1x Crew
2x Fissile Material
1x Slayer Candidate
1x Dragon's Egg
1x Air Superiority Fighter
I agree that it makes sense to use the turn where we can select what we want to fill up on stuff that is normally random, but slowly growing the Crew seems wise, especially with all of this new stuff being delivered today and needing Crew to move it. Fissile Material also seems like a good thing to stock up on, since it's normally random and used to power our special abilities.
"...Campbell, I've never liked beating around the bush. Am I right to assume that the Slayer program is currently active?"
"You would be correct, sir. Yes,"
"Do we have one on board?"
"...I believe they just finished shipping one out to us, yes. Would you like me to--"
"Take me to it,"
"...Yes, sir."
The agent leads you to an elevator on the far side of the deck. He inserts a finger into a small port next to the door.
An LED above the door turns green, and after a moment the door opens. You both enter, and it begins a descent into the ship's lower decks.
"...Sir, is this your first time encountering an ultranormal object?"
"I'll be the one asking the questions, son,"
"Sorry,"
"Yes, this is my first time,"
The agent reaches into a pocket, producing a bottle of Advil.
"...Quite a few people report experiencing headaches after their first encounter,"
You take the bottle.
The ride takes just over a minute. When it's door opens again, you step out into an observation room whose surroundings represent a polar opposite from the deck you landed on: sterile, structured, well lit, sparsely populated.
"...Jesus's own mother..."
Ahead and below you is a clean room whose scale can only be described as cavernous; at it's center, surrounded by technicians, an absolutely titanic egg is being tenderly unwrapped from a protective substrate and lowered into what looks like an extremely hot incubator. If not for the context, it would look almost comical; as things are, it shakes your spine.
You immediately pop open the Advil bottle and swallow two capsules raw.
"...Dragon's egg?"
"Yes, sir."
"What's the incubation period?"
"It's pretty variable from clutch to clutch. Current best guess is that she'll be hatched within the--"
There's a sound that resembles shearing steel. A crack begins to develop down the egg's center; shortly thereafter, a crested reptilian head bursts from the top. It looks around at the technicians, all of whom begin to slowly back away.
A door opens to the clean room. A woman half-clad in an exoskeleton enters and jogs towards the ultranormal entity, waving her hands and presumably making some noises that you cannot hear from the observation room.
"...That's our rider?"
"Yes, sir."
The woman holds her hand out to the ultranormal entity; it licks something up from her palm. The two lock eyes.
"Bonding takes literally seconds. They're more or less life partners after that. It's incredible."
Day 1, Phase 1: Shipping and Receiving
Kaijō Jieitai Kazunori HQ Submersible
Shipping Manifests
Command Vehicles Ready to Receive Materiel
Kenway-Class Command Vehicle Cluster
The Eater of Kings
The Hangman's Noose
The Pale Horse
The Soaked Blade
The Winter's End
Shipped (as per @zekebeau 's ballot): 1x CAG, 1x Super Heavy Tank, 1x Slayer Candidate, 1x Dragon's Egg, 1x Exoskeleton Team, 1x Fissile Material
Player Decisions:
A)
Do you want to use crew to move items from the shipping manifest to either the Kazunori, one of the escort fleet elements or one of the command vehicles? (there's not really anything to move to the Kazunori of escort fleet today; each of your carriers has it's maximum complement of CAG fighters).
Crew that are use to move items cannot be used in later phases today and will accumulate exhaustion, moving down 1 die value (so, from 6 to 5). A crew's exhaustion may be regenerated from by spending a day resting idly on the Staffed Crew space.
Materiel can only be moved to a command vehicle if that item is listed on the support vehicle's sheet.
1) Request a face to face meeting with the dragon & rider
2) Request a face to face meeting with just the dragon
3) Request a face to face meeting with just the rider
4) Return to deck to survey operations there
5) Head to the bridge
(I apologize if this is too much stuff too soon; I was wracking my brain trying to think of a good way to compartmentalize this game, and this is unfortunately the best I could do)
Move Dragon and Rider to Eater of Kings (is this one or two crew?) Move Super Heavy Tank to The Pale Horse Move Exoskeleton Team to The Winter's End (only if the first action is a single crew member)
The other Command Vehicles need Fissile Materials to operate, I think.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Move Fissile Material to Eater of Kings
Move Slayer Candidate to Eater of Kings
Move Dragon's Egg to Eater of Kings
1
Given the way crew works, we really should have gotten more this turn...
Oh well, at least we have a dragon and an aircraft carrier group.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Given the way crew works, we really should have gotten more this turn...
We may have had to transfer the crew to our command ship the first turn anyway so it might have been a wash, depending on the rate at which we acquire more items in the manifest.
"Yes, sir. ...Uh, just a forewarning: folks from the Basement are usually a bit abrasive."
Agent Campbell leads you back into the elevator. You descend just one to two floors into a small garage; Campbell walks over to a compact enclosed vehicle and opens the passenger door for you. You climb in.
Campbell walks around to & enters what would be the driver's side of the car except... there is no driver's side. The car, apparently, drives itself.
"Start. Execute meet & greet."
The car beeps in acknowledgment, starts, and begins rolling towards the garage exit. You hear the vehicle doors sealing.
"For our safety, mostly. Keeps us away from any ultranormal contaminates or parasites. Never know what bugs they might have in the Basement."
The garage door opens and the vehicle drives itself to the center of the enormous clean room you'd previously been observing from above, pulling-up right beside the fractured egg, newly hatched ultranormal entity and exoskeleton wearing woman.
You offer the woman a wave.
"Hello; I'm the director. Just arrived. How's your stay been so far?"
The woman takes a step back from the car.
"...I'm clean!"
Her tone is laced with fear.
The dragon extends it's head towards the car. It growls.
Day 1, Phase 2: Intelligence & Interdiction
Kaijō Jieitai Kazunori HQ Submersible
Command Vehicles Ready for Hunting
Kenway-Class Command Vehicle Cluster
The Eater of Kings
Player Actions
A)
The Intelligence & Interdiction Phase is when you will be assigning command vehicles to engage in Hunting actions against any active UMOs. Since there aren't any active UMOs yet, no Hunting actions may occur.
You may also move unassigned crew dice to the Intelligence spaces during this phase. A 1d6 will be rolled for each crew assigned to Intelligence duty; any 6s that are rolled will be kept, representing a key piece of knowledge you have uncovered. This information can be shipped onto a command vehicle during the shipping & receiving phase. Crews do not experience exhaustion when gathering intelligence.
During a Naval action, any of this intelligence still aboard the Kazunori may be spent to change any die roll to a 6. During a Hunting action, any of this intelligence on an involved command vehicle may be spent to change any die roll to a 6.
Since all crews are currently assigned, no intelligence may be gathered today.
1) Attempt to diffuse the woman's anxiety
2) Greet the dragon
3) Ask Agent Campell for some help
4) Apologize & leave
5) Assert your authority
Unsure of how to respond to the woman, you simply nudge Campbell.
"No problem, sir. Vehicle: deploy social countermeasures."
A panel opens on the side of the car; it begins emitting soap bubbles into the air. The hood of the car then pops open - and though the bonnet now blocks your view of what exactly is inside the previously hidden compartment, you see the woman regain her composure, smile, walk over and reach inside to grab what looks like some sort of pastry. In turn, the ultranormal entity relaxes.
"...People from The Basement are very easy to work with for the most part, after you get used to the white elephant in the room: they're constantly scared that they're going to be sent back. All we--"
There's a soft humming sound. Campbell reaches for his belt, unholstering a pager and holding the display up to his eyes.
"...Director, we need to get to the bridge."
Crusader Slayer has attained the Steadfast bonus. During the next Hunting action it participates in, attackers will not score extra successes against it when rolling critical damage
Day 1, Phase 3: UMO Activity & State Monitoring
KRAKEN & 'HOUND' CATEGORY ABDUCTOR REPORTED IN CANADIAN TERRITORY
Active UMOs: Kraken, with accompanying Hound abductor:
Currently Jeopardized Donor States: Canada
Gameplay notes:
Every UMO activity phase, the game will either create a new UMO or, if 3 UMOs have already been created, activate an existing UMO.
UMOs are created with an Abductor and small initial combat force. When they activate, there is a chance for their Sword of Damocles text to trigger; a roll is then made to see if they conduct minor abduction operations (on a roll of 3-6 on a d6, their conventional forces will grow) and if they reap a city (on a roll of 5-6 on a d6, a minor UMO is gestated and a random city is damaged).
Player Actions
Day 1 is ending. You need to choose a state to monitor.
If you choose to monitor a state being jeopardized by a UMO, you may conduct a Hunting action against that UMO; however, you will skip your Shipping & Receiving phase.
If you choose to monitor a state that is not being jeopardized by a UMO, you will not be able to conduct Hunting actions; however, you will temporarily gain that state's donor power in addition to retaining the donor power you chose at the beginning of the game.
If you choose to continue monitoring your current state, you will not gain a bonus donor ability; however, your escort fleet ships' sailing dice will increase by 1 unless they are already at 6 (whenever you choose to monitor a new state, the sailing dice of each of your escort fleet ships will decrease by 1. Escort ships will a sailing value of 1 will be at anchor and unable to participate in any naval actions).
If we choose to not monitor canada, can we still attack the UMO that now appeared during the hunting phase on the next turn?
Oh, also. It might be good if the command vehicle cards shows what slots on them are filled. I'm assuming for an example that the only command vehicle we have units on is the eater of kings, but it is hard to tell from a cursory glance.
If we choose to not monitor canada, can we still attack the UMO that now appeared during the hunting phase on the next turn?
No; you'll have to choose between monitoring Canada to attack the UMO, or monitoring a different country to gain more items (and the donor bonus).
Oh, also. It might be good if the command vehicle cards shows what slots on them are filled. I'm assuming for an example that the only command vehicle we have units on is the eater of kings, but it is hard to tell from a cursory glance.
All those guys look pretty strong. I don't know what all those symbols mean but they are sure a lot more then we have. I think we need some more setup before we attack anything.
How about monitoring Germany for the quick setup bonus, we can add 3 crew and activate 3 more weapon systems. Kit out Eater of Kings fully and send it off to see what happens.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Does the India special destroy the attacker or just stop the attack?
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
0
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
All those guys look pretty strong. I don't know what all those symbols mean but they are sure a lot more then we have. I think we need some more setup before we attack anything.
How about monitoring Germany for the quick setup bonus, we can add 3 crew and activate 3 more weapon systems. Kit out Eater of Kings fully and send it off to see what happens.
For the record I think it's only the Kraken, the truck, and the one module mentioned in the narration which currently exist and will fight. Could be misunderstanding something though.
Oh I see the 1's now. The Abductor train still has a lot of units with it.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
How would the USA donor bonus work if we didn't start with it? Would the fleet only have the dice for that day?
That's correct.
Does the India special destroy the attacker or just stop the attack?
It eliminates the attacker.
Hey guys I got an idea about how to stall the enemy...
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
"...Casualties are minimal for now, as it's only struck rural areas, but I don't expect our luck to hold out on that front,"
You stare into the reconnaissance photographs. Your finger reflexively steeple themselves as you consider the scale of the threat now presented to you.
"Tell the captain to make for German waters at best possible speed."
"Sir?"
"We need to play the long game, Campbell. We're not going to be putting up much of a fight against that with one ultranormal and a handful of Cold War toys. We need more materiel."
"...Yes, sir. I'll see that we get underway as soon as possible."
As Campbell turns to speak with the captain, you feel a buzzing in your pocket. You reach into it and feel... a pager?
You didn't bring a pager with you.
You don't even own a pager.
Day 1, Phase 1: Shipping & Receiving
Kaijō Jieitai Kazunori HQ Submersible
Shipping Manifests
Currently Monitoring: Donor State 'Germany'
Check for Surplus Stock or Trade Embargo (1d6 check, 6 is Surplus Stock and 1 is Trade Embargo): 1. Trade Embargo. Trade may not occur today; all materiel on the Shipping Manifests is removed.
Trade Embargo. No items added to shipping manifests.
#rekt
Player Actions
1) Ignore the pager for now.
2) Check the pager while standing in the open.
3) Leave the room and seek a more private area to check the pager.
So we can use the crew for intel resources without any issues next turn I guess?
3
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Uh I don't think we should tax the reactor, the whole point was to pull another 3 crew out but right now it just seems pointless.
What else can crew do besides info?
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Posts
Red Pact x1
Slayer Candidate x1
Air Superiority Fighter x2
Ground Attack Aircraft x1
Since we have aircraft carriers we should probably stack up on some aircrafts.
And uh, guess I'll go for a slayer unit too.
3 x Crew
1 x CAG
2 x Fissile Material
Special Munitions
Multirole Fighter
Slayer Candidate
Dragon's Egg
1x Crew
2x Fissile Material
1x Slayer Candidate
1x Dragon's Egg
1x Air Superiority Fighter
I agree that it makes sense to use the turn where we can select what we want to fill up on stuff that is normally random, but slowly growing the Crew seems wise, especially with all of this new stuff being delivered today and needing Crew to move it. Fissile Material also seems like a good thing to stock up on, since it's normally random and used to power our special abilities.
Slayer Candidate
Dragon's Egg
Exo Skeleton Team
CAG Squadron
Fissile material
Chose CAG squadron because icon matches the icon on our aircraft carrier, I believe they will go together quite well.
"You would be correct, sir. Yes,"
"Do we have one on board?"
"...I believe they just finished shipping one out to us, yes. Would you like me to--"
"Take me to it,"
"...Yes, sir."
The agent leads you to an elevator on the far side of the deck. He inserts a finger into a small port next to the door.
An LED above the door turns green, and after a moment the door opens. You both enter, and it begins a descent into the ship's lower decks.
"...Sir, is this your first time encountering an ultranormal object?"
"I'll be the one asking the questions, son,"
"Sorry,"
"Yes, this is my first time,"
The agent reaches into a pocket, producing a bottle of Advil.
"...Quite a few people report experiencing headaches after their first encounter,"
You take the bottle.
The ride takes just over a minute. When it's door opens again, you step out into an observation room whose surroundings represent a polar opposite from the deck you landed on: sterile, structured, well lit, sparsely populated.
"...Jesus's own mother..."
Ahead and below you is a clean room whose scale can only be described as cavernous; at it's center, surrounded by technicians, an absolutely titanic egg is being tenderly unwrapped from a protective substrate and lowered into what looks like an extremely hot incubator. If not for the context, it would look almost comical; as things are, it shakes your spine.
You immediately pop open the Advil bottle and swallow two capsules raw.
"...Dragon's egg?"
"Yes, sir."
"What's the incubation period?"
"It's pretty variable from clutch to clutch. Current best guess is that she'll be hatched within the--"
There's a sound that resembles shearing steel. A crack begins to develop down the egg's center; shortly thereafter, a crested reptilian head bursts from the top. It looks around at the technicians, all of whom begin to slowly back away.
A door opens to the clean room. A woman half-clad in an exoskeleton enters and jogs towards the ultranormal entity, waving her hands and presumably making some noises that you cannot hear from the observation room.
"...That's our rider?"
"Yes, sir."
The woman holds her hand out to the ultranormal entity; it licks something up from her palm. The two lock eyes.
"Bonding takes literally seconds. They're more or less life partners after that. It's incredible."
Kaijō Jieitai Kazunori HQ Submersible
Shipping Manifests
Command Vehicles Ready to Receive Materiel
Kenway-Class Command Vehicle Cluster
The Eater of Kings
The Hangman's Noose
The Pale Horse
The Soaked Blade
The Winter's End
Shipped (as per @zekebeau 's ballot): 1x CAG, 1x Super Heavy Tank, 1x Slayer Candidate, 1x Dragon's Egg, 1x Exoskeleton Team, 1x Fissile Material
Player Decisions:
A)
Do you want to use crew to move items from the shipping manifest to either the Kazunori, one of the escort fleet elements or one of the command vehicles? (there's not really anything to move to the Kazunori of escort fleet today; each of your carriers has it's maximum complement of CAG fighters).
Crew that are use to move items cannot be used in later phases today and will accumulate exhaustion, moving down 1 die value (so, from 6 to 5). A crew's exhaustion may be regenerated from by spending a day resting idly on the Staffed Crew space.
Materiel can only be moved to a command vehicle if that item is listed on the support vehicle's sheet.
1) Request a face to face meeting with the dragon & rider
2) Request a face to face meeting with just the dragon
3) Request a face to face meeting with just the rider
4) Return to deck to survey operations there
5) Head to the bridge
(I apologize if this is too much stuff too soon; I was wracking my brain trying to think of a good way to compartmentalize this game, and this is unfortunately the best I could do)
EDIT: Edited for readability.
And Request a face to face meeting with dragon & rider
Is it one crew per item moved? or is it one crew per command vehicle? or is it just straight up one crew per shipping?
Move Super Heavy Tank to The Pale Horse
Move Exoskeleton Team to The Winter's End (only if the first action is a single crew member)
1.)
Move Slayer Candidate to Eater of Kings
Move Dragon's Egg to Eater of Kings
After a quick briefing
1
Move Slayer Candidate to Eater of Kings
Move Dragon's Egg to Eater of Kings
1
Given the way crew works, we really should have gotten more this turn...
Oh well, at least we have a dragon and an aircraft carrier group.
Move Super Heavy Tank to Hangman's noose
1.)
We may have had to transfer the crew to our command ship the first turn anyway so it might have been a wash, depending on the rate at which we acquire more items in the manifest.
"Yes, sir. ...Uh, just a forewarning: folks from the Basement are usually a bit abrasive."
Agent Campbell leads you back into the elevator. You descend just one to two floors into a small garage; Campbell walks over to a compact enclosed vehicle and opens the passenger door for you. You climb in.
Campbell walks around to & enters what would be the driver's side of the car except... there is no driver's side. The car, apparently, drives itself.
"Start. Execute meet & greet."
The car beeps in acknowledgment, starts, and begins rolling towards the garage exit. You hear the vehicle doors sealing.
"For our safety, mostly. Keeps us away from any ultranormal contaminates or parasites. Never know what bugs they might have in the Basement."
The garage door opens and the vehicle drives itself to the center of the enormous clean room you'd previously been observing from above, pulling-up right beside the fractured egg, newly hatched ultranormal entity and exoskeleton wearing woman.
You offer the woman a wave.
"Hello; I'm the director. Just arrived. How's your stay been so far?"
The woman takes a step back from the car.
"...I'm clean!"
Her tone is laced with fear.
The dragon extends it's head towards the car. It growls.
Kaijō Jieitai Kazunori HQ Submersible
Command Vehicles Ready for Hunting
Kenway-Class Command Vehicle Cluster
The Eater of Kings
Player Actions
A)
The Intelligence & Interdiction Phase is when you will be assigning command vehicles to engage in Hunting actions against any active UMOs. Since there aren't any active UMOs yet, no Hunting actions may occur.
You may also move unassigned crew dice to the Intelligence spaces during this phase. A 1d6 will be rolled for each crew assigned to Intelligence duty; any 6s that are rolled will be kept, representing a key piece of knowledge you have uncovered. This information can be shipped onto a command vehicle during the shipping & receiving phase. Crews do not experience exhaustion when gathering intelligence.
During a Naval action, any of this intelligence still aboard the Kazunori may be spent to change any die roll to a 6. During a Hunting action, any of this intelligence on an involved command vehicle may be spent to change any die roll to a 6.
Since all crews are currently assigned, no intelligence may be gathered today.
1) Attempt to diffuse the woman's anxiety
2) Greet the dragon
3) Ask Agent Campell for some help
4) Apologize & leave
5) Assert your authority
"No problem, sir. Vehicle: deploy social countermeasures."
A panel opens on the side of the car; it begins emitting soap bubbles into the air. The hood of the car then pops open - and though the bonnet now blocks your view of what exactly is inside the previously hidden compartment, you see the woman regain her composure, smile, walk over and reach inside to grab what looks like some sort of pastry. In turn, the ultranormal entity relaxes.
"...People from The Basement are very easy to work with for the most part, after you get used to the white elephant in the room: they're constantly scared that they're going to be sent back. All we--"
There's a soft humming sound. Campbell reaches for his belt, unholstering a pager and holding the display up to his eyes.
"...Director, we need to get to the bridge."
Crusader Slayer has attained the Steadfast bonus. During the next Hunting action it participates in, attackers will not score extra successes against it when rolling critical damage
Day 1, Phase 3: UMO Activity & State Monitoring
KRAKEN & 'HOUND' CATEGORY ABDUCTOR REPORTED IN CANADIAN TERRITORY
Initial UMO Construct Roll: 4; 'Hellwalker' Category Construct Gestated
Active UMOs: Kraken, with accompanying Hound abductor:
Currently Jeopardized Donor States: Canada
Gameplay notes:
UMOs are created with an Abductor and small initial combat force. When they activate, there is a chance for their Sword of Damocles text to trigger; a roll is then made to see if they conduct minor abduction operations (on a roll of 3-6 on a d6, their conventional forces will grow) and if they reap a city (on a roll of 5-6 on a d6, a minor UMO is gestated and a random city is damaged).
Player Actions
Day 1 is ending. You need to choose a state to monitor.
If you choose to monitor a state being jeopardized by a UMO, you may conduct a Hunting action against that UMO; however, you will skip your Shipping & Receiving phase.
If you choose to monitor a state that is not being jeopardized by a UMO, you will not be able to conduct Hunting actions; however, you will temporarily gain that state's donor power in addition to retaining the donor power you chose at the beginning of the game.
If you choose to continue monitoring your current state, you will not gain a bonus donor ability; however, your escort fleet ships' sailing dice will increase by 1 unless they are already at 6 (whenever you choose to monitor a new state, the sailing dice of each of your escort fleet ships will decrease by 1. Escort ships will a sailing value of 1 will be at anchor and unable to participate in any naval actions).
Oh, also. It might be good if the command vehicle cards shows what slots on them are filled. I'm assuming for an example that the only command vehicle we have units on is the eater of kings, but it is hard to tell from a cursory glance.
No; you'll have to choose between monitoring Canada to attack the UMO, or monitoring a different country to gain more items (and the donor bonus).
Oops; I had linked to the wrong sheet. Fixed.
How about monitoring Germany for the quick setup bonus, we can add 3 crew and activate 3 more weapon systems. Kit out Eater of Kings fully and send it off to see what happens.
Monitor Germany
How would the USA donor bonus work if we didn't start with it? Would the fleet only have the dice for that day?
Does the India special destroy the attacker or just stop the attack?
For the record I think it's only the Kraken, the truck, and the one module mentioned in the narration which currently exist and will fight. Could be misunderstanding something though.
That's correct.
It eliminates the attacker.
Hey guys I got an idea about how to stall the enemy...
You stare into the reconnaissance photographs. Your finger reflexively steeple themselves as you consider the scale of the threat now presented to you.
"Tell the captain to make for German waters at best possible speed."
"Sir?"
"We need to play the long game, Campbell. We're not going to be putting up much of a fight against that with one ultranormal and a handful of Cold War toys. We need more materiel."
"...Yes, sir. I'll see that we get underway as soon as possible."
As Campbell turns to speak with the captain, you feel a buzzing in your pocket. You reach into it and feel... a pager?
You didn't bring a pager with you.
You don't even own a pager.
Kaijō Jieitai Kazunori HQ Submersible
Shipping Manifests
Currently Monitoring: Donor State 'Germany'
Check for Surplus Stock or Trade Embargo (1d6 check, 6 is Surplus Stock and 1 is Trade Embargo): 1. Trade Embargo. Trade may not occur today; all materiel on the Shipping Manifests is removed.
Trade Embargo. No items added to shipping manifests.
#rekt
Player Actions
1) Ignore the pager for now.
2) Check the pager while standing in the open.
3) Leave the room and seek a more private area to check the pager.
Next update should be on Monday.
2
3
Oh, I should have asked:
Do you guys want to tax the reactor regardless of the embargo to active Germany's ability?
What else can crew do besides info?