Wolong is also completely positive none of his team are double agents. New Dawn has also been up to some Shit(TM) in the past and they've kept mum on it. He's used his power on all of them, which is about as sure as IC you can be.
This is kind of what it comes down to for me, if we were being anybody else I might be more inclined for caution but since it's Wolong and he has pretty much the best possible chance of knowing if it's a good idea or not, I think it's okay to go for it.
 
We should do both Grand Theft Person and The Air in the Valley at turn 4.
All our enemies is too busy with each other. Especially Crusade. With them out of the way (for Now), now is the time to do both of them. Crusade won't get in our way and mess thing up.
The Did say we were fine on the money front for now.

The plan for turn 4 could look like this.

[] Plan: Mommy, where are you?
-[] Pest Control. 1 AP
-[] Train Kept a Rollin. 2 AP
-[] Puella Magi Justice Unlimited Magica. 2 AP
-[] Reality Check. 1 AP
-[] Grand Theft Person. 1 AP
-[] The Air in the Valley. 1 AP
-[] Smoke on the Water. 1 AP

Is the AP for the missions correct. I am unsure, if I remebar them right, because there had been many posts since the SB boss figth.
 
We should do both Grand Theft Person and The Air in the Valley at turn 4.

I've already come up with a very good plan.

[]Plan: Needs Must (9th edition)
-[] Pest Control (1 AP, HIT 3, REPUTATION 2)
-[] Train Kept a Rollin' (2 AP, HIT 6, REPUTATION 8, OPERATIONS 9)
-[] Puella Magi Justice Unlimited Magica (2 AP)
-[] Reality Check (1 AP)
-[] Grand Theft Person (1 AP, HIT 9, OPERATIONS 7)
-[] Making the Rounds (1 AP, HIT 2, REPUTATION 3)
-[] Smoke on the Water (1 AP, ESPIONAGE 4, OPERATIONS 4)

It is basically the same but we exchanged The Air in the Valley for Making the Rounds. (As Making the Rounds earns us more money and boosts our global REP)
 
There will be new missions too!

We only have 3AP to spare, on Turn 4 (Dividing my Plan into parts)

We have to do this turn:
-[] Train Kept a Rollin' (2 AP, HIT 6, REPUTATION 8, OPERATIONS 9)
-[] Puella Magi Justice Unlimited Magica (2 AP)
-[] Reality Check (1 AP)
-[] Smoke on the Water (1 AP, ESPIONAGE 4, OPERATIONS 4)

Needs to be done before Turn 6
-[] Grand Theft Person (1 AP, HIT 9, OPERATIONS 7)

Doesn't need to be done but will help with Money problem
-[] Pest Control (1 AP, HIT 3, REPUTATION 2) [Also useful for Train Kept a Rollin']
-[] Making the Rounds (1 AP, HIT 2, REPUTATION 3)
 
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Next turn is the last one for the New Dawn missions, isn't it?
If counting the Wolong turn as this turn and the following one as the next turn, kind of but no. This turn has Puella expiring while being a ND mission. Next turn has Third Person, Shroud, and Fellowship all expiring but Abarimon does not have an expiration date unless that changes.
 
They don't expire. You're obligated to take them. If you don't take them this turn, you MUST take them next turn.

I thought, we had until turn 6 to take them. I remeber getting into an arguement about this.

Turn 1 of 3 till expiration starts now in turn 3. That quote I just gave you is the start of turn 3.

Heck if the premise you are suggesting is the correct one, then if I were you, I'd abscond Pest Control in your plan and take Long Shadows, regardless of what QM suggested

I remeber this here.

Long Shadows of the Night (AP 2, HIT 5, ESPIONAGE 9, OPERATIONS 4)
Shroud is a serial killer with the ability to fuse with shadows and move along two-dimensional spaces. His preferred MO is to smother his victims and then arrange their bodies in "artful" poses, as if they were still alive. He's announced his next victim will be a member of the Kelso family, of Kelso-Allard Heavy Industries. The entire family has gone into hiding at their villa near the Marajó Várzea, and have hired a number of metahuman bodyguards. Including Crusade. Douglas Kelso, the second son of the family, attended college with Nora and married her other roommate, Sadie. Perhaps he can get you on scene to stop Shroud before he strikes again.
(Chance of metahuman DNA, Chance of intel about Monarch, Chance of weakening Monarch's position, Chance of Income +1000, Chance of eventually sponsorship form Kelso-Allard Heavy Industries) [Must be taken within 3 turns]

Grand Theft Person
(AP 2, HIT 9, OPERATIONS 7)
Third Person is a psychic parasite without his own body. He jumps from host to host every time his current body dies, and he's capable of inhabiting regular people as well as metahumans. His name comes from his strange ability to see from a "third-person" perspective around his host. His lack of a permanent identity or body has rendered him the ultimate solipsist—he does not believe the rest of the world is real aside from himself and appears to think this is all one giant game being run for his amusement and the amusement of people with "Sufficient Velocity". He has announced a grand tournament where he will surrender peacefully if someone can outdo him at a number of extremely dangerous tasks and demonstrate that they are a "real sigma".
(Chance of metahuman DNA, Chance of intel about Monarch, Chance of weakening Monarch's position, Chance of Income +1000, +1 to control of the OID) [Must be taken within 3 turns]

The Fellowship
(AP 2, HIT 11, ESPIONAGE 16, REPUTATION 9, OPERATIONS 9)
A new trio of heroes calling themselves "Trilogy" have begun to combat Monarch's forces wherever they can. Normally, this would end in disaster, but they're apparently led by Marvelous Shine himself. Marvelous Shine was a metahuman in the early days of Horizon, who was a peer of Novalight and King in his time. He retired and went into reclusion following the Susurration, but now apparently has felt compelled to return after the Movement. He's contacted you saying he has definitive proof that Lethal Anodyne is dealing to Monarch and has requested your help cutting off her supply of stimulants and enhancements. Who are you to say no to a living legend? (Unlocks mission The Towers Two, Chance of intel about Monarch, Chance of weakening Monarch's position, Intel about Lethal Anodyne, Chance of alliance with Trilogy, Chance of eventually recruiting a high-tolerance candidate). [3 Turns Until Expiration].

There is also this here, is says 3 turns at the start of Turn 3
 
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I thought, we had until turn 6 to take them. I remeber getting into an arguement about this.



I remeber this here.
It seems pretty straightforward to me.

On Turn 2, we committed to take these missions within the next 3 turns. That means we committed to taking them on Turns 3, 4, or 5. We didn't take them on Turn 3, and if we don't take them on Turn 4, we must take them on Turn 5.

I guess the line in 3.0 mission planning " [Must be taken within 3 turns]" was a little confusing, and it should maybe have said within 2 turns, since I can see how "Within 3" from Turn 3 could be confused to include Turn 6.

But it's pretty clear that's not the case.
 
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Honestly we should just wait until Bitterman actually puts up the mission list for Issue #4.

No point in trying to figure out the non-Major/Time-Limited missions right now. In addition to new missions, there might be changes to older missions since many of Issue #3's missions involved Crusade who just underwent a major shakeup.
 
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