The labs of the Morgan Research Institute are indeed strange and littered with failed experiments and trinkets of great eccentricity. Huddling over a work bench, an elderly dark-skinned fella tinkers away. Ignoring questions, he just grumbles and continues twisting knobs and pressing buttons. The device on the table looks dangerous, and for a man whose strongest weapon is his mind - I fear what machinations he may unleash upon unlucky fools who scorn him. When my editor gave me this assignment, he said Mrs. Morgan had assured him it'd be a simple interview. Turns out that Mr.Boldman is a stoic wall of a man. Not even my womanly charms pull him away from his work.
Now citizens of Gomorra, I'm not sayin' we should trust the folks at the Morgan Cattle Company. After visiting the Morgan Research Institute, I now realize that its scientists straddle a fine line between Mad and Brilliant. The gadgetry that they produce within these halls run the gamut from rustically makeshift to shining glimpses of the future. To explain more risks legal repercussions or even an invite to join the 'very special demonstration teams'. It is clear that Mr.Boldman is an intelligent man. Alas, the sum result of my time with Mr. Boldman is a series of increasingly strident, "DON'T TOUCH THAT!". It is nevertheless obvious why Mrs. Morgan and Mr.Baine set store by this otherwise cranky old man. Mr.Boldman may very will usher in a new era of technological wizardry for the betterment of man. But this reporter thinks he may also bring about our doom.
The current Morgan science decks are quite versative in that they start two ms2 and several backup ones in the deck, so losing one of them to kidpanning doesnāt affect your game plan all that much.
While ms3 opens some new deckbuilding possibilities, it is also quite risky - you start one less dudes overall, you rely more on one particular dude, you give holy wheel guns to draw dudes in hopes to turn them into studs with the new ability - it all makes you more dependent on one particular dude, and more vulnerable to early kidnappinā.
Weāll see how it goes. Maybe that cannon will make it all worthwhile
I donāt quite see what can 2ās bring to the gadgetarium, except for maybe Make the Smart Choice (still doesnāt help against Kidnappinā). Then again, we donāt yet have a gadget at 2ā, maybe itās the new experimental cannon
I understand that you can prepare plasma drill to use another time, the thing experimentals do is unboot Elander, not the gadget ;-)⦠Anyway its a shootout ability, and plasma a noon⦠riskyā¦
If Plasma Drill was experimental you could unboot Elander and pass it over to him for more damage. What, your dudes are in the town sqaure? Arvid Mardh will help!
(Actually, iām not sure. Can Arvid make dudes trade in the town sqaure?)
The plan is to go to town square, blast one deed, get attacked, unboot the Drill with Elander, unboot the other dude with Missed, repel the attackers, blast another deed, play Allie EXP, add some Holdupsā¦
Can Elanderās ability unboot a gadget somewhere outside of the shootout?
The rulebook says:
Slinginā Lead
Step 1. Make Plays
Shootout abilities you use must come from either an action card in your play hand (which is played and discarded), or printed on one of your cards in the posse. You can also use a Shootout ability on a card thatās not in a posse, but only if that ability would bring a dude into a posse. Shootout abilities can also only affect dudes in a posse, unless that ability would bring a dude into the posse.
Can only affect dudes in a posse, but it says nothing about goods.
EDIT: Answered. Looks like in this particular case turning a dude into a stud is not considered as āaffectingā them.
hyperventilates with excitement, gets out his Elanderās Anti-Unconsciousness Mask and Machine Gun, uses it
Because really, anything Elander invents probably is a weapon in addition to whatever else it does.
Also, Iām incredibly happy about this, as I said on Facebook, to see him. Heās one of my favorite characters, and I intend to slot this into my deck somewhereā¦possibly starting if I can finagle it.
Strip the ability and heās still a solid dude. A reasonably startable MS:3 opens up deck design, simple as that. Plus he provides good influence for his cost (not that MCC has problems with that).
Add onto that a useful and varied ability that is only going to scale as the game progresses and this is one very good dude.
Too bad the art is so goofy. That weapon looks like something from the 1980ās TMNT cartoon.