Gear is made, never found
This is the second game log. Gear — where it comes from, and what it costs.
Second tile open. Gear bolts onto the same four agents the last log was about.
Five positions per agent, and the kit belongs to the agent — it goes with them to the bench and through every promotion.
One Scrip makes one piece, and that piece exists for one decision: equip it or scrap it. There is no inventory to hoard.
Six grades, and a fresh one always beats a maxed one from the grade below — so you never have to work out which way to push.
The machine’s own level is the ceiling. Legendary does not come out of it until you have paid the machine up to Legendary.
Sub-stats roll once, when the piece is made, and never again. Two of the same weapon are two different weapons, and this is where a build comes from.
Half of everything the machine makes carries a set badge. Four of one theme switches that theme’s power on, in a squad of at least three classes.
Next game log crosses to the other column: the campaign, and the story it runs on.