Eerily enough, Eyes and Ears Data has been intercepted this turn, and never reached its intended target.
That said: Heres a turn!
Week 19, Or That Damn Omega Cluster. Archetype: Mad Scientist
Traits: Researcher (3) Man with a Plan (1)
Minion Cap: 20
Minions: 12 Scientist, 2 Regulars, 1 Technician, 1 guard, 2 Spies.
Henchmen: Dr Doom (4)
Cash: $9,220 USD (+$1500/week)
Resources: 17 (+30/week)
Notoriety: 165
Lair: Under a Warehouse
Lair Accoutrements:
Fine Statue. (+3 Minion Loyalty)
Laboratory
Training Room
2x Giant Laser
7x Laser Rifle
1x Aerial Survey Drone
7x ESDs
7x AADs
1x 'Shield Cannon'
1x Security Jammer
3x AP Turret
1x Generator, Small, (On)
Weekly Actions: You hire a single Regular, to round out your forces. +1 Reg, -$100
Robotics research nearly caused a catastrophic rampage by a semi-sentient toaster. It was horrible. Just horrible. Fortunately no one was seriously wounded. Alas no pogress was made.
Your physics research on the other hand progresses nicely. Your minions are fully prepared to construct a Payload Device to your specifications.
Biology research however doesnt really take off this week.
For involvement in the Omega Cluster battle, Please see the post at the end.
Alert. Alert. Incoming Message.
"Greetings. We are the agents of SWORD. Your actions have drawn our ire. Prepare yourselves to be cleansed of your evil ways."
(What this means: You have your Nemesis Force of Justice. This agency will engage you whenever possible.)
Robotics Research: 19.83
Robotics Unlocks:
Aerial Survey Drones (5R/per)
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Security Jammer (5R/per, +2 to Approach rolls)
Anti Personell Turrets 10 R/P
Physics Research : 36.21
Physics Unlocks:
-Giant Laser (10R/Per)
-Laser Rifles (+3 combat rolls, 3R/per)
-Improved Batteries.
-Shield Cannon (stun weapon, 15R/per, 100% chance target doesn't die)
-Energy Shielding Devices (3R/Per, Adds +2 to Combat+Defence rolls for your minions.)
-EMP grenades: (1R/per, required for every minion in a mission[+2 to escape rolls and combat rolls VS mechanical, Consumable])
-Generator, Small. (10 Resources, Reduces chances of location by FoJ)
-Payload Device, Physics (200 Resources, 10 M/W)
Biology research: 16.73
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Passive +1 to all Plotted Mission Rolls.
Genetic Tampering
Chemistry Unlocks:
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Archetype: The Mastermind
Traits: Man With a Plan (2) (+5 all plotting rolls. 2% chance of a free mission each week) Eyes and Ears (2)
[Can get the gist of PM'd orders.]
Minion Cap: 20
Minions: 4 Guards, 9 Scientists, 1 Technicians, 1 Thugs
Henchmen: Francessca.
Cash: $9,680
Resources: 04
Notoriety: 111
Lair: House in Germany
Lair Accoutrements:
Laboratory
A Fine Historical Tapestry (+3 Minion Loyalty)
A Crate of highly sought after alcohol. (+3 Minion Loyalty)
2x 'Shield Cannon'
1x HP Sedatives (+3 combat/escape rolls[Must be added to all minions in a mission]
9x Energy Shielding Devices
9x Assisted Aiming Devices
1 Generator, Small, On.
Weekly Actions: You order the hiring of a few more guards. +3 Guards, -$1200
Curiously your attempts to send back the Exosuit are stymied once again..Not because you were attacked, but because its no longer locate-able. Your minions do take note of a very pretty stylized sword spray-painted onto the wall in the last place the exosuit pieces were seen.
Your scientists make enough progress into the physics tree to unlock the plans for the fearsome Arc Rifle.
They'd be testing it out, but you seem to be a little shy on resources.
Francessca is back to dosing your minions inside a few days, with an entirely new concoction. Of course you only notice when the fights start breaking out over the base.
For involvement in the Omega Cluster battle, Please see the post at the end.
Omega Cluster, 3/4 Weeks.
Physics Research: 31.50
Physics Unlocks:
Improved Batteries.
Giant Laser (10 Resources/Per)
Laser Rifles (+3 combat rolls, 3R/per)
Energy Shielding Devices (3R/Per, Adds +2 to Combat+Defence rolls for your minions.)
Shield Cannon (stun weapon, 15R/per, 100% chance target doesn't die)
Generator, Small. (10 Resources, Reduces chances of location by FoJ)
Arc Rifle, +7 Combat rolls, 5R/Per
Chemistry Unlocks:
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Robotics Research: 6.02
Robotics Unlocks:
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Biology Research: 10.37
Passive +1 to all Plotting and Research rolls.
Passive +2 to all Combat related rolls
Archetype: Cult Leader
Traits: Cult of Personality (4) (+12 to minion cap, 20% reduction to minion recruitment costs)
Minion Cap: 32
Minions: 3 Regulars, 10 Thugs, 1 Bruiser, 13 Scientists, 1 Technician, 2 Guard
Henchmen: 'Teeth'.
Cash: $14,000 (+$1500/Week)
Resources: 49 (+30/week)
Notoriety: 149
Lair: A small compound deep in the forest of the Blue Ridge Mountains of the USA.
Lair Accoutrements:
Laboratory
-Biology Containment Chamber
Workshop
Training Room
2x Giant Laser
3x Spider Drones
13x Laser Rifles
Heart Urn of the Pharaoh (+4 Loyalty)
Weekly Actions: You piece together a few laser rifles. Its fun rewarding work. Like a paper clock. -24 R +8 LR's.
The mission goes beautifully, more or less. Your minions approach swiftly and easily dispatching many perimeter guards. They steal their way into the mansion and manage to avoid a few cunning traps, but not the ambush on the 3rd floor. You lose a pair of thugs to the private security forces, but thats more than acceptable given the return on this mission. Your minions grab nearly $12,000 in easily moveable cash. The escape goes nigh flawlessly. A few more shots from a nearly dead guard spook your minions,and the alarm suddenly going off almost panics them. They still manage to extract calmly, though a little cash went missing.
Your minions attribute this to their somewhat hasty departure.
+$9,800. +16 Notoriety. -2 Thugs
One small success, on your extortion rackets. +$500/W
Your regulars approach you with a fine plan to kidnap the leader of a medium sized country. Alas you cannot act on this without a holding cell.
The training room is completed easily. One of your regulars takes it upon himself to start interrogating the Reporter.
Your guards report nothing untoward. Nothing at all.
Psychology research steps forward slightly, giving you a slight boost to mission's involving deceit, thanks to some excellent training in maintaining a believable persona of their choice. Biology research makes no progress, they were too busy assisting your Psychology research.
Your forces spot several CARE agents out in the fields, while they are away.
Biology Research: 34.93
Biology Unlocks:
Passive +3 to all Plotting and Research rolls.
Passive +3 to all Plotted Mission Rolls.
Genetic Tampering (Passive stepping stone tech.)
Genetic Manipulation (Passive stepping stone tech.)
Human Genetic Tampering (Passive stepping stone tech, increases effectiveness of minion passives)
Minor Aberration : Can spend 20 resources, to gain 1d6 Notoriety every week, for 3 weeks, as your genetically altered animals cause unheard of chaos.
Physics Research: 0.00
Physics Unlocks:
Giant Laser (10 R/P)
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Chemistry Research: 15.13
Chemistry Unlocks:
Hallucinogenic Compound (1R/per [Must add to all to add it to a mission], Gives +2 to all Combat+Stealth type rolls within the mission)
HP(High Powered) Sedative: (2R/per [Must add to all to add to a mission], Adds +3 Combat/Escape rolls)
Concentration Drugs, 1R/Per. Adds a +2 to research rolls, 2% chance of killing the minion. (Can be used multiple times per scientist)
Improved Potency.
Robotics Research: 0.00
Robotics Unlocks:
Spider Drones (5 R/P)
Psychology Research: 11.25
Unlocks:
Minion Loyalty Conditioning (+2 Minion Loyalty)
Minion Persona Training. (+2 All Deceit/Stealth Rolls)
Archetype: Layabout Playboy
Traits: Legal Eagles (3) Man with a Plan (1)
Minion Cap: 20
Minions: 5 Regular, 2 Guard, 2 Technician, 6 Scientist, 1 Thug.
Henchmen:
(3)
Cash: $7,920 (+$500/W)
Resources: 20 (+20/week)
Notoriety: 108
Lair: A Luxury Cruiser
Lair Accoutrements:
An Ancient Aztec Statue (+3 Minion Loyalty)
Jewel Collection, +2 Minion Loyalty, Can pawn for 6-8k
+Crown Jewels (+4 Minion Loyalty)
Training Room
Laboratory
2x Giant Laser
3x AP Turrets.
10x Laser Rifles
10x AA Attachments
7x ESD's
6x Spider Drones
Weekly Actions: You hire 1 technician, and 4 regulars. -$800, +1 Tech, +4 Reg
Your large resource purchase draws a little attention. +4 Not, +50 R, -$2500
The gear you require produced is created for your upcoming mission. +7 ESD, -70 R (Total. Your math not mine, just in case theres any issues).
Your minions report back that the conference will be guarded by a private security company. Nothing too over the top. They don't have the gear or training to discover more.
Reasonable progress is made in the chemistry field, but physics lags behind significantly. However, its all progress. Unfortunately, nothing new comes up in your chemistry research.
For involvement in the Omega Cluster battle, Please see the post at the end.
Physics Research: 11.23
Physics Unlocks:
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Energy Shielding Devices (3 Resources/Per 1, Adds +2 to Combat+Defence rolls for your minions.)
Chemistry Research: 20.32
Chemistry Unlocks:
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Concentration Drugs, 1 Resources/Per. Adds a +2 to research rolls, 2% chance of killing the minion. (Can be used multiple times per scientist)
Hallucinogenic Compound (1 resource/Minion[Must add to all], to add it to a mission, Gives +2 to all Combat+Stealth type rolls within the mission)
Improved Potency.
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Passive +1 to all Plotted Mission Rolls.
Robotics Unlocks:
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Anti Personnel Turrets (10 R/P)
Spider Drones (5 R/P)
Aerial Survey Drone 5 Resources/Per.
Archetype: The Mastermind
Traits: (Wo)man with a Plan (2) (+5 all plotting rolls, 2% chance weekly of a free Plotted mission) Eyes and Ears (2)
Minion Cap: 20
Minions: 1 Regular, 8 Scientist,2 Guard, 4 Thug, 1 Reporter
Cash: $7,300
Resources: 22 (+20/Week)
Notoriety: 120
Lair: A warehouse on the outskirts of London.
Lair Accoutrements:
Ivory Figurines (+3 Loyalty -or- pawnable for 3-6k)
Fine Mahogany Desk (+4 Loyalty)
Laboratory
Training Room
Secure Vault
Anti Personel Turret: Stock 2.
10x Laser Rifles
3x Spider Drones
10x AADs
8x ESD
3x Aerial Survey Drone
1x Tunneler (Crude)
Weekly Actions: You piece together 7 ESD's, +7 ESD, -21 R
Your guards report some increased police presence, but it doesnt seem they're looking for you, just looking.
But unfortunately, they catch your technician while hes in the act. They go out and toot their own horns for a bit on this one. -1 Tech, +6 Notoriety.
Your regular insists he's learned everything and is ready to move upwards in your ranks. +1 Rep, -1 Reg
Your physics research progresses slowly, but at least its progress. No breakthroughs this week however.
Robotics fares slightly better with a brilliant leap, that pushes your research forward within striking distance of a breakthrough.
For involvement in the Omega Cluster battle, Please see the post at the end.
Physics: 13.79
Physics Unlocks:
Improved Batteries.
Laser Rifles (+3 combat rolls, 3R/per)
Energy Shielding Devices (3 Resources/Per 1, Adds +2 to Combat+Defence rolls for your minions.)
Biology Unlocks:
Passive +1 to all Plotting and Research rolls
Passive +2 to all Combat related rolls
Robotics Research: 28.37
Robotics Unlocks:
Spider Drones (5R/per)
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Anti Personell Turrets 10 R/P
Aerial Survey Drones (5R/per)
Tunneler (Crude) (Can Tunnel) 20 R/P
Chemistry Research: 6.22
Chemistry Unlocks:
Hallucinogenic Compound (1 resource/Minion[you have to add it to all your minions on the mission to get the boost], to add it to a mission, Gives +2 to all Combat+Stealth type rolls within the mission)
Concentration Drugs, 1 Resources/Per. Adds a +2 to research rolls, 2% chance of killing the minion. (Can be used multiple times per scientist)
Archetype: Mad Scientist
Traits: Researcher (4)
Minion Cap: 15
Minions : 9 Scientist, 1 Technician, 2 Guards, 3 Regulars
Cash: $3,750
Resources: 4
Notoriety: 88
Lair: Abandoned Warehouse
Lair Accoutrements:
Fine Ming Vase (+3 Loyalty)
Laboratory.
1x Giant Laser.
6x Energy Shielding Devices)
1x Small Generator (On)
1x Forcefield
Weekly Actions: You hire a few regulars to round out your roster. +3 Regs -$300
Your minion sent out for resources doesnt manage any robberies. But the one sent out to steal cash manages to bring home a heaping dufflebag of cash, and some police attention. +$710 +6 Not
The lab repairs go fine.
Robotics research progresses adequately. Before long they're unveiling plans for improved hydraulics. They believe this is the stepping stone your research needs to really get off the ground.
Chemistry Research: 2.11
Physics Research: 27.21
Physics Unlocks:
Improved Batteries
Energy Shielding Devices (3 Resources/Per 1, Adds +2 to Combat+Defence rolls for your minions.)
Giant Laser (10 R/P)
Forcefield (25 Resources, Large Power Drain) (I)
Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.)
Botany: 1.01
Robotics: 22.12
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Anti Personnel Turrets (10 R/P)
Spider Drones (5R/per)
Improved Hydraulics
Archetype: Mob Boss
Traits: Streetwise (1), Cult of Personality (3)
Minion Cap: 25
Minions : 9 Thug, 6 Scientist, 2 Guard, 5 Regulars
Cash: $12,030 (+$2500/Turn)
Resources: 7
Notoriety: 71
Lair: An unassuming Casino.
Training Room
Secure Vault (Some protection from thefts)
1x Giant Laser
25x Laser Rifles
1x Captured Spy
1x Captured Reporter
Weekly Actions: You arrange rooms for a few more regulars. +5 Regulars, -$500. They start working on your captured people to get more information (50% of way to upgrade)
Your thug never even manages to get close to the bruiser. He wakes up dumped in a dump, with a note pinned to him that says "Stop that."
Research into physics progresses nicely. Some of your scientists are daydreaming but the others make some progress.
For involvement in the Omega Cluster battle, Please see the post at the end.
Chemistry Research: 9.83
Chemistry Unlock:
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Physics : 19.21
Physics Unlock:
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Giant Laser (10 R/P)
Archetype: Mad Scientist
Traits:
- Researcher (3)
- Cult of Personality (1)
Notoriety: 67
Minions (cap 19):
12 Scientist, 4 Regulars, 2 Guard, 1 Technician, 1 Thug
Henchmen:
Doppleganger (3)
Cash: $1,000
Resources: 25
Lair: Abandoned Laboratory.
Lair Accouterments:
Crystal Necklace (+2 loyalty, AND it's pretty)
- Laboratory
- Training Room
- Giant Laser
-3x AP Turrets
-7x ESD
-7x Laser Rifles
-1x Arc Rifle
-1x Spider Drone
1x Small Generator (On)
Weekly Actions: A few more regulars train as scientists, And hire a regular. +2 Sci, -1 Reg, -$100
You also buy a few resources, -$1,000, +20 R
A better week for plotting, you believe they have a good plan to do a high profile bank robbery.
Slight success at cash stealing this week, +$650, +5 Not
Your guards report nothing, but this may be due to them playing with the Arc Rifle all week.
Your technician, doing incredibly poorly at theft during the week, nurses his wounds and puts together a spider drone. -5 R
A monumentally poor week for research in physics. Not even you could be everywhere at once to prevent the problems,causing a large explosion in your lab, wiping out this weeks progress. Well most of it. Your personal research bore some fruit.
Your henchman reports the location of D.O.O.M's base.
Research:
Physics : 31.97
Physics Unlock:
Giant Laser (10 R/P)
Improved Batteries.
Laser Rifles (+3 combat rolls, 3R/per)
Energy Shielding Devices (3 R/P 1, Adds +2 to Combat+Defence rolls for your minions.)
Feeble Forcefield (20 Resources, Large Power Drain)
Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.)
- Arc Rifle, +7 Combat rolls, 5R/Per)
Robotics: 26.19
Robotics Unlock:
Aerial Survey Drone 5 Resources/Per.
Anti Personell Turrets 10 R/P, Stock 1.
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Improved Hydraulics
Spider Drones 5R/P
Chemistry: 13.24
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Concentration Drugs, 1 Resources/Per. Adds a +2 to research rolls, 2% chance of killing the minion. (Can be used multiple times per scientist)
Archetype: Layabout Playboy
Traits: Man With a Plan (1) Legal Eagles (3)
Notoriety: 71
Minion Cap: 15
Minions: 4 Scientists, 3 Thugs, 3 Guards, 4 Regulars. 1 Technician.
Cash: $12,000
Resources: 45
Lair: Rural French Chateau
Lair Accoutrements:
Training Room
Native American Totem Pole (+2 Minion Loyalty)
1x Small Generator (On)
2x Giant Laser
Weekly Actions: Your guards report nothing unusual this week.
Your minions easily kidnap a technician. His skills are quickly added to your empire. +1 Tech, -1 Reg
Grabbing resources goes well for you. Your minions bring home a few crates of supplies. +32 Resources, +9 Not
Your minions believe they may have found a suitable henchman for your organization. But they haven't quite confirmed a location. They wouldnt want to jump the gun and inform you of something they weren't certain of.
Your plan to discover inroads into the Aerospace Engineering field goes poorly. Maybe your minions simply have poor luck.
Fine gains in physics push the boundaries of your knowledge further. Shooting each other is great for morale, and the shielding devices prevent outright death. Some wounds though.
((Surprisingly good rolls.))
Physics Research: 20.00
Giant Laser (10 R/P)
Improved Batteries.
Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.)
Energy Shielding Devices (3 R/P 1, Adds +2 to Combat+Defence rolls for your minions.)
The Omega Cluster Battle:
The forces of DOOM were reinforced just prior to their engagement by forces of EVIL. Fierce fighting erupted in the halls but neither side had a distinct enough advantage technologically, and the forces of DOOM kept falling back in order to prevent close range items from being useful. During the battle the floor begins to shake, and suddenly a new force emerges. The combined forces of Black Industries and Reginald Gathord emerge into the pitched battle between DOOM and EVIL. Quickly establishing a foothold, but at the cost of several lives, they manage to drive back both DOOM and EVIL while they prepare their next move.
A clamor from the outside as Minions of the Whistling Zephyr arrive, laser guns firing at anythign perceived to be a threat. A 4 way battle for the Omega Cluster?!
Forces of DOOM are heavily entrenched, a suicidal charge is employed by the thugs of the Whistling Zephyr, several are lost on each side, but the forces of Doom are not dislodged, weakened but not dislodged. The forces of Ping thusly decide to retreat while they are still able to. They run into EVIL forces on the way out, but manage to escape with no casualties.
The minions of EVIL and the combined force of the Black Industries and Reginald square off for a fight, at this point they think that the forces of DOOM have extracted, and they're the only ones left. In truth, DOOM has holed up safely away from the upcoming dustup with the intent to secure the facility afterwards.
Daring manuevers by the forces of EVIL manage to absolutely destroy the turrets brought along with the tunneler, and the fighting devolves into a fierce melee, when the forces of DOOM return, battered and somewhat bruised they easily outmanuever and drive EVIL forces away, and the united forces back into the tunnel. Casualties are rather severe on DOOMs side, but they hold the Omega Cluster another week. Their morale however, is terrible.
Losses:
Taricus: 4 Guards, 1 Tech
Happery: 2 Thugs
Hastur: 3 Thugs
Nevyn: 1 Regular, 3 Thugs. 2 AP Turrets
Kashyyk: 3 Regulars
All other gear was recovered intact by their respective parties.
-----
Agency: C.A.R.E
Headquarters: Unknown.
Leader: Natalia Shields (5)
Status: Normal, In Hiding.
Other known information: None:
Agency: S.W.O.R.D.
Other Known Information: None
----
Information Payload Devices: A Payload Device is the first stage of your dominion or destruction of the world. By constructing a Payload Device (and possibly giving me information on what you want it to be called/what you want it to be, so on) you enable the deployment of your Doomsday Device.
Try to keep the payload device you build related to the field you can build it in. But hey, creativity is fine.