However good things can ALWAYS be improved, here's some gut-thoughts about the set-up:
Special Ops Strike: In order to carry out a successful nuclear strike, it is crucial to ensure the missile will not be deflected and the enemy left unscathed and free to retaliate. Special infiltration teams are secretly positioned in every enemy nation, read to make sure this happens when the brass gives the word. {If target player is currently deploying a missile silo in anti-ballistic missile mode, destroy it. If that player is not, I will reveal to them that you targeted them with this ability.}
Um, what? This role is really weak. It is a role designed to let scum be able to nuke at will (supposedly) but it is so situational that it would never be picked by a scumteam with only 3 choices. I don't see why town would pick this either. ALSO the fact that if the person ISNT deploying nukes, they got told they were targeted? That's suicide for a scum member.
Improve:
-Make it a disabler. I.e., you secretly go in, disable that person's role COMPLETELY for one cycle. Then it becomes very viable.
Aircraft Carrier: The monstrous aircraft carrier is capable of parking itself just outside territorial waters, allowing it to shoot down enemy troops or ICBMs before they leave enemy territory and become a threat to the globe. {Choose one: All abilities activated by target player fail; OR during the following day, prevent all nuclear launches made by target player.}
Oh... that's what this role was for. *shrug* I still think it would be better as a sure-fire thing, aka ALL abilities/nukes are stopped.
Eavesdrop: A crucial part of the Allies’ success during WWII was its ability to crack into German communications. It worked then. Why wouldn’t it work now? {In DEFCON 3 or below, every time a member of an opposing faction communicates with another member of its faction privately during the night, there is a 5% chance the message will be intercepted and its contents PM’d to you. During the day, this possibility increases to 30%.}
Love it of course, 10/10
Air base: Capable of deploying a wide variety of response aircraft within seconds and fortified to the brink, any infrastructure surrounding the air base becomes incredibly difficult to penetrate. {You are immune to non-nuclear activated abilities except the Stealth Bomber.}
K this one needs tweaking. As is, it isn't viable AT ALL for scum topic (aka since its a scum-only role, anyone who gets a "Ability failed." or "No result" on that person gets lynched IMMEDIATELY because there's no reason for town to want protection from town abilities., so its pointless.
Suggestion:
-Make it immune Stealth Bomber, but not nukes. This makes it viable for TOWN to pick, as they become bulletproof (but not overpowered since they can't be cleared by Espionage AND remain bulletproof, and they can also be nuked), which makes it more viable for SCUM to pick as well since scum now have a town-excuse for picking it.
Fail Safe: Courtesy of Dr Strangelove or: How I learned to Stop Worrying and Love the Bomb {If you are targeted by a player with a nuclear launch, you automatically launch a nuclear weapon targeting the player targeting you. Your launch cannot be recalled or prevented}.
Great role for town to screw scum with and vice versa via gambits. Love it.
I'd love to see this done Large scale.