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.
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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.
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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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