely destroyed with the pilot inside, Strength is reduced by 0.6 total).
• If an Obsidian Angels major NPC is killed, Strength is lowered by 0.1 times their Rank, rounded up. This is in addition to the usual loss of 0.1 for a dead pilot.
• By Threat at the end of a session, such as -0.4 at the 'Support requested' level.
Reinforcements
In combat, you can request support. This is done with a Reinforcement Token. If you have a Connection that is a combat NPC, they will come to your assistance, otherwise you can choose from the three options below. If you request a support unit then it will be randomly determined. Additionally, some combats will receive a reinforcement automatically if Strength is high enough.
To request a reinforcement, your first post in that combat should include that you're requesting reinforcements and the GM should be sent a PM with the particulars of your request, as combats are time sensitive. A reinforcement can take multiple forms, as below, and you should pick one:
• A support unit - This will be randomly determined and depend on the danger posed by the enemy in the combat, but could include a Major NPC controlled mech. This will be under GM control, but will do its best to support you. At worst a tank or a Medium mech may support you. At best it will be Lakshmi, Eric or Monique. This cannot be requested for a Patrol Encounter, which will be random and unexpected.
• Artillery - Two Thumper Artillery Vehicles will shell the enemy for six turns. This works best if you have fixed enemy positions to destroy, such as turrets or buildings. You can specify the target, but please be aware that artillery is quite inaccurate and if your units are too close to the target they may be hit instead. If requested for a Patrol Encounter, the artillery will begin to land from turn 3 onwards.
• Airstrike - A single Aerospace Fighter (ASF) will do attack runs on the enemy for the duration of the combat. If the combat involves enemy ASF, then at least one will be kept out of the fight by your ally. If requested for a Patrol Encounter, the ASF will begin its attacks from turn 4 onwards.