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Everything runs through four agents

This is the first game log. Agents, and how they actually work.

Two kinds of post live here. A game log explains the game, one system at a time. A progress log is what I built that week.

The system map: agents at the centre, five systems feeding in from the left, four destinations on the right, every one of them still sealed.

Left column goes onto the squad, right column is where you send it, and the question marks open one per game log.

Enforcer, Ghost, Hacker and Medic at tier one, each with its base stats and combat rating, summing to a squad threat rating of 3,090.

No agent in this game will ever have a name — you get attached to what you built into it, not to a face.

The tier ladder — street crew, racket, outfit, cartel — with the matching headquarters under each, and the last three tiers blacked out.

Clear a chapter and the tier above opens for every agent you own; the last three I am not showing yet.

A ten-pull of agent tiles, with the price of one, ten and fifty summons in Credits.

One pull, one roll — a batch buys speed and never better odds.

Four duplicate agents worth 1,000 EXP each merging into a kept agent, taking it from level 24 to 25, and the promotion at level 100.

A duplicate is not a spare agent, it is experience, and merging costs nothing.

Next game log opens the tile beside it: gear.