Eras

From Cyber Knights: Flashpoint Wiki

Story Eras are major events that have lasting effect on the New Boston Zone. Things are changing in the world of 2231 - big things - and they majorly impact the world, New Boston, the Megacorps and the underworld. As these events unfold, the merc team often has an opportunity to be involved in how they unfold or how they navigate the aftermath or exploit the opportunities. Such events always create situations in which Cyber Knights and their covert op teams are needed.

An Era is caused by a major event with New Boston and will affect the player's network of underworld contacts, jobs offered, and markets, and will open up new stories and opportunities. Eras usually last a while, at least a few months. Eras do not always occur in the same sequence, and Eras can overlap in time.

Eras have considerable influence over Missions and Legwork offered. Certain Storylines only occur during specific Eras. The types of Proc-Gen Missions, Legwork, target Factions, and offering Factions may change in a new Era.

Treaty of '31[edit | edit source]

The Treaty of '31 Era typically begins very early in the career of the new Cyber Knight. It has no pre-requisites.

The Face comes to the team with the news that a new Megacorporation is joining the New Boston Zone. The European corp Warner-Braun Global has bought its way into the city. Its name will be added to the city Charter, changing the inter-corporate dynamics which dominate New Boston.

Several new Warner-Braun Contacts become available. In fact, a Legwork becomes immediately available to track down a WB Contact for the squad. Warner-Braun also becomes a potential target of Missions from other Contacts.

Missions and Legwork[edit | edit source]

The following Storylines are unique to the Treaty of '31 Era:

  • New in Town: The squad needs a connection to the new Megacorp coming to town.
  • German Connection: A night club owner wants prestige and new connections to German contacts by demonstrating association with a Cyber Knight.
  • Runner Shakedown: A gun runner wants help arranging a source for foreign weaponry.
  • Heartbreak Rush: A contact wants to plant evidence to break up an unfortunate romance.
  • Eleventh Hour: A Contact wants their adult child rescued.

The following Proc-Gen Mission introductions are added during the Treaty of '31 Era:

Ward War[edit | edit source]

New Boston is housed under the massive, mile high dome that has protected the core of the city from the nano-fallout for decades. As the worldstorms settled, a new collaboration between New Boston, the megacorps and the UNA government saw the city break new ground on the "Wards" - multiple square miles of new housing and business districts outside the dome. Protected by towering walls, low range ionized shielding and monstrous 24/7 industrial blowers that waft any nano-dust up and over them toward the ocean, the Wards allowed opened the door for almost 2 million new inhabitants to immigrate and flood into New Boston.

A decade later - the situation in Wards 4 and 7 has reached a breaking point as the Los Zagales gang now completely controls the dilapidated, sprawling and ruinous slums and habstacks. The UNA and New Boston have joined forces to sponsor the Brave Star milsec corporation to destroy the Los Zagales leadership and restore law and order to the Wards.

Out-gunned and out-funded, the situation is dire for the Los Zagales. But it is just as tenuous for Brave Star, who will need to fight an asymmetrical battle and constantly show results to their UNA sponsors or risk having the contract pulled.

As a Cyber Knight and a major player in the underworld of New Boston, your services are in high demand by both sides of the conflict. Your Contacts will be vidding you constantly, as the developments in the struggle rage on. Brave Star knows the war can't be won in a straight fight and needs your help to locate and wipe out the Los Zagales leadership while the street gang needs you to blunt Brave Star's advances and hit them where they are not protected.

The Ward War Era is run on a score system - where each Faction is battling to reach 100% score. The conflict and events will move on its own, raising the score if you aren't getting involved. Whenever you do get involved by running a job or legwork, you'll help tip the scores for the Factions one way or another, steadily pushing someone toward a winning 100%.

The pay is good, the risk is high, and there are consequences looming for either faction. You will have to pick your opportunities to get involved. You can play both sides, you can pick a favorite, you can try to avoid it and just protect your friends - there will be winners and losers any way it goes.

The new Ward War Era comes with exciting waves of new content, let me sum up:

  • Once the Ward War starts, new Contacts will start to filter into the game, as you become more familiar with the leadership on either side of the War.
  • Brave Star and Los Zagales can offer 4 new legworks that are specifically tied to the Ward War.
  • Brave Star and Los Zagales can offer 4 new proc-gen mission objectives where you're thrust right into the conflict, often in full battle mode and on the clock.
  • The UNA and New Boston have given Brave Star full control of the skies over Ward 4; scout hovers and heavily armored military transports circle overhead constantly, always offering the threat of a dropship of Brave Star soldiers interjecting themselves unexpected.
  • As you support either side in the Ward War you may earn new enemies! If you support one side too much, expect the other side to put a bounty on your head and hire Head Hunters.
  • If you support one side enough, the leadership there can surface a Shadow Site mission against the enemy faction or against their corporate sponsors which offer unique and high-powered rewards.
  • Supporting one side or the other can cause major ripples of Influence and Exposure through the Factions - forcing Contacts to be Compromised or rising to Power Plays.
  • During the Ward War, your Contacts in Los Zagales or Brave Star also will see an option appear in their Influence Limit Breaks that let them increase their Faction's score - so feed your Contacts their Influence for all 3 meals and get cooking!