Project: Sword LabsRolls*: Time (1) Cost (2)
The idea of set of research labs to augment the SWORD facilities already under constructions is relatively simple. It just makes sense to have on site labs. When you put forward the idea to the Red government, everyone seems to agree. It's only natural after all. Everything seems like smooth sailing until one cheeky government aid points out that this would technically constitute a foreign political entity carrying out experimental weapons testing in the middle of one of the biggest red nation cities around. Then everything explodes. P-man tries to smooth things over, explaining that the plan isn't to have the labs in the city, but that SWORD would actually be acquiring an old high security military bunker at an undisclosed location that was used to house nuclear missiles during the war. It doesn't make things better.
Building the Sword Labs will take a considerable amount of influence, the labs themselves require some very expensive equipment that you have to pay for out of pocket.
The current
Project Cost is 8 favors and 5 million $ per turn of work.
If you agree to disclose the location to the red government and allow them to monitor your work, the
Cost will be reduced to 5 favors and 5 million $ per turn of work.
Project Time: 4 turns of work to complete
The completed labs will reduce the cost of purchased equipment, and some projects. They may also provide positive modifiers to certain kinds of research. Because the lab is a new location, it will provide you with an additional hide-out, though it does not provide any additional hero capacity at this time.
*Initial rolls for the project are always unmodified. Modifiers affect the second set of rolls. (effect, price, bugs.)
Deployment phase
During the deployment phase, each character you control can take one (1) action. There are a number of different actions they can take.
Research:Assign a character to one of you projects, if you have the money and favors available to fund it.
Recruitment:Assign a character to recruit another hero or villain to your group, up to your current maximum. You can spend renown to modify the recruitment roll. 100 renown is a 1.0 modifier. (An unmodified roll) You can spend as much or as little as you like, but you cannot roll something outside of the 1-6 range.
Movement:Move a character to another area on the map. They cannot perform other actions during this time. Unless special measures have been taken (ie. research or a project) a character cannot be intercepted or otherwise engaged during travel.
Engagement:Send a character to influence the city they are currently in. If no plan is specified, they will take generic actions. Robbing banks or stopping muggers, depending on your side. It will produce about an even ration of $ and influence.
You can also create a specific plan for your characters engagement that will effect the outcome. There are no generic presets to these. You can do whatever you scheme up. For example, a terror bombing may produce no real money, but a lot of influence. You could also take on bigger targets. Instead of stopping muggers, you might try to break up an organized crime ring. This will see you facing a number of weak generic enemies, and might be dangerous for a lone or inexperienced character, but will provide greater rewards than generic action.
Battles occur when heroes and villains attempt to engage in the same city during the same turn. If either side has uninjured characters after the battle they will still attempt to carry out the original plan. (provided the character is not uninjured because of a retreat) If you were attempting a high value target, the little mooks will usually show up during the battle, so a lone surviving rookie will always succeed on a mission after a battle.