Technically, Its the middle of the afternoon for me. Bordering on evening. So not today for you, but most certainly today for me.
EDIT: Look a turn!
Week 24, Or The Rare and Elusive Turn! Archetype: Mad Scientist
Traits: Researcher (4) Man with a Plan (1)
Minion Cap: 25
Minions: 12 Scientist, 2 Spies. 3 Thugs, 1 Bruiser, 3 Reg, 2 Guard, 1 Tech, 1 Saboteur, 2x ARM
Henchmen: Dr Doom (4)
Cash: $9,770 USD (+$1500/week)
Resources: 84 (+30/week)
Notoriety: 218
Lair: Under a Warehouse
Lair Accoutrements:
Fine Statue. (+3 Minion Loyalty)
Laboratory (Rein)
-Blast Chamber
Training Room
Holding Cells
Storage Lockers
Secure Vault
2x Giant Laser
7x Laser Rifle
1x Aerial Survey Drone
7x ESDs
9x Void Shield
7x AADs
1x 'Shield Cannon'
1x Security Jammer
3x AP Turret
1x Generator, Small, (On)
1x Captured Saboteur
3x Lockdown Devices
Weekly Actions: ((Only issue here is that you're lacking a Workshop, hence no saboteur training.))
Thanks to great fortune, your minions were able to capture a Bruiser early in the week. +1 Bruiser, -1 Thug.
The infiltration is an absolute success. Your spies will confer a bonus to your attempt to steal the President's desk.
Your guards report nothing out of the ordinary. Maybe a little more activity by CARE this week.
Doom and your assigned minions bring a couple truck loads of resources back to your base. Unfortunately, they brought a completely disproportionate level of reprisal as well. +8 Not. +42 R.
Robotics research pushes forward at a decent pace, considering your lack of focus. Your minions however, only confirm plans you already possess. (poor luck on that roll!)
Physics goes much better, giving you improvements in power generation technology. This should give you many great leads in the future.
Biology research does very well, before long a horrifying aberration is clawing at the doors of the lab.
CARE struck at you again, breaking another 1 of your extortions. +9 Not
Robotics Research: 31.21
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
Improved Hydraulics
Artificial Minion (1): 20 R/P Cap 2, Does not count towards Minion Cap. Counts as Regular for determining jobs.
Physics Research : 52.17
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)
-Void Shield (5R/P) +7 to Combat/Defense rolls.)
-Deployable Cover (5 R/P) One Shot device, +5 Combat/Escape/Stealth rolls
-Superior Power Generation
Biology research: 23.14
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Passive +1 to all Plotted Mission Rolls.
Passive +2 to all Combat related rolls
Genetic Tampering
Minor Aberration : Can spend 20 resources, to gain 1d6 Notoriety every week, for 3 weeks, as your genetically altered animals cause unheard of chaos.
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 (3), Eyes and Ears (2)
Minion Cap: 25
Minions: 10 Guards, 10 Scientists, 2 Technicians, 1 Thugs, 2 Regulars.
Henchmen: Francessca (3)
Cash: $5,320
Resources: 30
Notoriety: 185
Lair: House in Germany
Lair Accoutrements:
Laboratory
-Omega Cluster Computer System.
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]
10x Energy Shielding Devices
10x Assisted Aiming Devices
10x Arc Rifles
1x WCM
1 Generator, Small, On.
Weekly Actions: ((Your formatting slowed me up a bit. Change that up next time mmkay?))
More minions are hired. +2 Guard, +4 Sci +1 Reg, -$2,500
This week, No one dared assault your mighty fortress. The cowards.
Your technicians and thug work together to gather up more resources for your empire. They return with a small haul, but every little bit helps. +17 R. +5 Not
Nothing jumps out at you, or your minion this week.
Robotics research plugs along at a fairly slow pace. A breakthrough is still reached, but it was a very close thing. Francessca hands off another biology breakthrough.
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: 25.03
Robotics Unlocks:
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Spider Drones (5 R/P)
Weapon Control Module (10 R/P) +10 to any Large class {weapon} brought on the mission, 1 Per Large Class weapon
Tunneler (1) (Can Tunnel) 20 R/P
Improved Hydraulics
Biology Research: 14.93
Passive +1 to all Plotting and Research rolls.
Passive +1 to all Plotted Mission Rolls.
Passive +2 to all Combat related rolls
Archetype: Cult Leader
Traits: Cult of Personality (5)
Minion Cap: 39
Minions: 2 Regulars, 6 Thugs, 8 Bruiser, 15 Scientists, 2 Technician, 4 Guard, 2 Reporter
Henchmen: 'Teeth'.
Cash: $4,360
Resources: 190 (+10/W)
Notoriety: 248
Lair: An elaborate cave system, in the Blue Ridge Mountains of the USA.
Lair Accoutrements:
Laboratory
-Biology Containment Chamber
Workshop
Training Room
Holding Cells (R)
- President of Peru.
1x Giant Laser
3x Spider Drones
12x Laser Rifles
12x ESDs
1x AP Turret
1x Dissension Ray
Heart Urn of the Pharaoh (+4 Loyalty)
Weekly Actions: Some gear is put together. +3 LRs, +3 ESD -18 R
Your guards report a few dead CARE agents. And aint that a crying shame? +3 Notoriety
This week, theres nothing that comes up on your radar in terms of plots.
The training goes well +2 Bruisers, -2 Thugs
Teeth brings news of success. Some of your extortions are back.
In an effort to strike back at CARE for the insolence of their attack against you, your minions descend like holy fury upon the shipment heading to their new headquarters. Well armed they are incredibly confident of their ability here. However! They were not suspecting the military hardware available to CARE. Your minions blockaded and engaged the convoy and were thwarted for some time by the deployment of a device under CARE's control that set up a mobile shield at roughly the same strength as your ESD's. Using this Device, CARE was able to break the blockade and begin moving. They only had 2 of these devices, and by acting quickly your minions were able to disable two of the convoy trucks. Not having the power to fight your troops outside their cover, they quickly pull out with 80% of their convoy intact. Your minions must content themselves with the 160 resources within those trucks.
+160 R.
+31 Not
The brainwashing seems to actually be taking. Your minions suggest that you continue on with this course.
Psychology research pushes forward, your minions are rapidly rewriting the very core tenets of human psychology. It is a great day, as they determine new ways to use this to seize power in the world.
Biology research continues plugging along. But doesnt manage to quite make a breakthrough (you had more <10s than anything else..)
Biology Research: 44.67
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.
Major Aberration : Can spend 40 resources to gain 3d6 Notoriety every week for 4 weeks, as your genetically altered animals/humans cause unheard of chaos.
Payload Device (Biology) : 200 R, 10 M/W
Physics Research: 0.00
Physics Unlocks:
Giant Laser (10 R/P)
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Energy Shielding Devices (3R/Per, Adds +2 Combat+Defence rolls)
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 Unlocks:
Spider Drones (5 R/P)
Anti Personell Turrets 10 R/P
Psychology Research: 27.83
Unlocks:
Minion Loyalty Conditioning (+2 Minion Loyalty)
Minion Persona Training. (+2 All Deceit/Stealth Rolls)
Counter-Interrogation Training: If captured your minions are less likely to reveal your plans/locations/so on.
Dissension Ray. (15 R/P, Large Device) On mission can cause panic or retreat in enemy forces.
Subliminal Defensive Array (40 R, 10 M/W): Reduces the chance of your base being discovered, people just walk away rather than investigate.
Archetype: Layabout Playboy
Traits: Legal Eagles (3) Man with a Plan (1) Extortionist (1)
Minion Cap: 25
Minions: 2 Regular, 1 Tech, 9 Scientist, 4 Guards, 4 Thugs,
Henchmen:
(3)
Cash: $8,720 (+$500/W)
Resources: 167 (+20/week)
Notoriety: 176
Lair: A nondescript island.
Lair Accoutrements:
An Ancient Aztec Statue (+3 Minion Loyalty)
Jewel Collection, +2 Minion Loyalty
+Crown Jewels (+4 Minion Loyalty)
Training Room
Laboratory
1x Generator, Small
2x Giant Laser
3x AP Turrets.
11x Laser Rifles
11x AA Attachments
8x ESD's
6x Spider Drones
1x Goo Cannon.
Weekly Actions: Your minions finalize loading up your gear and transferring it to the new island base. They'll have a hard time tracking you down now. Your minions keep the boat for trips back to the mainland.
Your henchman is laid up with a nasty cold this week.
The attempt to capture a spy does not go well. Your minions are sure they are being watched.
Your thugs manage to cause a fair amount of mayhem. News reports are focused on it. +12 Not.
Alas nothing comes up during your plotting efforts this week.
Chemistry research advances quickly, unlocking a fine nonlethal device. The Goo Cannon, as your minions call it, makes one hell of a mess. But it doesn't kill anyone. -15 R. +1 Goo Cannon
Physics also progresses nicely, giving your minions plans for a small generator (-10 R, +1 Small Generator)
((Not sure..what you wanted from your EG request.))
**Minion Cap Increased**
Physics Research: 16.97
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.)
Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.)
Chemistry Research: 30.16
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.
Perpetual Innocence Pheremones (+10 to all Non Combat rolls within a mission) 4R/P[Must add to all]
Goo Cannon (15 R/P), +8 Combat rolls, +2 Escape rolls.
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) CoP (1)
Minion Cap: 24
Minions: 3 Regular, 10 Scientist,2 Guard, 5 Thug, 1 Bruiser, 2 Reporter,1 Technician, 2x ARM.
Cash: $4,700
Resources: 79 (+20/Week)
Notoriety: 150
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 (Rein'd)
Training Room
Secure Vault
2x AP Turret
10x Laser Rifles
1x Arc Rifle
3x Spider Drones
10x AADs
10x ESD
3x Aerial Survey Drone
1x Tunneler (1)
1x Generator, Small (On)
Weekly Actions: A few pieces of gear are constructed. +2 ESD +1 ARM. -26 R
You hire a few more minions, +2 Sci, +2 Thugs, -$1,600
Training begins. (1 reg, 50% of way to Reporter)
One of your thugs gets incredibly lucky and manages to catch a Bruiser at the beginning of the week. As such, the training went very smoothly. +1 Bruiser, -1 Thug.
Your ARM is the true star this week, driving back a truck laden with resources. +38 R, +14 Not
Mayhem goes off well this week, Black Industries is the talk of the town. +6 Not.
Unfortunately, you come just shy of creating a heist plan this week.
Offensive physics research goes brilliantly. In no time your minions are deploying the incredibly fearsome Arc Rifle. They are within a short burst of another breakthrough as well. -5 R, +1 Arc Rifle
Physics: 24.47
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.)
Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.)
Arc Rifle, +7 Combat rolls, 5R/Per
Biology Unlocks:
Passive +1 to all Plotting and Research rolls
Passive +2 to all Combat related rolls
Robotics Research: 40.13
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 (1) (Can Tunnel) 20 R/P
Artificial Minion (2): 20 R/P Cap 4, Does not count towards Minion Cap. Counts as Regular for determining jobs.
Payload Device (Robotics) 200 R, 10 M/W
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] 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 (5)
Minion Cap: 20
Minions : 9 Scientist, 1 Technician, 2 Guards, 8 Regulars
Cash: $900
Resources: 34
Notoriety: 148
Lair: Abandoned Warehouse
Lair Accoutrements:
Fine Ming Vase (+3 Loyalty)
Easter Island Statues (+8 Minion Loyalty)
Laboratory.
1x Giant Laser.
6x Energy Shielding Devices)
1x Small Generator (On)
1x Forcefield (2)
5x Exosuit
4x Spider Drones
1x Tunneler (1)
3x Lockdown Devices
Weekly Actions: Your guards report nothing. All's quiet in your corner of the world.
This was the biggest heist done by any evil organization to date. Your minions approached under cover of night and with the exception of a few tourists the place was deserted as your minions struck. The exosuits made loading the statues into vans easy. And the tourists bought your ridiculous cover story about taking them away for the off season. There were a few security personnel who got in your way and they did manage to call InterPol and nearly convince them your men were actually stealing the heads of the Easter Island statues. But no one believed them. Well they will CERTAINLY think twice about -that-!
+Easter Island Statues (+8 Minion Loyalty)
+32 Not.
Your search for a henchman turns up nothing. Damn they are elusive.
Your robotics research plows ever onwards. Your minions would have created the system, but they do not have the resources required to put it together. Your minions are worried that you are not creating the stockpiles they need to push forward research quickly. The plans are for a low-grade AI, that will inhabit your computer systems and assist everything either inside base, or outside base. You must select its area of operation after its construction.
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 (2) (25 Resources, Large Power Drain)
Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.)
Botany: 1.01
Robotics: 43.17
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
Tunneler (Crude) (Can Tunnel) 20 R/P
Exosuit (1) 15 R/P (+5 Escape/Combat Rolls)
Payload Device (Robotics) 200 R, 10 M/W
Friendly Robotic Assistance Network (50 R, 15 M/W) +10 All minion rolls within Base/+5 All minion rolls outside base, +10 with ARMs (Counts as a Base Enhancement (Only Scis/Techs can build it)
Archetype: Mob Boss
Traits: Streetwise (1), Cult of Personality (3) Extortionist (1)
Minion Cap: 30
Minions : 13 Thug, 2 Bruisers, 6 Scientist, 5 Regulars, 1 Spy, 1 Reporter, 2 Guards
Cash: $5,280 (+$1000/W)
Resources: 20 (+10/W)
Notoriety: 114
Lair: A Country Farm.
Training Room
Secure Vault
5x Giant Laser
25x Laser Rifles
25x ESD
4x Spider Drones
1x Small Generator (On)
Weekly Actions: First things first, you purchase some resources -1k, +20 R
Your minions pool their labor and pack everything up. Before the week is up they've moved everything into a country farm.
The thugs you sent out for extortions, report back with only 1 success.
Spies cannot research. And also cannot split their labor between two missions. You were warned.
No research performed this week. You were warned.
Well your last base gets blown sky high. You doubt anyone was fooled however. +5 Notoriety.
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 : 25.12
Physics Unlock:
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Giant Laser (10 R/P)
Energy Shielding Devices (3 Resources/Per 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.)
Robotics Unlocks:
Spider Drones (5 R/P)
Archetype: Mad Scientist
Traits:
- Researcher (3)
- Cult of Personality (2)
Notoriety: 125
Minions (cap 27):
14 Scientist, 6 Regulars, 2 Guard, 2 Technician, 2 Thug, 1 Spy
Henchmen:
Doppleganger (3)
Cash: $5,700
Resources: 55
Lair: Abandoned Laboratory.
Lair Accouterments:
Crystal Necklace (+2 loyalty, AND it's pretty)
-Laboratory
-Blast Chamber
-Centrifuge
-Training Room
-IRIS Subsystem (ARMED)
1x Giant Laser
3x AP Turrets
14x ESD
1x Void Shield
7x Laser Rifles
9x Arc Rifle
8x Assisted Aiming Devices
1x Spider Drone
1x Tunneler (1)
2x Aerial survey Drone
1x PSCC
1x Small Generator (On)
3x Lockdown Devices
Weekly Actions:
One of your regulars is trained as a Thug, 4 as scientists. Your research department bustles! -5 Regs, +1 Thug, +4 Scis.
There is a warehouse that reportedly sees an exceptional volume of resources transferred through it every week. Mayhaps this is what you are seeking.
Doppleganger has located the base you seek.
Overall the cash raising was a success. Bringing in $3,300 and a modest amount of police interest. +13 Not.
Physics research blitzes ahead. Easily pushing you into the realm of a new breakthrough. Your minions are now capable of deploying the next generation of defensive technology, the Void Shield. -5 R, +1 Void Shield
Alas the breakthrough in Robotics is only the capability to deploy a Payload Device. Still, it gives you more options.
Research:
Physics : 45.83
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)
Payload Device (Physics, 200 R, 10 M/W)
Phase Shift Control Console (15 R/P, Large Device) Adds Special Roll: Bypass to missions where applicable. 1x Per device. Or adds +10 to Escape rolls. Can result in lost minions.
Void Shield (5R/P) +7 to Combat/Defense rolls.
Robotics: 36.89
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
Tunneler (1) (Can Tunnel) 20 R/P
IRIS Subsystem: 40 R, 4 M/W Increases overall security in the base.
Payload Device (Robotics, 200 R, 10 M/W)
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)
Biology:
Passive +3 to all Plotting and Research rolls.
Human Genetic Tampering (Passive stepping stone tech, increases effectiveness of minion passives)
Archetype: Layabout Playboy
Traits: Man With a Plan (1) Legal Eagles (4)
Notoriety: 151
Minion Cap: 20
Minions: 4 Scientists, 3 Thugs, 2 Bruiser, 4 Guards, 3 Regulars. 2 Technician.
Cash: $9,220 (+$1500/W)
Resources: 24
Lair: Rural French Chateau
Lair Accoutrements:
Native American Totem Pole (+2 Minion Loyalty)
Ridiculously Ornate Sarcophagus (+5 Minion Loyalty)
Training Room
Laboratory.
3x Gas Traps (Knockout)
1x Small Generator (On)
2x Giant Laser
15x ESDs
1x Jetpack
Weekly Actions: The guards you set report nothing. And the training goes well. +1 Guard, -1 Reg, +1 Bruiser -1 Thug.
The mayhem goes modestly. More reports of raven-related death, murder, and strangeness. +8 Not.
A ridiculously brilliant cakewalk. Your minions were accosted by some archaeologists but cmon. Its not like any of them were named Dr. Jones or anything. Before long your minions are at the entrance to the tomb. All that stands in their way is a giant stone door. And you have a giant laser. It almost seems unfair how easy this is. Your minions blast their way into the tomb, and dazzling riches greet their eyes. They choose to go for a rather ornate sarcophagus. It would appear however that this sarcophagus was trapped. Removing it caused the whole burial chamber to start to shake. Legging it, most of your minions managed to escape with the booty. Only to find that the authorities had been called. However yet again the giant laser saves the day! Your minions manage to secure the sarcophagus, and escape the authorities after a brief chase.
+Ridiculously Ornate Sarcophagus (+5 Minion Loyalty)
-2 Regulars
+16 Not.
Your minions have taken to the skies, like their raven brothers! This first breakthrough in Aerospace engineering has granted your minions access to the powerful Jetpack! -10 R. +1 Jetpack.
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.)
Laser Rifles (+3 combat rolls, 3R/per)
Biology Research: 5.82
Passive +1 to all Plotting and Research rolls.
Aerospace Engineering: 5.97
Jetpack (+5 Combat/Escape Rolls) 10 R/P
-----
Agency: C.A.R.E
Headquarters: West Virginia.
Leader: Natalia Shields (6)
Status: Normal, In Hiding.
Other known information: None:
Agency: S.W.O.R.D.
Other Known Information: None
Agency: L.E.G.I.O.N
Headquarters: Rome(Who knew?)
Leader: Unknown
Status: Regrouping.
-----
As usual, Any errors let me know.
Also guys, double check your numbers. A few of you had some accounting errors in terms of your minion deployment. Minions training cant be tasked to something else.
In addition: I've probably let some technician training slip by without double checking for active Workshops. This is something I'll address in the future. Training might be entirely moved to the training room. Which will leave rooms like the Laboratory and the Workshop to fulfill other jobs in the grand scheme of things.
Still not feeling the action world news this week. Just imagine depressing forecasts of doom.