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Gear is made, never found

This is the second game log. Gear — where it comes from, and what it costs.

The system map with the gear tile open and lit, agents at the centre, every other tile still sealed.

Second tile open. Gear bolts onto the same four agents the last log was about.

The five loadout positions — weapon, armor, helmet, accessory, implant — each with its rendered piece and slot glyph.

Five positions per agent, and the kit belongs to the agent — it goes with them to the bench and through every promotion.

The Fabricator, the price of one piece in Scrip, and the freshly made weapon with equip and salvage under it.

One Scrip makes one piece, and that piece exists for one decision: equip it or scrap it. There is no inventory to hoard.

The same weapon at Common, Rare, Epic and Legendary with the sub-stat slots each grade carries, and the top two grades sealed.

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 Fabricator at levels one to three with the grades each level can produce, the last two levels sealed, and the cost of a step.

The machine’s own level is the ceiling. Legendary does not come out of it until you have paid the machine up to Legendary.

A Legendary weapon and its two sub-stats, each with its rolled value, a quality meter and the band it rolls inside.

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.

The badge roll — half of it no badge, the other half split across six themes — and a loadout wearing four Thermite pieces.

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.