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#14270667 Dec 21, 2019 at 05:14 AM
Veteran DM
172 Posts
((What do we have that we are still using that needs Heavy Mag ammo? We all have plasma don't we?))
Old enough to know better, too old to care.
#14270894 Dec 21, 2019 at 10:03 AM
Veteran DM
172 Posts
((Server up, usual details.))
Old enough to know better, too old to care.
#14271053 Dec 21, 2019 at 01:10 PM
Veteran DM
242 Posts
You’ve gone beyond the point where skulljacking officers can provide much useful information, but you can add +1 RC to any project this week. Most of the data you recovered from the alien base applies to the Psi Portal project (already factored in below), but the prototype plasma chamber you found can add +1d6 to any weapons project, and the various biological/genetic research data you recovered can add +1d6 to any medical project (including autopsies).

The email from Central is below.

* * * * *

We’re going to focus our efforts on the Psi Portal you recovered and the data related to the AVATAR project. With luck, this may be the thing we need to turn the tide against the aliens and put a final end to this war.

Doctor Tygan has reported that his analysis of the Andromedon alien has provided some useful insights into the acidic weapons it utilizes, as well as giving him some ideas for an EMP weapon that could prove useful against the more robust mechanized alien types. Doctor Ranma has announced that all medical kit production has been upgraded to the improved specification, and that she believes she can use all of the data you have collected to further upgrade our medical capabilities.


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 3d10+2 (Singh) +2 (Kanem) +4 Permanent Upgrade

10 RC will be dedicated to the Psi Portal project. It is likely that work on this project will take some time, since we need to clear away some space and set up the device before we can even begin to test its functions.

  • Avatar Autopsy. The aliens built an elaborate new society, a government structure and a system of careful manipulation solely to fuel the creation of this, their so-called "Avatar". At the cost of countless human lives, they have finally succeeded. [RC15]
  • Mag Cannon. This weapon has likely been superseded by our Beam Cannon development, but is available as an option if you want to research it. One prototype will be produced when this technology is researched. [RC10, MC10]
  • Acid Grenade. With a little work, we believe we can reverse engineer the acidic grenade that you recovered from the ADVENT facility, and add it to our production lines. [5/15 completed, RC15, MC3/2]
  • Incendiary Grenade. With a little work, we believe we can reverse engineer the incendiary grenade that you recovered from the ADVENT facility, and add it to our production lines. [RC15, MC3/2]
  • Pulse Grenade. With a little work, we believe we can reverse engineer the electric pulse grenade that you recovered from the ADVENT facility, and add it to our production lines. [RC15, MC3/2]
  • Bio Grenade. With a little work, we believe we can reverse engineer the biological grenade that you recovered from the arctic ADVENT facility. This grenade will be harder to manufacture, but is especially deadly against organic targets. [RC15, MC2]
  • EMP Grenade. This specialized grenade is designed to be used against robotic aliens like the MECs, Andromedon, and Sectopod. Against these foes it can be quite effective. [RC15, MC3/2]
  • 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]
  • Improved Medikit 3. Doctor Ranma continues to learn from the alien autopsies and the data that Alpha has recovered from the alien research sites. She reports that she can continue to improve our basic medical kits to provide more effective battlefield triage. All current medikit production will be upgraded once this technology is researched. [RC15]
  • Regen Serum. This serum temporarily boosts human regenerative capabilities, allowing our operatives to rapidly recover from injuries inflicted on the battlefield. One prototype will be produced when this technology is researched. [RC15, MC2]
  • Nanomedikit. Our research into the Viper alien has allowed to develop a blueprint for an advanced medikit that can treat a broader range of battlefield symptoms than our standard medical supplies. One prototype will be produced when this technology is researched. [Game Note: this is essentially a one-use Restoration item.] [RC15, MC2]
  • 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]
  • Reinforced Underlay. This armor upgrade, based on the data collected from examining the gear of the ADVENT Purifier, provides exceptional protection against fire attacks. One prototype will be produced when this technology is researched. [RC15, MC10]
  • 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]

Manufacturing Projects

Base production is 3d10+1 (Mendoza) +2 (Tieffendahl) +1 (Johnson)

  • Plasma Lance. This high-powered plasma weapon delivers precision blasts of energy at long range. It uses the same ammunition cells as the Beam Cannon. [MC10]
  • Fusion Blade. The Fusion Blade encases a plasma heated metallic core in a microthin magnetic field, enabling devastating melee that are capable of setting enemies aflame. [MC10]
  • Beam Cannon. Further refinements and adaptations of the alien plasma technology had led to a weapon capable of matching the heavier enemy weapons in terms of damage output and destructive potential. [MC10]
  • Plasma Rifle. Now that we've finally deciphered the aliens' devastating weapon technology and can develop beam weapons of our own, we can build rifles that will be the match of any enemy our soldiers encounter in the field. [MC10]
  • Beam Pistol. Our advances in the area of Elerium technology will allow us to manufacture higher-powered energy weapons. This handgun is the first step, and marks a significant step up from our existing magnetic weaponry. [MC10]
  • Plasma Ammunition. While the new beam weapons are clearly more effective, the ammunition requires more resources to produce. When allocating resources, you should indicate whether you want Beam Cannon Ammunition (for the Plasma Lance and Beam Cannon) or Plasma Ammunition (for the Beam Pistol and Plasma Rifle). One units of Manufacturing Capacity can produce one box of ammunition. [MC1]
  • Mag Pistol. The workshop can now manufacture additional copies of the magnetic pistol. [MC5]
  • Magnetic Rifle. The workshop can now manufacture additional copies of the magnetic rifle. [MC8]
  • Gauss Rifle. The workshop can now manufacture additional copies of the gauss rifle. [MC10]
  • 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. [MC8]
  • Magnetic Ammunition. This ammunition can be used in all of our magnetic weaponry. When allocating resources, you should indicate whether you want Heavy Mag Ammunition (for the Gauss Rifle and Mag Cannon) or Mag Ammunition (for the Mag Pistol and Magnetic Rifle). [MC1/2 (one unit of capacity produces two boxes)].
  • Arc Blade. When pure kinetic energy is no longer sufficient in the field, the Arc Blade may prove necessary. It boosts the standard Sword's combat effectiveness with the addition of an electric field, capable of stunning enemies not killed outright. This weapon can be made as a full-sized weapon (longsword) or a lighter one that can use Weapon Finesse. [MC10]
  • GREMLIN Mk.II. Our study of the alien MEC devices has allowed us to improve the durability and combat effectiveness of our GREMLIN drones. Chief Shen is working on fixing the ammunition feed problem, and reports that we can now mass-produce these devices as needed for our specialists. [MC5]
  • Psi Amp. The crystals that power the psi amp degrade with repeated use, but we can manufacture more of them as needed for our Psi Operatives. [MC10]
  • Skulljack.If needed, we can manufacture additional copies of the Skulljack for use during away missions.[MC10]
  • 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. [MC10]
  • Wraith Suit. This suit of powered light armor has an adaptive camouflage array that can allow its wearer to literally “disappear” from view. [MC10]
  • EXO Suit. This suit of heavy armor provides superior protection, and includes an embedded rocket launcher. [MC15]
  • WAR Suit. This powered heavy armor offers even better protection against assault than our EXO suits, and includes a built-in flamethrower unit. Improved actuators provide an additional boost to the wearer’s strength. [MC15]
  • 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. [MC10]
  • 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]
  • Experimental Surgical Kit. The medical device that you recovered from the ADVENT research base offers a huge advance to the field of battlefield medicine. [Game Note: this is a one-use Resurrection item, which results in a significantly smaller XP penalty.] [MC8/kit]
  • 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.

Remember to get your recommendations in by Friday.
#14273050 Dec 24, 2019 at 06:52 PM
Veteran DM
242 Posts
Happy holidays to everyone in the Saturday crew!
#14273526 Dec 25, 2019 at 07:47 PM · Edited over 1 year ago
109 Posts
The Alpha Dilemma.

The Alpha team was not a typical one. From the start management had doubt that a bunch of untrained (mostly) civilians would not survive more than 2-3 missions. But somehow Alpha did it and was the team doing an incredible job taking Advent down one facility at a time. If the other teams were made of highly specialised people with a clear cut role like Scout, grenadier or sniper, Alpha was quite the opposite.
There was no one locker or one specific set of tools and weapons per person. Instead, everyone was cherry picking items, weapons and armours. If other teams had one primary and one secondary weapon it was hardly the case for Alpha where some team members had 1-2 weapons and others 4 or more. JD had taken the job to try to sort this out at least to ensure that Alpha had the right ammo when going on missions.

So far Alpha was equipped with a mixture of conventional weapons, magnetic and plasma (a.k.a. beam) weapons. Based on JD’s inventory assessment they had enough advanced weaponry to discard conventional weapons altogether. He even suggested that going forward they could discard magnetic weapons and ammunition altogether (if there was enough beam weapons to go around).

He had taken a plasma cannon for the previous mission. It was a potent medium range weapon, the best they had so far but he felt that perhaps he should use an advanced sniper rifle instead.

Did Alpha need secondary weapons?
Those who could use swords had swords. Even JD had an old rusty sword.
They had hand grenades and non-reusable grenades launchers.
They had a few beam pistols and mag pistols.

Team Alpha Primary Weapons:

Alpha had both magnetic and plasma rifles. On top of that Alpha had a plasma cannon. They were medium range weapons. Cannons were a bit tricky to use and required some heavy weapon combat training.

The team also had a plasma lance, fancy name for an advanced sniper rifle.

Based on JD’s calculations, team members would be fine with 100 rounds of ammo for their primary weapon and 50 for their secondary weapon. Perhaps a 20% - 30% extra supply would give the team a margin of safety. If taking the leftover ammo as reserve the ammo estimation going forward was…





//

RESEARCH

1. Avatar Autopsy (+1d6 bonus)

There is also 1d6 bonus for weapon project. I assume we cannot save it for next week.
If this can be applied to a grenade project than anything we think could be used against the toughest aliens e.g. Avatar, Elders... unless someone fancies a Mag cannon.

I was thinking Bio or Pulse Grenade.

2. ??? weapon (+1d6 bonus)

MANUFACTURING:

1. Plasma Lance
2. Beam Ammo 50% heavy - 50% light (JD craft Mech 11, makes heavy beam ammo)
3. plasma rifle/beam pistol to retire current magnetic based weapons
4. Medical supplies (I give my vote to Bo for that)




#14273937 Dec 26, 2019 at 08:53 AM · Edited over 1 year ago
Veteran DM
172 Posts
Bo stared at the body of the Avatar. It should have looked human. All of their information had led her to believe it would look human. The aliens were using their DNA to make a housing for their own intellect so it should have looked human.

It did not, not to her sight.

She stared at the body, the empty shell that had never been inside a natural womb. The empty shell that might, under different circumstances, been a living being breathing human. Might, but for her races betrayal by its own DNA. The aliens a bacteria finding an ideal home within the cells it grew by design.

Bacteria, she knew, had weaknesses.

Traditional weapons were useless. No matter how good they were XCOM would never get enough to do more than scratch the surface. There were not enough weapons and even if there were, not enough people to wield them. What they needed was the time to find another weapon, a different one, and the means to stay alive long enough to discover it. If only there had been time to learn more from the crashed alien ship. Some way of stretching beyond their own atmosphere to investigate solutions outside the constraints of their own planetary evolution. A means of searching the stars for something to server as an interstellar antibiotic.

But there was not.

All they had was on the autopsy table in front of her right now.

Bo stared at the body of the Avatar. It should have looked human, but it was not. She moved her hand and the scalpel cut.


((I'm following Bo's thoughts, we try to find a new weapon and stay alive while we do.

Bo will be Psi training.

Research:

Priority is the Avatar autopsy, naturally. We can throw the 1RC from the Officer and the 1d6 bonus at it. Bo will help with Treat Injury 20, which I forgot had increased for the last round. Ho hum.

Beyond that I'm not wedded to anything but would suggest we don't research any more firearms, for the moment at least. In the absence of anything more obvious I suggest we put the weapon boost into a grenade and finish it, I'll let the more combat informed decide which, then plough the rest into the next level of Improved Medikit for the extra healing - which we are really needing now we are facing big hitting weapons and burning through them.

Manufacturing:

We've all got Plasma/Beam weapons, that was established last session, but while we don't need more weapons some still could benefit from armour. Hence:

1 - Wraith suit for Stan, say if he wouldn't want it Karv.
2 - WAR suit for Vic, say if he wouldn't want it SA.
3 - Experimental Surgical Kit (Remembered we had to use one. 😑 )

Which should, correct me if I'm wrong, put all of us in the best armour we can get without training.

We need medkits and we will still need ammo, but can we please focus on plasma? If we make that then fingers crossed we won't have to use the secondary weapons at all.

So!

50/50 for anything left between Medkits and Plasma Ammo. Half the ammo to be heavy, half to be regular. Can we also have any ammo successfully made by PCs balanced into this so if they opt to do so spare base points go into medkits? A pain I know, sorry, but pretty please LB. It's Xmas after all? 😅

As an aside it's worth noting that while we all know the ammo splits into separate bundles when you equip and un-equip firearms what you might not is that the more you do it the smaller the bundles get. This seems to be because reload looks for bundles big enough to fill the magazine of a firearm. Plus as NWN dumps the little bundles further down your inventory the reload script picks out the full packs higher up. So it's easy to lose track of how much you have, particularly if you don't keep a tidy/empty inventory. One of these days I'll code a way to do sort the ammo types but until then I'd really recommend tracking down and stacking all the bundles.
Old enough to know better, too old to care.
#14274472 Dec 27, 2019 at 04:21 AM · Edited over 1 year ago
112 Posts
They took down one of the elder's precious avatars. They were powerful, and well protected, but they bled. They burned. It had been some potent medicine for Daud, to face one up close. To cut it. It felt like striking the elders directly, for the first time. He was still a psionic fledgling, but he could feel it die, and that almost made the training all worth it, knowing that if they survived all this and kicked ADVENT and the elders off earth, they might be looked at as pariahs or worse by the rest of humanity.

But the final showdown was coming up on them faster than they were prepared for, Daud felt. Their successes could all be for nothing if they didn't make the right calls now. The avatar corpse, and that so called portal... gate, whatever it was were big. Everyone could feel it. Daud didn't know what they would learn, but their science team were fighters all themselves. Soon, they'd know something helpful. The waiting on board the ship was palpably tense.

------------------
RESEARCH
1. Avatar autopsy +1d6, another +1 from officer
2. Improved Medkits
3. i dunno, maybe acid grenade since it's already got points, and maybe we can use the weapon research 1d6 bonus on it. Not like we're going to use it on an obsolete mag cannon.
4. If there happens to be leftover, i say just put it in whatever comes of the avatar autopsy or nanomedkits.

MANUFACTURING
1. WAR suit
2. Wraith Suit (if stan wants)
3. experimental surgery kit
4. med kits

Daud will try and make plasma ammo with +8 craft mech. Also train psi... can we double train psi, both passively and actively?

Also kind of against making another plasma weapon if we all got one now, and the people that have heavy weapon proficiency each have either a sniper or a cannon.
#14274561 Dec 27, 2019 at 05:46 AM · Edited over 1 year ago
85 Posts
Dying the second time didn't feel as bad, somehow.

It wasn't the sort of thing she ever thought she could get used to. Maybe it was all the psi training. Numbing her to the trials of the flesh. Maybe it was just part of being a soldier, and staring death in the eye every other day.

It was growth, of a sort. But she wasn't sure if she liked it.

"This has to be it," she said, while showing some of the others the work they'd done reconstructing the - well, the 'portal', as they were calling it. Even though the Avenger was mostly alien tech, the damn thing still felt out of place. Like something well beyond them.

"They've gone through a lot of trouble hiding this thing from us. This has to be it. How we finally strike back at the bastards. Really hit them where it hurts."

((Research: Avatar Autopsy, improved medkits. I think if we're putting the +1d6 weapons thingy into a grenade, EMP or Pulse might be our best bet? Since we've established Sectopods and the like don't give a crap about fire or acid.

Manufacturing: Surgery Kit, war suit, wraith suit. Get us all kitted up in tier 3 gear for the final battle; we're already set for weapons. If we have any leftovers somehow, divide between ammo & medkits.

Jesse will be helping out on the factory floor with +15 manufacturing.))
#14274565 Dec 27, 2019 at 05:53 AM · Edited over 1 year ago
103 Posts
"Everyone can feel it," said Vic, on the airwaves. "We're approaching some sort of encgame, sure as sure. The Aliens, well, they're spinning up their machines, trying to square away this big project of theirs. The big hope that they can save their own wretched lives by stealing ours. And here we are! We're getting to watch a rebellion start to form in real time... getting word from another three urban complexes of acts of vandalism, resistance. Tide's turning, people."

"When this is all over, and the cost is counted, and if we're the ones standing at the end, our story'll come out. XCom's talked about even now, in better light than ADVENT would have it. So I guess, what do we want our story to be? We get to decide that, each of us, with everything we do. Humbling thought, huh? I thought that, but it's pretty 'empowering', as they say, pret-ty empowering. How many people through history've been lucky to have been in a position like this? Damn few. Let's make the most of it, XCom."

"And to help us march on, here's a lady named Nancy Sinatra, with These Boots were made for Walking, keeping us grounded..."

***

Time for the stuff. I actually agree with most of what's been said.

Research!
1. Avatar Autopsy's cool. Let's see what makes them tick.
2. Improved Medkit... ok.
3. Acid Grenade? ... ok. Maybe these'll help us against Avatars?
4. Nanomedkit? Sounds cool. I have a grim feeling some bad guys are going to start whacking down some status effects at some point.

Manufacturing!
1. An Experimental Surgery kit!
2. A W.A.R. Suit for Vic! (Did suggest a Wraith Suit for Stan, but he don't need one)
3. Plasma Ammo!

If you'd like to swop Vic's Plasma Sniper Gun for John's Plasma Cannon, Mirg, I'm up for it! We're coming up to the endgame, though, and we've still got folks in Tier 1 or 2 armour, which doesn't seem right to me, hence the armour focus.

Vic's going to keep inspirin' with that Persuade 11, and psi training on the side.
#14274674 Dec 27, 2019 at 08:27 AM
92 Posts
//don't need a wraith suit.

//Stan will help research what ever non-psionic project needs an extra pair of hands. Research 16

The mission seemed to have been successful. Stan was getting more comfortable with the plasma rifle he was using. Of course, he wasn't as proficient as some of the soldiers, but he still managed to hit a few targets. The mind powers of the aliens were frightening, and he tried to steer clear of those creatures.


Safely back at base, disappointed with the lack of progress on the personal shield project, Stan decided to help out with whatever project needed extra people.
#14274782 Dec 27, 2019 at 11:46 AM
84 Posts
The end was approaching and you could feel the tension in the air. The anticipation among the crew. The longing for revenge and vengeance in the hearts of some of Alpha. But the ol' man, he wasn't sure what to feel.

This was what humanity needed. This was the moment they had been fighting for. This was the moment that would make him obsolete. Aside from small facts and information that carried over, he realized that he actually knew very little. Sure, a lot of general information was evidently deemed important enough to be kept, and stuff that Henderson had actually liked media-wise, but aside from that he probably knew even less than John did about the world. He had just never put two and two together before this point.

All he knew was to fight. All he knew was to shoot. All he knew was to kill.

((Research wise, weren't we supposed to have unlocked some new explosive project or something? I didn't notice any in the options that were new after we finished the Andromedon Autopsy. AVATAR Autopsy first, followed by EMP Grenade, and if there is anything left over then Improved Medikit. Manufacturing wise, we definitely don't want another heavy plasma weapon, as we only have 3 people trained in them and already have 3 of them built. WAR Suit for Vic is top priority. Followed by an Experimental Surgery Kit. And any left over points into med kits. Henderson will produce plasma ammo with his Craft Mech of +10))
#14275052 Dec 27, 2019 at 08:09 PM
Veteran DM
242 Posts
Session 38

+1050xp to everyone for IC posting.
+500xp to John, Bo, Daud, Jesse, and Stan for critical successes on skill rolls.

Man, for a minute I thought everyone was going to roll a critical success this week.

Then we got to Vic.

To Klasa: The EMP Grenade project was unlocked by the Andromedon Autopsy, and also provided the boost to the Acid Grenade project.

* * *

FROM: LILY SHEN, X-COM ENGINEERING LEAD
TO: MEMBERS, PLANNING COMMITTEE
CC: CENTRAL
RE: Research/Manufacturing Progress Report, Week Ending December 27, 2035

WHAT THE HELL WAS THAT?

One minute, everything’s fine, we’re all just minding our own business, and the next all of the speakers on the ship are blasting out something that might be considered MUSIC, if it wasn’t accompanied by MASSIVE SCREECHING SOUNDS AT 105 FRICKEN DECIBELS. Poor Mendoza was working on the relays in the manufacturing bay, he nearly tore out the entire power system, not to mention almost electrocute himself. Fortunately, we were able to shut if off before someone crashed the ship or something. Needless to say, Doctor Ranma was in my workshop in under five minutes, with a lecture about the dangers of hearing loss. I redirected her to the chair of the Entertainment Committee.

Anyway. We’ve got the engineering deck squared away and put the portal you guys found together, but getting it running is another matter. I’ve begun preparing a briefing for Central and the mission team, we can talk about it then.


Base rolls:
X-COM Research Capacity (3d10+1d6 [3 to AA]+1d6 [6 to AG] +9): rolls 3, 1, 3, +2 (Darius Singh) +2 (Greta Kanem) +4 (Permanent Upgrades) +1 (skulljacked officer) (10/10 in Psi Portal [completed], 12/15 in Avatar Autopsy, 14/15 on Acid Grenade).

  • Stan: +16 vs. DC20 on Acid Grenade, roll 19 (Critical Success). +3 to project. +500xp.
  • Bo: +20 vs. DC20 on Avatar Autopsy, roll 10 (Critical Success). +3 to project. +500xp.

X-COM Manufacturing Capacity (3d10+4): rolls 5, 6, 3, +1 (Mendoza), +2 (Tieffendahl), +1 (Johnson). WAR Suit completed, 4/8 on Experimental Surgery Kit, 4 boxes of Regular Plasma Ammo completed, 3 boxes of Beam Cannon Ammo completed).

  • Daud: +8 vs. DC15 on Plasma Ammo, roll 20 (Critical Success). 3 boxes completed. +500xp.
  • John: +11 vs. DC15 on Plasma Ammo (heavy), roll 14 (Critical Success). 3 boxes completed. +500xp.
  • Jesse: +15 vs. DC20 on WAR Suit, roll 19 (Critical Success). +3 to project. +500xp.
  • Henderson: +10 vs DC15 on Plasma Ammo, roll 8 (Success). 1 box completed.

X-COM Medical Capacity (3d6): rolls 3, 4, 1 (8 new medikits produced this week)

Psi Training (2d10/week now):

Daud: +8 to Psi Potential score. New score: 140
Bo: +16 to Psi Potential score. New score: 162 (Psi Training 5)
Henderson: +16 to Psi Potential score. New score: 124
Jesse: +17 to Psi Potential score. New score: 134 (Psi Training 4)
John: +13 to Psi Potential score. New score: 141
Vic: +11 to Psi Potential score. New score: 63

Victor: morale support on Avenger: +11 vs. DC20, roll 1 (Critical Failure). -3 to Manufacturing projects.
#14275456 Dec 28, 2019 at 10:06 AM
Veteran DM
172 Posts
((Server up with the usual details. I'm assuming we're using the same mod as there was no update for scenery changes.))
Old enough to know better, too old to care.
#14275460 Dec 28, 2019 at 10:08 AM
Veteran DM
242 Posts
Yes, I'll be changing stuff on the fly.
#14275470 Dec 28, 2019 at 10:25 AM
109 Posts
// Having trouble connecting to server
#14275546 Dec 28, 2019 at 12:45 PM
Veteran DM
242 Posts

The email from Central is below. Finishing the Avatar might result in a large technological boost, so consider that when putting your “wish list” for this week together. Also, we are approaching the end point of the Strategic Game, so don’t hold anything back.

I took the Berserker Autopsy off the list since you no longer have time to worry about secondary unlocks.

* * * * *

The work being done on the alien Avatar specimens is transforming everything that we know about technology. Doctor Tygan says that this project may have the potential of advancing human science to new levels; the potential of using an aging mind to control a young, fit body offers obvious advantages. The way that the Elders want to eventually use this process, it may even offer the possibility of immortality.

I’m more interested in using this knowledge to put an end to the war. Either way it should be our top priority this week, along with our continued work on the Psi Portal.

* * *


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 3d10+2 (Singh) +2 (Kanem) +4 Permanent Upgrade

10 RC will be dedicated to the ongoing work on the Psi Portal project.

  • Avatar Autopsy. The aliens built an elaborate new society, a government structure and a system of careful manipulation solely to fuel the creation of this, their so-called "Avatar". At the cost of countless human lives, they have finally succeeded. [RC12/15]
  • Mag Cannon. This weapon has likely been superseded by our Beam Cannon development, but is available as an option if you want to research it. One prototype will be produced when this technology is researched. [RC10, MC10]
  • Acid Grenade. With a little work, we believe we can reverse engineer the acidic grenade that you recovered from the ADVENT facility, and add it to our production lines. [14/15 completed, RC15, MC3/2]
  • Incendiary Grenade. With a little work, we believe we can reverse engineer the incendiary grenade that you recovered from the ADVENT facility, and add it to our production lines. [RC15, MC3/2]
  • Pulse Grenade. With a little work, we believe we can reverse engineer the electric pulse grenade that you recovered from the ADVENT facility, and add it to our production lines. [RC15, MC3/2]
  • Bio Grenade. With a little work, we believe we can reverse engineer the biological grenade that you recovered from the arctic ADVENT facility. This grenade will be harder to manufacture, but is especially deadly against organic targets. [RC15, MC2]
  • EMP Grenade. This specialized grenade is designed to be used against robotic aliens like the MECs, Andromedon, and Sectopod. Against these foes it can be quite effective. [RC15, MC3/2]
  • 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]
  • Improved Medikit 3. Doctor Ranma continues to learn from the alien autopsies and the data that Alpha has recovered from the alien research sites. She reports that she can continue to improve our basic medical kits to provide more effective battlefield triage. All current medikit production will be upgraded once this technology is researched. [RC15]
  • Regen Serum. This serum temporarily boosts human regenerative capabilities, allowing our operatives to rapidly recover from injuries inflicted on the battlefield. One prototype will be produced when this technology is researched. [RC15, MC2]
  • Nanomedikit. Our research into the Viper alien has allowed to develop a blueprint for an advanced medikit that can treat a broader range of battlefield symptoms than our standard medical supplies. One prototype will be produced when this technology is researched. [Game Note: this is essentially a one-use Restoration item.] [RC15, MC2]
  • 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]
  • Mind Shield. The information already gained from the Avatar sample, along with our existing research into the Sectoid aliens, has allowed to draw up blueprints for an armor inlay that should provide 100% protection against the alien mental attacks. One prototype will be produced when this technology is researched. *Game note: this device uses the belt slot, so it will not stack with the Nanoscale Vest.* [RC20, MC10]
  • Reinforced Underlay. This armor upgrade, based on the data collected from examining the gear of the ADVENT Purifier, provides exceptional protection against fire attacks. One prototype will be produced when this technology is researched. [RC15, MC10]

Manufacturing Projects

Base production is 3d10+1 (Mendoza) +2 (Tieffendahl) +1 (Johnson)

  • Plasma Lance. This high-powered plasma weapon delivers precision blasts of energy at long range. It uses the same ammunition cells as the Beam Cannon. [MC10]
  • Fusion Blade. The Fusion Blade encases a plasma heated metallic core in a microthin magnetic field, enabling devastating melee that are capable of setting enemies aflame. [MC10]
  • Beam Cannon. Further refinements and adaptations of the alien plasma technology had led to a weapon capable of matching the heavier enemy weapons in terms of damage output and destructive potential. [MC10]
  • Plasma Rifle. Now that we've finally deciphered the aliens' devastating weapon technology and can develop beam weapons of our own, we can build rifles that will be the match of any enemy our soldiers encounter in the field. [MC10]
  • Beam Pistol. Our advances in the area of Elerium technology will allow us to manufacture higher-powered energy weapons. This handgun is the first step, and marks a significant step up from our existing magnetic weaponry. [MC10]
  • Plasma Ammunition. While the new beam weapons are clearly more effective, the ammunition requires more resources to produce. When allocating resources, you should indicate whether you want Beam Cannon Ammunition (for the Plasma Lance and Beam Cannon) or Plasma Ammunition (for the Beam Pistol and Plasma Rifle). One units of Manufacturing Capacity can produce one box of ammunition. [MC1]
  • Mag Pistol. The workshop can now manufacture additional copies of the magnetic pistol. [MC5]
  • Magnetic Rifle. The workshop can now manufacture additional copies of the magnetic rifle. [MC8]
  • Gauss Rifle. The workshop can now manufacture additional copies of the gauss rifle. [MC10]
  • 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. [MC8]
  • Magnetic Ammunition. This ammunition can be used in all of our magnetic weaponry. When allocating resources, you should indicate whether you want Heavy Mag Ammunition (for the Gauss Rifle and Mag Cannon) or Mag Ammunition (for the Mag Pistol and Magnetic Rifle). [MC1/2 (one unit of capacity produces two boxes)].
  • Arc Blade. When pure kinetic energy is no longer sufficient in the field, the Arc Blade may prove necessary. It boosts the standard Sword's combat effectiveness with the addition of an electric field, capable of stunning enemies not killed outright. This weapon can be made as a full-sized weapon (longsword) or a lighter one that can use Weapon Finesse. [MC10]
  • GREMLIN Mk.II. Our study of the alien MEC devices has allowed us to improve the durability and combat effectiveness of our GREMLIN drones. Chief Shen is working on fixing the ammunition feed problem, and reports that we can now mass-produce these devices as needed for our specialists. [MC5]
  • Psi Amp. The crystals that power the psi amp degrade with repeated use, but we can manufacture more of them as needed for our Psi Operatives. [MC10]
  • Skulljack.If needed, we can manufacture additional copies of the Skulljack for use during away missions.[MC10]
  • 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. [MC10]
  • Wraith Suit. This suit of powered light armor has an adaptive camouflage array that can allow its wearer to literally “disappear” from view. [MC10]
  • EXO Suit. This suit of heavy armor provides superior protection, and includes an embedded rocket launcher. [MC15]
  • WAR Suit. This powered heavy armor offers even better protection against assault than our EXO suits, and includes a built-in flamethrower unit. Improved actuators provide an additional boost to the wearer’s strength. [MC15]
  • 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. [MC10]
  • 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]
  • Experimental Surgical Kit. The medical device that you recovered from the ADVENT research base offers a huge advance to the field of battlefield medicine. [Game Note: this is a one-use Resurrection item, which results in a significantly smaller XP penalty.] [4/8 completed, MC8/kit]
  • 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.

Remember to get your recommendations in by Friday.

#14279032 Jan 02, 2020 at 06:36 PM
85 Posts
"Most of the tech we've dealt with isn't anything like this, you know," Jesse said to the others over lunch, while going over some schematics and notes on her pad. She did not bother to make any eye contact, and these were the first words she had spoken all day. "I mean - sure, we're all used to elerium power cells and plasma rifles and things at this point. Advanced stuff, sure, but... well, once you wrap your head around the elerium bits, it doesn't break anything, you know? In the sense of like, laws of physics and junk like that. Nothing that would cause Einstein to have an existential crisis, anyway."

"All this psychic stuff, though... I wonder if these are basically the only bits of tech that are actually theirs. The Elders', I mean. Everything else, they probably stole from the races they subjugated. Feels that way, sometimes, the way some of this stuff is designed. Anything so 'base', well - they probably figure it's beneath them. Fit only to outfit their slaves."

She put her tablet down for a second; grabbed one of the ration bars that passed for desert. Grinned, her mouth full.

"Guess that just means we're about to hit them where it really hurts."

((Research: Definitely need to finish up the avatar autopsy. May as well finish up acid grenades. Improved Medkit 3, then mind shield I suppose, if we have any left over.
Manufacturing: Psi Amp, finish up the surgery kit. Put the rest into medkits.

Jesse's going to try to add +22 repair to the portal project, in hopes that's any help.))
#14279040 Jan 02, 2020 at 07:02 PM
112 Posts
It was hard to overstate just how disappointed Daud was with the team's vote to assist the rebellion instead of get the pieces they really needed to pull off their... whatever it was they were doing with that psi gate. They were one of many groups that were prepared to die, and since XCOM could only help one, it made a LOT more sense to get what they needed. To capitalize on the resistance making the distraction. These were hard, but correct, choices.

It was for the optics. The "noble" thing to do. Nevermind that possibly thousands of others were dying, and the people they helped might well be killed the minute they parted ways.

He tried not to be bitter about it, but he couldn't help but feel this choice they made here would cost XCOM dearly.

In other matters that may cost XCOM dearly, there was another potential saboteur aboard, secreting away tools and the like. It all seemed to mirror the events before they were brought down. Daud felt like his time might be best spent looking for the person sneaking around. So maybe he should do some sneaking of his own to catch whoever it was, if they were still a threat. If not, a little extra security and peace of mind couldn't hurt anyway.
---------------------------------

RESEARCH
1. Avatar autopsy
2.Improved Medkits 3
3. ...acid grenade i guess.
4. Mind Shield, It may or may not happen, but the tech boost mentioned from the avatar may get us there.

MANUFACTURING
1. Psi Amp
2. Finish the surgery kit form last time
3. All the rest into medkits.

//Psi training of course, but also Daud will attempt to do something special this time, if he can, and use stealth of 21 (i think?) to snoop for the person stashing the tools. It's probably a hail mary, but his normal ammo manufacturing probably won't be missed anyway. He's wanting to check out whoever has access to the tools of course, perhaps with info from Shen.

If that's just not an option, well, +8 for plasma ammo as usual.
#14279075 Jan 02, 2020 at 09:39 PM
103 Posts
"That's what it took for you to smile at something, then I guess it's about time," Vic nodded, looking over his shoulder at the Psi Gate. "Feels like the X-Cafe 's gone quiet since they set that thing up, but I guess, maybe we don't need it? Bit of buzz around here all over now. Everyone's excited." It was true. He couldn't blame folks for not wanting to eat nearby the giant humming gate thing, but he'd seen people sneaking looks at it, intrigued despite the uncertainty.

He thinks. "You given any thought to what comes next? Any of you fighting for something in particular? A life? Ha, that's a question to ask on the radio show, ain't it..."

***

Could this be the final time?

RESEARCH

1) Carve open that Avatar
2) Fix up that Acid Grenade
3) Nanomedkit, it'll come in handy, trust me
4) Mind Shield... yeah, may as well...

MANUFACTURING

1) Experimental Surgical Kit, we need a rez
2) Build another Psi Amp? People want one, seemingly
3) Another Fusion Blade, let's go melee
4) Anything left, make Medkits!

Vic'll train the ol' psi, and try to redeem himself from last week with that +11 to persuade, getting people to pull together as the end might be in sight.
#14279211 Jan 03, 2020 at 04:11 AM
84 Posts
"The future, huh? Yeah, that is something the rest of you should be thinking about soon. For better or worse our roles in this fight are coming to an end soon. And when that moment comes, you'll wish you had given it some thought at least." Henderson said in response to Vic while he lit himself another cigarette.

The future, huh. Sure, he knew that once the Elders were killed the fighting wasn't just going to stop all of a sudden, so there would still be a need for soldiers like him. But perhaps not for long. With all of the alien technology available to humanity now, old soldiers like Henderson would probably be unnecessary in no time. And what then? What then?

((Researchwise, going Avatar Autopsy first, followed by acid grenade, then improved med kit, then nanomed kit, then mind shield, assuming we actually get a ton of that implied research. Manufacturing-wise, Finish that Experimental Surgery Kit, A Psi Amp, a regular fusion blade, and the rest all into med kits. And Henderson will work on making plasma ammo with his +10 Craft Mech))