X-COM 2 - 2019 Campaign Thread

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Lazybones
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Re: X-COM 2 - 2019 Campaign Thread

Post by Lazybones » Fri Aug 02, 2019 3:16 pm

Had to go into the office today, so I'll post the research/manufacturing results this afternoon.

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Karvon
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Re: X-COM 2 - 2019 Campaign Thread

Post by Karvon » Fri Aug 02, 2019 3:26 pm

Stanley had been as surprised as the others when the old base in the desert they were about to land up blew up in their face. After listening to the various theories tossed around, he chimed in with a couple of his own.

"Seems to me there could be at least a couple of other feasible explanations. One, the aliens were investigating the base themselves and triggered some sort of doomsday device booby trap left by our X-Com predessors. Or, some other human group beat us to the place and the aliens blew it, and them, up to prevent them benefiting from whatever was there."

//Stanley will add his expertise, 16 repair to the power relay project.

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Re: X-COM 2 - 2019 Campaign Thread

Post by Lazybones » Sat Aug 03, 2019 12:56 am

Session20

+750xp for full-party posting this week
+500xp for Stanley for critical success on a skill roll.

* * *

The members of Alpha spend much of the week looking warily around corners, after Jesse is nearly trampled by Henderson when he comes barreling down one of the Avenger’s many corridors. The old man, often accompanied by Victor, spends much of the time running around the interior of the ship clad in an outfit that looks like a cross between an aluminum trash can and a body-length fur coat. Various sensors are attached to the crude outfit, which provides data that Gustav monitors throughout the exercise.
FROM: LILY SHEN, X-COM ENGINEERING LEAD
TO: MEMBERS, PLANNING COMMITTEE
CC: CENTRAL
RE: Research/Manufacturing Progress Report, Week Ending August 3, 2035

Now that we have our new replicator online, all of our projects should go faster. My view is that we should continue to expand our base capacity as much as possible. Once we have all of the new Avenger facilities online, we should consider which equipment projects we want to prioritize to improve our effectiveness in the field.
Research priorities were pretty evenly split, so Central stepped in to break the tie and finish the Motion Scanner project.

Base rolls:
X-COM Research Capacity (2d10): rolls 7, 3, +2 (Darius Singh) (10/10 points in Sectoid Autopsy [completed], 10/10 points in Motion Scanner [prototype completed], 1/15 points in EXO Suit).
  • Daud: +8 vs. DC15 on Motion Scanner, roll 12 (Success). +1 to project.
  • Bo: +15 vs. DC20 on Sectoid Autopsy, roll 11 (Success). +1 to project.
X-COM Manufacturing Capacity (3d10): rolls 8, 6, 2, +1 (Mendoza), +1 (Tieffendahl) (20/20 points in Power Relay [complete], 9/20 points in Advanced Research Center).
  • John: +7 vs. DC15 on Shuttle Repair, roll 13 (Success). 1 day shaved off project
  • Jesse: +17 vs. DC15 on Shuttle Repair, roll 2 (Success). 1 day shaved off project
  • Stan +16 vs. DC25 on Power Relay, roll 20 (Critical Success). +3 to project. +500xp.
X-COM Medical Capacity (2d6): rolls 1, 6 (7 new medikits produced this week)

Henderson and Victor: armor training (Medium Armor Proficiency achieved)

Since you saved a few days on the shuttle repair, I’ll start the session with a briefing where you will have options before the usual week’s production benefits are realized.

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Vanya Mia
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Re: X-COM 2 - 2019 Campaign Thread

Post by Vanya Mia » Sat Aug 03, 2019 3:11 pm

((Server is up, usual details.))

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Re: X-COM 2 - 2019 Campaign Thread

Post by Vanya Mia » Sat Aug 03, 2019 4:09 pm

((Server decided to go kapow. Putting it back up.))

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Re: X-COM 2 - 2019 Campaign Thread

Post by Vanya Mia » Sat Aug 03, 2019 4:20 pm

((Gone again. Seems there's a problem but it may be a script, as it seemed to be when it got near death.))

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Re: X-COM 2 - 2019 Campaign Thread

Post by Lazybones » Sat Aug 03, 2019 4:22 pm

The first time it was still at 60% health. I don't remember putting an injury script on the thing. It may just be some problem with the model.

I guess there's no point continuing the mission until I have a chance to go in and fix it.

[edit: we got the server back up and are continuing with the creature dead]

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Re: X-COM 2 - 2019 Campaign Thread

Post by Vanya Mia » Sat Aug 03, 2019 4:23 pm

((Massive damage is the only one but Bo did get stunned again at that point. Not sure, can't see anything in the logs. Putting server back up.))

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Re: X-COM 2 - 2019 Campaign Thread

Post by Lazybones » Sat Aug 03, 2019 5:30 pm

All right, next session is August 24. Have a good summer vacation, everyone.

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Re: X-COM 2 - 2019 Campaign Thread

Post by Lazybones » Sun Aug 04, 2019 1:09 am

I will leave you with this:

* * *

A few days pass after your mission to the smugglers’ ship. Johnson’s engineering skills are hardly impressive, but Lily finds room for him in the manufacturing bay. You return to your endless lists of chores, finishing the Motion Sensor and the final touches on the Power Relay. Something seems off, however; the Avenger shifts course frequently, and its engines seem to be running hotter than usual.

You’re about go up to the Command Deck to check in when you get an email from Central.
We’re changing course to take us up into the Arctic Circle, away from population centers. We need to lay low for a while. Our recent activity must have stirred things up; we’ve detected a tripling of alien patrol activity in the upper atmosphere over the last 48 hours. It’s not certain that they’re looking for us, but we’re not going to take any chances.

We’ve had two major breakthroughs this week. Chief Shen says that the new Power Relay may allow us to weaponize the aliens’ Elerium technology that powers the Avenger. She says it will take time and work to produce portable gear that utilizes this power source, but it may prove worth the investment in the long run.

On the other hand, Doctor Tygan says that what he’s learned from the Sectoid Autopsy may eventually allow us to develop the latent psionic abilities embedded deep within human DNA. This too doesn’t promise immediate results, but may be enough to turn the tide against the aliens and ADVENT.

Research Projects

MC costs in this list are for subsequent copies of an item once it is researched. Initial research just uses X-COM Research Capacity.

Base production is 2d10+2 (Singh)
  • Magnetic Rifle. We can expand upon our success with the mag pistol and create a full-sized rifle that can project mag rounds with devastating speed and accuracy. One prototype will be produced when this technology is researched. [RC10, MC8]
  • Shard Gun. The Shard Gun takes standard shotgun shells and superheats them in a magnetic ignition chamber. The result is a molten spray of burning death. One prototype will be produced when this technology is researched. [RC10, MC8]
  • Gauss Weapons. With our mastery of ADVENT's core weapon technology, we can now develop specialized weapon systems using the alien technology to improve on power storage and consumption, projectile path fidelity, and penetrative force over greater distances. We may be able to develop a sniper rifle and cannon variant based on our newly learned Magnetic Weapons technology. [RC10]
  • Nanoscale Vest. The Nanoscale vest is a light armor underlay derived from ADVENT armor. This vest can be worn with all X-COM armors to provide additional protection. [RC15]
  • Predator Armor. Predator armor represents our first foray into new body protection based on alien hybrid materials. This suit of medium armor offers excellent protection against most forms of attack. One prototype will be produced when this technology is researched. [RC15, MC10]
  • Spider Suit. This suit of light armor offers improved protection over the basic X-COM Kevlar, and includes a grapple that can be used to access improved tactical positions on the battlefield. One prototype will be produced when this technology is researched. [RC15, MC10]
  • EXO Suit. This suit of heavy armor provides superior protection, and includes an embedded rocket launcher. One prototype will be produced when this technology is researched. [RC15, MC15, 1 point completed]
  • Improved Medikit. Doctor Ranma tells us that we can improve our basic medical kits to provide more effective battlefield triage. All current medikit production will be upgraded once this technology is researched. [RC10]
  • Personal Shield. Our successful autopsy of the ADVENT Shieldbearer has opened up a promising line of inquiry that may allow us to integrate this tech into our own armors. One prototype will be produced when this technology is researched. [RC20, MC10]
  • ADVENT Purifier Autopsy. With a greater understanding of the systems behind the ADVENT Purifier's unusual tolerance of environmental hazards, it will likely be possible to emulate their methods for some use in our own equipment.[RC5]
  • ADVENT Stun Lancer Autopsy. The ADVENT Stun Lancer is commonly seen maintaining order and quelling disturbances throughout the world. Their unique stun lance could be adapted into a weapon our Rangers are already training to use. [RC5]
  • ADVENT MEC Breakdown. These mechanized units have a familiar humanoid form, but we haven't found any indication of a pilot or biological control system. I'm hoping that once we've pulled it apart, I'll be able to mirror some of their advancements in our own weapons and robotic systems. [RC5]
  • Berserker Autopsy. This unusual specimen is clearly afflicted by some form of extreme muscular hyperthrophy, although how the species came to exist in this state will require a thorough examination. I suspect the research could lead to varying enhancements for our own troops, perhaps even means of intensifying their own thirst for combat. [RC10]
  • Elerium. The aliens, and to a lesser extent ADVENT, have long relied on the otherworldly element known as Elerium to power everything from their weapons systems to the UFOs themselves. It may take some time but furthering our understanding of this material could greatly advance our own weapon and armor development projects.[RC15]
  • Psionics. Although we've seen them wielding Psionic powers before, our recent encounters with the aliens have truly shown us how they are able to deftly manipulate the flow of Psionic energy and use it to their advantage. If we were to master it as well as they have, the potential applications in the field would be limitless.[RC20]
Manufacturing Projects

Base production is 3d10+1 (Mendoza) +1 (Tieffendahl) +1 (Johnson)
  • Mag Pistol. The workshop can now manufacture additional copies of the magnetic pistol. [MC5]
  • Magnetic Ammunition. This ammunition can be used in all of our magnetic weaponry. [MC1/2 (one unit of capacity produces two boxes)].
  • Skulljack.If needed, we can manufacture additional copies of the Skulljack for use during away missions. Doctor Tygan also thinks that we may be able to improve the basic design at some point.[MC10]
  • Motion Scanner. Now that we have a working prototype, we can produce additional copies of this device as needed. [MC5]
  • Additional Medikit Production. We all know that medical supplies are at a premium. We can dedicate a portion of our manufacturing output to augment what Doctor Ranma can put together in Medical each week, but that means a cut in other areas. [Manufacturing Cost: 2/kit]
  • Advanced Surgical Kit. Our medikits are pretty fantastic, but even they can only do so much. This kit, designed for field use, can keep a critically injured team member alive long enough for more substantial medical intervention back on the Avenger. [Game Note: this is a one-use Raise Dead device.] [MC5/kit]
  • Advanced Medical Center. The upgrade to the Avenger’s power system will allow us to further upgrade our facilities. The project outline includes debris clearance on the lower decks. [MC20, requires Improved Medical Capacity, adds unlocks, +1d6 medikit production.]
  • Advanced Research Center. The upgrade to the Avenger’s power system will allow us to further upgrade our facilities. The project outline includes debris clearance on the lower decks. [MC20, 9 points completed, requires Improved Research Capacity, adds unlocks, +1d10 research output.]
  • Defensive Turrets. Our raid on the alien supply ship highlights our own vulnerability to attack. This upgrade would add a pair of automatic turrets to the exterior of the ship, flanking the exit ramp. [MC15]
  • Mundane Toolkits. Chief Shen can produce just about any kind of ordinary toolkit in the workshop. Just let her know what you need and we'll see that it's added to the queue. [MC varies depending on the tool.]
We’re going to be away from civilization for a while, so there’s no rush in getting in your suggestions. It’s clear we have some difficult choices ahead of us.

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