X-COM: Aliens

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Gulfwulf
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Re: X-COM: Aliens

Post by Gulfwulf » Mon Jan 12, 2015 2:58 am

Mirgalen wrote:PS: How do I get that green colour thing?
Click on display BBCode on the right if you're using the quick reply editor, and then Font colour at the top. That'll bring up a list of colors you can use, so click on the one you want and type your text inbetween the brackets:

Code: Select all

[color=#80BF00]some stuff here.[/color]
becomes: some stuff here.

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RogueZair
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Re: X-COM: Aliens

Post by RogueZair » Tue Jan 13, 2015 3:55 pm

The Quiet One made sure to get to the lab promptly after the last mission, so that it could stake out a spot in the lab. It was still not sure what it had done to the computer to make it make the Silacoid. It had instructed the computer to bring up information on how to build a heat pack as part of a portable medical harness. Computers still confused The Quiet One a bit, and it decided to stick to the mechanical elements of the projects.

It focused on improving the function of the plasma guns. They would need stronger and more accurate weapons to successfully assault these new humans, these XCOM humans. "More and hotter plasma should burn through their tough skin." It said as the team started the project.

//Craft Mechanical: 8 (focusing on Weapons)
Mirgalen wrote:PS: How do I get that green colour thing?

//Just click "T Edit" button at the top of a message after posting it, then you get formatting options. Select the text, click the color you want from the "Font color" drop down, and it will insert the BBCode around what you selected. If you click the "PostReply" button rather than using the "POST A REPLY" box at the bottom of a thread, you get the same options.

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Gulfwulf
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Re: X-COM: Aliens

Post by Gulfwulf » Tue Jan 13, 2015 7:53 pm

Strong followed Quiet into the laboratory and stood over him as the other started messing around with the plasma guns. "Hotter plasma sound good, Quiet" he said, reaching a hairy arm to point at a particular component of the pistol. "Maybe try that? That should increase output and make hotter laser."

//Knowledge: Tactics: 4 or Research: 3, which ever you feel is more appropriate, LB.

RogueZair wrote://Just click "T Edit" button at the top of a message after posting it, then you get formatting options. Select the text, click the color you want from the "Font color" drop down, and it will insert the BBCode around what you selected. If you click the "PostReply" button rather than using the "POST A REPLY" box at the bottom of a thread, you get the same options.[/color]
You can bring up the BBCode menu using the quick reply option by clicking on Show BBCode to the right of the reply box.

smartalec
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Re: X-COM: Aliens

Post by smartalec » Fri Jan 16, 2015 11:02 am

The Scowling One seems to be working alongside the others in the lab, but the astute can tell something's not right. The Scowling One is unnaturally quiet, the presence of its abrasive, insistent mind muted in the mindscape as it keeps its thoughts to itself. Occasional glances at the screen it uses can sometimes catch glances of diagrams and thoughtmemes unrelated to the project, though the Scowling One is quick to switch to something else when it knows it's being watched. It casts furtive glances up towards the landing pad, when not working in the lab.

It is to no-one's surprise when the Scowling One is led aside by the Elder, though whether the Elder intends to ask about these things or something else is unknown. Regardless, the Scowling One is not seen for a number of cycles...

Shadani
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Re: X-COM: Aliens

Post by Shadani » Fri Jan 16, 2015 12:39 pm

The Pale One was disturbed by Scowling's disappearance, but did not wish to show it. It had suspected that their heightened awareness would surely draw the attention of the Masters, but had attempted to delay the inevitable by opting for silence and obedience where such seemed most likely to please the Elder, even in the face of the Elder's own incompetence. It had tried to communicate this to Scowling, but had not been sure how.

Certainly, their other siblings would not be likely to understand - in time, they might reach the same conclusions it was rapidly approaching, but such things would not come quickly, and could not be forced. For now, it was best to continue its work, and await further developments.


((Physical Sciences: 12 for weapons.))

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Vanya Mia
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Re: X-COM: Aliens

Post by Vanya Mia » Fri Jan 16, 2015 3:59 pm

The Nimble One was equally unnerved. Sitting next to Scowling, as it had on the journey home, always made the clone jumpy and this journey was no exception. There had been something different about the other clone. While Scowling always seemed to near vibrate with animosity, particular while Nimble was near, this time it had been .... different. Or at least not with the usual kind of tension. A clone exposed to Scowling less often might describe it as unsettled, but that was impossible.

Now the Elder had taken Scowling away, and it was better not to think about what was happening. So Nimble buckled down to working on the weapons. The clone went back to its old friend the "dinger" and extracted the magnetron. It rigged a depleted plasma pack to the elerium generator supply to charge, before beginning to alter the magnetron's emitter so that it focused into a narrow beam instead of dispersing the electromagnetic waves. Finally it jury rigged the plasma pack to the magnetron, dropped the unit inside the microwave casing "for safetly", flicked the discharge switch on the plasma pack, and slammed the microwave door.

A narrow beam of heat seared out of the emitter and burned a hole through the casing of the microwave, narrowly missing several of the clones. Simultaneously there was a small booming noise from inside the erstwhile kitchen equipment.

As it's companions scattered, Nimble air-punched in a very un-clonelike fashion, though where it got that mannerism from was open to question. "It worked!" the clone broadcast joyfully, "Now we just got to stop it 'sploding."

((Craft Mech is 9))

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Lazybones
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Re: X-COM: Aliens

Post by Lazybones » Fri Jan 16, 2015 5:05 pm

Week 11

Project: Weapons/Gear Domain Tier 1: Improved Plasma Pistol (20RP)

Carryover from last week: 6

Research Points (RP) Needed: 14

Project Leader: The Pale One: Knowledge Physcial Sciences 12, ROLL 14, Result 26
Project Support (all roll vs. DC20 to add +2, DC25 to add +3,non-core skills subtract 1 from the bonus):
The Fast One: Craft Mechanical 10, ROLL 5, Result 15
The Quiet One: Craft Mechanical 8, ROLL 8, Result 16
The Strong One: Research 3, ROLL 20, Result 23 (+2RP, and see below)
The Nimble One: Craft Mechanical 9, ROLL 15, Result 24 (+2RP)


Research Earned: 10 (base) + 26 (project leader) + 4 (support) = 40 points

Improved Plasma Pistol earned! +1 attack and increased ammunition capacity. Once the upgrade is researched, one weapon is upgraded per session. +100xp for completing a Level 1 research project.

26RP applied to Advanced Gas Grenade project (30RP). Acid-based burst weapon. Note that this does not replace the basic grenade, so this effectively doubles your grenade allotment for each mission.

* * *

The clones set to their new research project with gusto, aware that the humans are gradually leaving them behind in weapons technology. The Pale One again takes charge, and directs the other clones with efficiency that leads to rapid success. Soon the design for an improved plamsa pistol is submitted to Manufacturing in record time.

The Strong One spends its time working on its own, looming over a worktable in the lab. When the Pale One finally gets a look at what it was doing, it is surprised to find three small spheres lying on the table. Somehow the reaper clone has managed to cobble together some advanced grenades from the spare parts lying around in the lab. More research is required to bring the new grenades to production, but barring a disaster that should be easy enough.

* * *

You will have three advanced gas grenades available for the next mission. As an added bonus, here are the next few steps on the Weapons/Gear tech tree:
  • Tier 3: Improved Plasma Rifle (40RP). Allows upgrade of Plasma Rifles to Plasma Sniper (+3 attack, Keen, slightly reduced ammunition capacity). Once the upgrade is researched, one weapon is upgraded per session.
  • Tier 4: EMP Launcher (50RP). Fires a focused EMP that is highly effective against mechanized units (Crumble spell, CL11). Can fire five shots when fully charged.
  • Tier 5: Improved Vibroblade (60RP). Improves the Vibroblade to a +3 weapon, with a +2d6 damage bonus (improved from 1d6). Once the upgrade is researched, one weapon is upgraded per session.
* * *

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Lazybones
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Re: X-COM: Aliens

Post by Lazybones » Fri Jan 16, 2015 5:06 pm

+100xp for everyone for research advance.

+400xp to Pale, Fast, Quiet, Nimble, and Strong for IC posting.

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Gulfwulf
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Re: X-COM: Aliens

Post by Gulfwulf » Fri Jan 16, 2015 6:12 pm

//Two 20s in a row? Should I be worried? :?

Strong looked over at Pale as the other came over to its workstation. "See? Strong smart! I make new grenades. These should affect xcoom like current grenades, but instead of going boom, they spew acid. Maybe eat through shiny metal, yes? Put into production soon after we fix plasma rifles like we do pistols." Strong smiled, looked overly pleased with itself as it handed Pale one of the grenades for inspection.

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Vanya Mia
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Re: X-COM: Aliens

Post by Vanya Mia » Sat Jan 17, 2015 4:16 pm

((For those who hadn't spotted it, server is up.))

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