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Agency : Facility Build Tree

 
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I-KP



Joined: 25 Sep 2003
Posts: 3770
Location: Iddheim

PostPosted: Wed Aug 04, 2004 10:32 pm    Post subject: Agency : Facility Build Tree Reply with quote

--UPDATED (06/08/04)--

Stock OHQ Facility Blueprints (Engineering Certificate);

o Medical Wing [req: Medical Training Certificate] - Allows ONE Emergency MedEvac function per operation.
-- Radiation Treatment Unit [req: Specialist Medical Training Certificate] - ONE Agent can dump 1Gy per Game.
-- PKE Evaluation Lab [req: Psychic Block Certificate] - Allows Psychic Block 2 Certificate for the Agency.
---- PKE Advancement Unit [req: Psychic Block 2 Certificate] - Allows Psychic Block 3 Certificate for the Agency.
-- Psychic Gymnasium [req: Locator Certificate] - Allows Specialist Locator Certificate for the Agency.

o Communications Room [req: Investigation Certificate] - Allows Associate Network Program Certificate & Specialist Investigation Certificate for the Agency.
-- World Media Downlink [req: Specialist Investigation Certificate] - Receive News Items one week before all other Agencies.
---- CommSat Tap [req: Specialist Investigation Certificate] - Receive the full story on any 'CENSORED' News Items.
-- Crisis Room - National Events can have a dramatic effect on the way your Agency functions. You have no control over these events ordinarily. With a Crisis Room you can host a secure meeting point for Heads Of State and thus, have a chance of influencing their decisions. Per undesirable effect you have a 25% chance of negating it's impact on your Agency for the duration of the National Event.

o Disaster Recovery Vault [req: Computer Certificate] - Should you loose a Blueprint to rival Agency espionage (or National Event) a copy is immediately retrieved from the Disaster Recovery Vault.

o Motor Pool - Allows ONE normal ground-based Transport Asset per operation (assigned to particular Agent).
-- Heliport [req: Associate Network Program] - Allows ONE Helicopter Asset per operation (takes orders from the Director only).

o Photographic Science Lab - Get the most out of your photographic and video surveillance by improving the worth of all visual recorded evidence by +1CR. Also reveals the Aura's around 'Them'. (<- Kev's idea)

o Holding Cell - Can hold ONE captive indefinitely.
-- Interrogation Room [req: Interrogation Certificate] - Can interrogate ONE captive for additional post-operation Merits/Intelligence (if authored), or continued mining of information at a later date. 25% chance captive rendered useless per interrogation.

o Firing Range - Required for any future R&D (or Reverse Engineering) involving firearms, ammunition, or body armour.

o Blast Chamber - Required for any future R&D (or Reverse Engineering) involving explosives.

o ChemLab - Required for any future R&D (or Reverse Engineering) involving chemical agents or biological compounds.

o ReacLab - Required for any future R&D (or Reverse Engineering) involving atomic devices or radioactive materials.

o Workshop - Required for any future R&D (or Reverse Engineering) involving electronics, special materials manufacture, or mechanical devices.
-- Machine Shop - Can undertake TWO builds at any one time (this overrides Regional Aspects). Also extend all Support Contracts by 50% (of remaining time for Contracts already in effect).
---- Manufacturing Plant - Reduce the cost of all builds by 1C (to minimum of 1C).

o Library - Reduce the Agency's Training Opportunity threshold by 3C.
-- Training Facility - Reduce the Agency's Training Opportunity threshold by a further 2C.


--UPDATED (06/08/04)--
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