That is no faint praise coming from 199X's creator. Thank you!
Adam Schwaninger
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You know 24XX goes, lol. You don't want to prescribe too much, it burns layout space. In my campaign we used it similarly to what you describe (on a 3-4 I'd eliminate one tactic), but we've also used it conditionally in place of Recon to suss out enemy forces and such. Are these mining pods enemy plants or legit workers, and so on.
I like that you lean on the fact that there are a bunch of 24XX games so you can repurpose space for your new rules. Smart!
The scenario itself is extremely my jam, but I think the little thing that is my favorite is how each officer role has that extra little interaction ability. My guess is that's weightier in play than it reads.
24XX: BANDIT is a one-page pwyw tabletop rpg made for the 24XX Jam. You play starfighter pilots in an increasingly messy and murky war. Random tables provide easy mission seeds and downtime prompts when your pilots are off duty, while dogfight mechanics make space engagements more than just rolling Pilot a bunch. Inspired by Battlestar Galactica, Homeworld, House of the Dying Sun, The Last Starfighter, Top Gun, and others.
Get it here: https://admiralducksauce.itch.io/24xx-bandit
I feel like you could model the Shield as a Blood crew. The idea of this cell of shitty cops matches up with "crime family" pretty well. The playbooks you take from there and the factions and contacts will further determine what shape that takes, but I think you could do it with what's there for sure.