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====The Weyland Consortium==== Builders, bankers and businessmen extraordinaire, the Weyland Consortium is not one business, but an alliance of large corporations working together; though known for constructing Earth's space elevator - nicknamed the "Beanstalk" after the consortium's founder, Jack Weyland - what Weyland does is buy, sell and invest in other companies and corporations, leveraging their huge wealth to pursue their goals. Uniquely, most Weyland IDs are not divisions of the Megacorp, but corps in their own right - a transnational bank, a fusion power company, a space exploration company etc. - a lore reflection of part of the early design process, where several factions were folded into one. As a faction, Weyland specializes in barriers, tutoring, and making money - in fact, they have a card of every type that makes money, even ICE! Weyland is also strongly associated with meat damage - almost all the corp cards that do meat damage are Weyland, even if Weyland isn't always the best at employing them. Speaking of things Weyland isn't the best at, like HB, a fair bit of Weyland ICE has a unique feature (no extra subtype though) - it can be advanced like an asset or agenda, to change it: some ICE gets stronger, some gain subroutines, etc. Unfortunately, a lot of this ice is over-costed, especially when the additional cost in clicks and credits is included - the investment is not often worth it. When this is combined with Weyland's other weaknesses - limited code gates and noticeably few and poor upgrades it becomes a bit clearer why Weyland struggles to score agendas or protect what it's got. Weyland is also famously unsubtle, having almost no ability to disguise agendas. However, when scored, their agendas can often recoup their cost - if they can actually score an agenda Weyland will rarely slow down, though often this money comes at a cost in Bad Publicity - an example of Weyland's willingness to get things done at any cost, also seen by their tendency to trash their own cards for money or other advantage. Much like Criminal, Weyland's signature card is easy to identify - the often game-ending Scorched Earth. While Weyland often has to import the card that will give the tag, and often the card is splashed by tag-happy NBN, the kill is unmistakably Weyland, and has the influence cost to prove it. Scorched Earth is the most infamous tag punishment in the game, its use being partly responsible for the maxim: "don't run last click" - the risk of getting a tag and being unable to clear it making such a run an often fatal mistake. Scorched Earth also has something of a psychological effect - playing against Weyland often makes runners a lot more circumspect about running without enough money or protection, which can be exploited to score out agendas.
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