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Lazybones

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+900xp to everyone for IC posting.

+100xp to James, Cat, Jane, and Mary for successful skill use. I'll post the results tomorrow. Don't forget to record your skill modifiers tonight so you can use them when posting skill attempts in the future. When they aren't known, I'll guess conservatively.

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Jenniza

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Scene: Dr. Beauvais’s Office

Jane knocked on Dr. Beauvais’s door and Dr. Beauvais answered, “Please come in.”

As they sat down, Jane said with a smile, “Thank you. How are you holding up through all this, Dr. Beauvais?”

The counselor asked, “As well as can be expected, Jane. How about you?”

Jane thought for a bit, “I suppose I could say the same.”

The counselor seemed concerned, “You sure?”

Jane sighed, “Sometimes these missions creep me out… sometimes the aftermath is even worse… to the world… to the rest of the base personnel… and I have to watch the whole world falling apart around me. It’s a shame that Alyssa took her life. It’s much worse that millions of others lost their lives to the aliens. We almost lost several more team members too. We lost lots of personnel in this war so far… yet, I have no intention of giving up hope. I truly believe we can and must win this. The human race is resilient that way. So I will continue on with everyone else.” She smiled pleasantly, “My husband and parents would have wanted that from me. I really need to be getting ready for this mission, Doctor Beauvais.”

The counselor nodded again, “See you next week, same time?”

Jane replied, “Sure thing, Doctor Beauvais. Thank you. Take care.”

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Jenniza

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on Sep 30, 2008, 1:34 AM, Smart Alec wrote:
on Sep 30, 2008, 1:22 AM, Jenniza wrote:

Manufacturing
Round 1
Base Defense: Plasma (20)
5th Powered Armor (16)


I think

Base Defence: Plasma (20)
5th Powered Armour (6)
Repair/Upgrade Laser Tank to Plasma Tank (10)

was the consensus. Or as much of a consensus as we get.


nods, i did a bad cut'n'paste from my file, sorry... new computer and all... still transferring files all weekend and the next few weeks as needed

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Jenniza

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FROM: Jane Swift, X-COM Field Agent
TO: Michael Garret, X-COM UN Liaison
RE: Mission Report – Antarctica Alien Base

We came, we gassed, we kicked some butt. The rest ended in a giant fireball. That’s essentially it. The nerve gas worked on the base to a limited extent, except it drove lots of the aliens berserk… the resulting combat was… interesting to say the least… they were fairly resistant to any further attempts to use tear gas. New breed of aliens, tough almost gorilla-like soldiers, code-named ‘Muton soldiers’ cause they look like a side of meat, when beat-up. Ethereals did a number on our minds again and had us shooting at each other… that was a mess… and will take awhile to sort out perhaps.

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Jenniza

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Scene: Dr. Beauvais’s Office

Jane knocked on Dr. Beauvais’s door and Dr. Beauvais answered, “Please come in.”

As they sat down, Jane said with a smile, “Thank you. How are you holding up through all this, Dr. Beauvais?”

The counselor asked, “As well as can be expected, Jane. How about you?”

Jane sighed, “Not well… I shot Catalina to the point where she was essentially dead for a minute or two. They had to revive her with the new resuscitation kit. You could say I killed her; but, she got better, like in some Monty Python sketch. Only this was reality. I don’t imagine she’s all that pleased.”

The counselor asked, “What exactly happened? I read your report… something about the Ethereal messing with all of you and you all shooting at each other.”

Jane nodded, “Basically right, we were all shooting at each other, as we figured out that the Ethereal was yanking our minds around like puppets confusing us. We had to act quickly and go after it or we were toast.”

The counselor asked, “So it’s not like any of you were in control of your actions while shooting at each other?”

Jane shook her head, “I think most of us were like ‘what the hell is going on?’ in our heads while our bodies were doing the shooting. I wasn’t even aware I was shooting.”

The counselor watched Jane’s reaction as it sunk in.

Jane opened her eyes and took a deep breath, “I still have to do my job, don’t I? How do I face her? How do I face the rest of them?”

The counselor replied, “You all do the impossible. We push you to your limits and beyond sometimes. Have you reached your limit? Do you need out? Can you still do the job? I need you to think about it and get back to me.”

Jane replied, “Will do.”

The counselor nodded again, “See you in a couple of days?”

Jane replied, “Sure thing, Doctor Beauvais. Thank you. Take care.”

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vanya mia

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To Catalina everything was a haze and had been since shortly before... that moment.

The dreamlike state had been much like she remembered from before. Hands and feet were not your own, and far more removed than any drug or alcohol induced stupor she'd ever known. She'd died, they said, and "by the miracles of alien science" had been brought back. Everything had been black for a while, and in a way it felt no different to the blacking out when the explosives hit in Russia, except this dream did not seem to want to go away.

The moments before the dream began were hazy, though her own gun was firing wildly in Mary's direction. The one moment of clarity was in watching her own team member come out of a lift, say "What the hell you doing?", and then shoot that powerful weapon at her three times, at point blank range.

The whole of the rest of the mission was odd to recall. James helping her up, the rest of the bug hunt, the search for the bridge, and someone shooting the controls and destroying them, with herself less than a foot away and trying to access a port on them. Part of Catalina had functioned as normal but a separate part of her had stayed in her head, like watching yourself from a short distance away, and with a little voice that whispered.

Nothing had been said on the way back to base. Catalina had sat fingering the hole blasted through her armour. She'd walked away, unspeaking, on arrival and done little more than grunt at the greetings of guards. Immediately, she took a walk to find Grace, leaving the strange alien weapon and the burnt and blackened xPhone in her care with the brief words, "You might want to take a look at these."

Armour was stripped in quarters, and a silent shower followed. Retiring to the barracks she climbed up and lay on her bed staring at the ceiling and ignoring activity around her. "To think I'd wondered if they'd miss me if I were killed by the aliens?", said the little voice, "So much for comrades in arms."

« Last Edit: on: Sep 30, 2008, 8:12AM » I.P. Logged
Jenniza

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Jane made her way over to find Catalina. She tried to explain, "Catalina, I'm very sorry about what happened on the mission when I killed you. No matter how many extenuating cicumstances there were or any other excuses, no matter how screwed up inside I am about it I've been... it doesn't change the fact that I killed you or the turmoil you must be going through or feel about the whole thing. If there was any way to change what happened or even to have aken your place, I'd do it in a heartbeat. I'm truly sorry for what I did to you."

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vanya mia

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Still stretched out on her bunk, hands behind her head and face expressionless, Catalina looked directly at Jane's eyes as she made her apology. When the woman had finished she replied in a tone as ambivalent as her expression. "Yes, sure," she broke of her gaze and swung her legs over the edge of the bunk to sit up on the edge, "What's done is done. Move on. Water under the bridge. It'll all come out in the wash. Insert platitude of your choice here."

Sliding off the bunk Catalina landed lightly on the floor and turned the blue eyes towards Jane again. "I'd say we'll laugh about it later but when will this," her voice took on a sarcastic tone, "'Band of Brothers' ever be likely to do that?" She turned away once more. "Got to go see a person about repairs," she remarked then gathering her armour out of her locker she left Jane behind and, without looking back, simply walked away.

Catalina headed to the labs, located and then set down the armour in front of the chief engineer. "It got a hole burned in it Gracie, long story, I need someone do me a patch. In fact, what's the chances of looking into possibly upping the protection there without increasing the weight? Some kind of earth chanelling facility maybe? I'll come and have a look if it'll help?" She looked a little rueful. "I'm going to need a new phone thingy too. In fact, what's the news on getting anything out of the... err... remains of the old one?"

« Last Edit: on: Sep 30, 2008, 11:04PM » I.P. Logged
Lazybones

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The alien response is swift and strong, as expected.

Nine alien craft, including two heavy cruisers, descend from orbit toward HQX. With Firestorm-1 damaged, and American airpower still decimated, the initial intercept is weak. Two X-COM interceptors and ten F-35s are driven off after downing only one of the smaller alien ships.

The aliens gather in formation outside of laser range and prepare for a bombing run.

Then the plasma battery opens up.

The first cruiser is holed in the first barrage. It wobbles and then plummets to the ground, slamming into the Nevada desert 25 miles from HQX. The aliens hold their formation and try to press their attack, but the plasma cannons recharge quickly, and the second barrage takes the second cruiser directly in the bridge, and the entire ship explodes in a fireball that lights up the night sky.

That's enough for the rest of the alien formation, which scatters and retreats. One gets into the edge of laser range, and the base's secondary battery leaves it trailing smoke and limping. The American fighters pounce upon it and ensure that it does not escape.

X-COM teams are dispatched to check out the wreckage of the first cruiser, but there are no alien survivors.


* * * * *

Okay, here's the skill roll results for this week.

Note: originally I had set DCs for skill completion at 15 (minor success), 20 (major success), and 25 (complete success), with <10 a failure with negative consequences. Secondary/tertiary skills had a higher DC. Since your skill mods are getting so high, I'm keeping that system but added even higher benefits for ultra-high rolls (e.g. 30+). Thus Catalina finished the Vibroblade research herself, and Jane added a damage bonus to the finished Plasma Defense.

Catalina: Knowledge Technology +15, Vibroblade research. Roll 19 (+15 = 34, complete success, primary skill). Result: Vibroblade research completed, weapon now available for X-COM field use.

Jane: Craft Mechanical +15, Plasma Defense. Roll 18 (+15 = 33, complete success, primary skill). Result: Plasma Defense completed ahead of schedule, +10% damage effectiveness.

James: Craft Pharma +12 (estimated), Advanced Medikit 2. Roll 16 (+12 = 28, complete success, primary skill). Result: Advanced Medikit 2 research completed ahead of schedule.

* * * * *

Dr. Wagner's weekly e-mail.

FROM: DR. KIMBERLY WAGNER, X-COM RESEARCH LEAD
TO: MEMBERS, ALPHA TEAM
CC: MICHAEL GARRET, GRACE THELON BELUCA, AGENT INISE DRAKE
RE: Research/Manufacturing Progress Report

Good work on the base attack mission. The destruction of the alien battleship has given us a big step forward vis-a-vis the alien threat. Unfortunately, we were unable to capture the battleship commander or the ship's data logs, which might have shed more information on the aliens' plans. Agent De Ferrago was able to download information from the base's communications array, but her xPhone was seriously damaged in the effort. Our engineers are working to try to extract useful data from the device. Based on what you've told us in your mission logs, we are acting under the assumption that the main alien base is on a planetary body, moon, or asteroid located within the solar system. We have eliminated our own Moon as an option, but that leaves a number of likely candidates.

Unfortunately, the unusual side-effects of the nerve agent have forced us to sideline this weapon for now. Based on the data you brought back, Doctor White says that the toxin is currently too unstable and unpredictable for widespread use, especially in human-populated areas, until research can be further advanced.

We have completed our work on the Chryssalid corpse. Our Biological Sciences research team is working on a countermeasure to neutralize the creature's implantation attack.



We may initiate a major project: the Psi-Lab. Constructing the Psi-Lab will require a full research team in addition to an estimated 60 engineer-weeks of manufacturing resources.

Preliminary study of the crystals that you found in the alien base indicate that the substance is capable of outputting incredible amounts of heat when subjected to magnetic fields. This could open up a whole new line of study into a power source independent of Elerium-115. Grace has suggested that one immediate benefit might be the creation of an even more advanced type of Powered Armor using the new technology. She says that she will submit a proposal to Research as soon as she has completed her study.

Note that we encountered two new alien types on this mission. If you can bring back carcasses or live versions of these alien races, which we are labeling "Muton" and "Celatid", we can study them further in our research program.


Research Priorities (36 points total):

Completed Research:

  • Laser Weapons: Research complete. Laser pistols may be constructed.
  • Laser Rifle: Research complete.
  • Laser Cannon: Research complete. Laser Defense may be constructed.
  • Plasma Cannon: Research complete. All future interceptors will be equipped with this weapon. Plasma Defense may be constructed.
  • Motion Scanner: Research complete. Improved Motion Sensor has been completed.
  • Heavy Weapons Platforms: Research complete. Laser Tanks may be constructed. Plasma Tanks may be constructed.
  • Alien Medicine: Research complete. The new Medical Lab will produce at least twelve medikits per week. Dr. White reports that when the lab is involved in research projects, such as alien autopsies, the rate of production will slow. Further upgrades may come from research into alien life forms.
  • Elerium-powered Biogenesis Unit: Project complete. Increases Medikit output by 50% or more.
  • Alien Alloys: Research complete. Personal Armor is now available for manufacture.
  • Powered Armor: Research complete. Helmets have been upgraded to provide resistance from alien psionic attacks.
  • Elerium-115 Reactor: Project complete.
  • Plasma Pistol: Research complete.
  • Plasma Rifle: Research complete.
  • Heavy Plasma: A massive alien plasma weapon. (ooc: requires the Exotic Firearms Proficiency feat to use).
  • Vibroblade: An alien melee weapon.
  • Sectoid Prisoner: Research complete.
  • Snakeman Soldier: Research complete.
  • Floater Navigator: Research complete.
  • Snakeman Navigator: Research complete.
  • Snakeman Leader: Research complete.
  • Ethereal Leader: Research complete. Psionic research tree opened.
  • Alien Navigation: Research complete.
  • Alien Power Supply: Research complete.
  • Sectoid Autopsy: Research complete.
  • Snakeman Autopsy: Research complete.
  • Floater Autopsy: Research complete.
  • Reaper Autopsy: Research complete.
  • Chryssalid Autopsy.


Current Projects:
  • None at this time.


Available Projects:

  • Chryssalid Countermeasure: Our Biological Sciences team is already researching a serum to counter this alien's implantation attack. You may dedicate additional resources to this to speed the process along, if you wish.
  • Small Launcher: An alien stun weapon.
  • Alien Grenade: These explosives seem to be based on a biochemical agent combined with a tiny amount of Elerium-115.
  • Advanced Medikit 3: Improves efficiency of current medikits.
  • Regenerative Serum 1: Based on data taken from the Russian base, these serums temporarily grant field agents regenerative abilities, but with mild to moderate side effects. Future upgrades may be possible.
  • Psi-Lab: We can now build an adjunct to the Medical Lab that will allow us to explore psi-talent. This lab will enable us to improve our defenses against the alien mental attacks, and may even eventually allow some of our agents to develop any nascent psionic abilities that they may possess.
  • Blaster Launcher: This devastating weapon launches guided blaster bombs that explode in an incredibly powerful fusion explosion. The blast radius is considerable, and friendly fire must be a consideration. This weapon cannot be reloaded and once discharged can be discarded. We cannot reproduce this weapon with our current technology.


Current Prisoners held in Alien Containment:

  • Snakeman Engineer.
  • Floater Soldier.
  • Sectoid Engineer.


Manufacturing Priorities (36 points)

  • Research Capacity: Research Labs 1-3 are fully operational.
  • Medical Capacity: the Medical Lab is fully operational.
  • Manufacturing Capacity: Workshops 1-3 are fully operational. HQX's research and manufacturing capacity cannot be expanded further, but additional infrastructure improvements may be possible at a later date.
  • Base Defense (20): Missile Defense and Laser Defense have been completed. Plasma Defense may be constructed. Current base defense factor: 84
  • Laser Pistol: Nine units have been constructed. Units may be constructed with an integrated VDU targeting system (+3 engineer-weeks per unit).
  • Laser Rifle: One unit has been constructed.
  • Motion Sensor: Two units have been constructed.
  • Personal Armor: Six suits have been constructed. Helmets have been upgraded to resist mental attacks. Units may be constructed with stealth augmentation (+4 engineer-weeks per unit)
  • Powered Armor (6): Five suits have been constructed. Armor has been upgraded to Mark 2, which is 20% lighter.
  • Plasma Cells: Ammunition for the alien plasma weapons can be constructed, requiring Elerium-115.
  • Medikit: Current level: Advanced Medikit 2. Doctor White's medical lab can construct twelve of these kits each week without compromising our manufacturing capacity. If you wish to dedicate additional resources to the project, the kits can be produced at a faster rate.
  • Advanced Surgical Kit: An advanced field intervention kit that can stabilize and restore a dying soldier. (ooc: Raise Dead)
  • Heavy Weapons Platform (10): Two Laser Tanks produced, one of which was upgraded to a Plasma Tank (destroyed). It takes 3 engineers one week to restore a seriously damaged HWP to full working order.
  • HWP Repair Kit: These repair kits can only be used on HWPs and require about twice the resources of a medikit to construct.
  • Psi-Lab: We can now build an adjunct to the Medical Lab that will allow us to explore psi-talent. This lab will enable us to improve our defenses against the alien mental attacks, and may even eventually allow some of our agents to develop any nascent psionic abilities that they may possess.


OOC: Your current allocations are listed in parens above.

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Lazybones

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Oops, forgot Mary's roll, and I left my notes at work. Suffice it to say she finished out the high-rolls sweep and helped ID the chryssalid, saving a few researcher-weeks of work.

Basically, all projects got finished and you'll get a small bonus to this week's research output.

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Jenniza

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ooc: Reminders
Prisoners interviewed: Sectoid, Sectoid Leader, Snakeman Soldier, Snakeman Navigator, Snakeman Leader, Floater Navigator, Ethereal Leader
Prisoners held in Alien Containment:
  • Sectoid Engineer [5]
  • Snakeman Engineer [5]
  • Floater Soldier [5]
  • Floater Medic
  • Floater Engineer


ie:
Sectoid Leader is not on your completed list
Floater Medic & Floater Engineer not on Current Prisoner List

PS: love the post

« Last Edit: on: Oct 1, 2008, 1:17AM » I.P. Logged
Jenniza

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ooc: ye ol' scorecard

Research Priorities (36 points total)

Completed Research:
  • Laser research completed: Laser Weapons, Laser Pistols, Laser Rifles, Laser Cannons, Laser Tanks, Laser Defense
  • Plasma research completed: Plasma Pistols, Plasma Rifles, Heavy Plasma
  • Plasma Cannon – All future Interceptors, Plasma Tanks & Plasma Defense will be equipped with this weapon (or based on it). Plasma Cannon with superior range and stopping power compared to the Laser Cannon. However, unlike the laser it requires a supply of Elerium-115 to function.
  • Vibroblade – Research completed
  • Motion Scanner: Research completed
  • Heavy Weapon Platform: Laser & Plasma Tanks may be constructed.
  • Alien Power Supply: Research completed (Anti-matter w/ Elerium-115)
  • Alien Navigation: Research completed (plus alien power coupling device)
  • (come free w/ armor) Helmets upgraded to resist alien psionic attacks (+2) and integrated with VDU’s. (Stealth +2 VDU Helmets w/ Gas Masks)
  • Alien Alloys: Research completed; Personal Armor available (ooc: light armor);
  • Powered Armor – Elerium-115 powered armor available (ooc: medium armor)
  • Elerium-115 Reactor (+20% Research,+20% Manufacturing,+50% Base Defense)
  • Project FIRESTORM (Advanced new Interceptor) – Research completed
  • Project LIGHTNING (Advanced new Skyranger) – Research completed
  • Alien Medicine – The new Medical Lab will produce twelve medikits per week. Dr. White reports that when the lab is involved in research projects, such as alien autopsies, the rate of production will slow. Further upgrades may come from research into alien life forms.
  • Alien Medicine (Level 2) – advanced medikit
  • Advanced Surgical Kit – Resuscitate patients (ooc: one-shot Raise Dead)
  • Elerium-powered Biogenesis Unit – increase medikit production by 50-75%, etc
  • Prisoners researched: Sectoid, Sectoid Leader, Snakeman Soldier, Snakeman Navigator, Snakeman Leader, Floater Navigator, Ethereal Leader
  • Autopsies completed: Sectoid, Snakeman, Floater, Reaper, Chryssalid
Current Projects:
  • Psi-Lab (10) : We can now build an adjunct to the Medical Lab that will allow us to explore psi-talent. This lab will enable us to improve our defenses against the alien mental attacks, and may even eventually allow some of our agents to develop any nascent psionic abilities that they may possess.
  • Chryssalid Countermeasure: Our Biological Sciences team is already researching a serum to counter this alien's implantation attack. You may dedicate additional resources to this to speed the process along, if you wish.
Available Projects:
  • Small Launcher (Stunner) [10] – Alien stunner (fires Stun Bombs)
  • Alien BioGrenade (Elerium-115) [10] – alien biochemical grenade based on Electrum-115
  • Blaster Launcher: This devastating weapon launches guided blaster bombs that explode in an incredibly powerful fusion explosion. The blast radius is considerable, and friendly fire must be a consideration. This weapon cannot be reloaded and once discharged can be discarded. We cannot reproduce this weapon with our current technology.
  • Alien Medicine (Level 3) – advanced medikit
  • Regenerative Serum 1 [20] : Based on data taken from the Russian base, these serums temporarily grant field agents regenerative abilities, but with mild to moderate side effects. Future upgrades may be possible.
Prisoners held in Alien Containment:
  • Sectoid Engineer [5]
  • Snakeman Engineer [5]
  • Floater Soldier [5]
  • Floater Medic
  • Floater Engineer
Manufacturing Priorities (36 points total)
  • Note: Future base expansion will run into problems due to base size limitations.
  • Elerium-115 Reactor (+20% Research, +20% Manufacturing, +50% Base Defense) (online)
  • Manufacturing Labs: 3
  • Research Labs: 3
  • Medical Labs: 1
  • Defense: Missiles & Lasers (Base Defense Rating = 84) ; Soon: Plasma
Current Projects:
  • Psi-Lab (36) [60] : We can now build an adjunct to the Medical Lab that will allow us to explore psi-talent. This lab will enable us to improve our defenses against the alien mental attacks, and may even eventually allow some of our agents to develop any nascent psionic abilities that they may possess.
  • Improved Motion Sensors : (make 5 more for the rest of the team eventually) 1 (Catalina) improvements in range and resolution, sensor hooked into the helmet’s VDU’s, providing a chance at identifying unseen aliens picked up by the sensor.
Available Projects:
  • Laser Pistols [5/8/3] :9 (regular: Buzz, Baron & 1 missing (Yeren?); VDU +1: Allen, Vasily, Yeren, Hadrian, Soheil & Catalina) ; (upgrade: integrated VDU (+1 attack) that can also be made at +3 engineers per week
  • Laser Rifles [10] : 1 (Jane) (they come equipped w/ +2 laser-sighted scope standard, Jane has one)
  • Motion Scanners [10] : 2 (Catalina & Jane)
  • Heavy Weapons Platforms : Laser Tanks: 1 (damaged); Plasma Tanks: 0 [10 to produce, 3 to repair, 7 to upgrade]
  • HWP Repair Kit [6] : 1 (Hadrian) - These repair kits can only be used on HWPs and require about twice the resources of a medikit to construct.
  • (come free w/ armor) Helmets have been upgraded to resist alien psionic attacks (+2) and integrated with VDU’s. (Stealth +2 VDU Helmets w/ Gas Masks)
  • Personal Armor [10/14/4] : 6 (regular: Vasily, Allen, Yeren; Stealth (+2) (Stealth +2 VDU Helmets w/ Gas Masks): Catalina, Jane, Hadrian); (upgrade: armor can also be treated to be a (+2) stealth suit at +4 engineers per week)
  • Powered Armor : 5 (regular: Soheil, Vasily, Mary; Mk2 (80% weight) : Jane, Hadrian) ; laser packs can be left behind, when worn; 2 Russian-model suits retrieved (inferior to ours though); Powered Armor cannot be made into stealth suits
  • Plasma Cells: Ammunition for the alien plasma weapons can be constructed, requiring Elerium-115.
  • Medikit [3] : Doctor White's medical lab can construct twelve of these kits each week without compromising our manufacturing capacity. If you wish to dedicate additional resources to the project, the kits can be produced at a faster rate.
  • Advanced Surgical Kit : 1 (Allen) – Resuscitate patients (ooc: one-shot Raise Dead)


So the suggested list is:
Research:
  • Psi-Lab (10) : We can now build an adjunct to the Medical Lab that will allow us to explore psi-talent. This lab will enable us to improve our defenses against the alien mental attacks, and may even eventually allow some of our agents to develop any nascent psionic abilities that they may possess.
  • Chryssalid Countermeasure: Our Biological Sciences team is already researching a serum to counter this alien's implantation attack. You may dedicate additional resources to this to speed the process along, if you wish.
Manufacturing:
  • Psi-Lab (36) : We can now build an adjunct to the Medical Lab that will allow us to explore psi-talent. This lab will enable us to improve our defenses against the alien mental attacks, and may even eventually allow some of our agents to develop any nascent psionic abilities that they may possess.


Research
Round One 1
Psi-Lab (10)
Chryssalid Countermeasure (20)
Floater Medic [5?]

Round Two
Small Launcher (Stunner) [10]
Regenerative Serum 1 [20]
Floater Engineer [5?]

Round Three
Alien Medicine 3 (15)
Alien BioGrenade (Elerium-115) [10]
Snakeman Engineer [5]
Sectoid Engineer [5]

Manufacturing
Round 1
Psi-Lab (36)

Round 2
Finish Psi-Lab (24)
Improved Motion Sensors (5 of them made)

Although, Bob was suggesting more medikits, I mentioned to him that shooting the aliens kills the aliens sooner... thus cutting down their firepower. It's an odd roleplay decision, I suppose. NWN has always been filled with the questions of which is more efficient... healing or killing.

« Last Edit: on: Oct 1, 2008, 2:28AM » I.P. Logged
Smart Alec

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Don't fire til you see the whites of their nametag
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There's a certain amount of jubilation in the base - it's only to be expected after kicking the aliens in the teeth and then blowing them up after they try to get their own back. In the rec-room, though, Vasily is making himself unpopular.

"... know they said 'mission not about prisoners', but that don't mean prisoners not valuable," he asserted, in the middle of his flow. "X-Com NEED Intel. You know that. I know that. Garrett probably not think we need telling by now. If we got that alien commander, if someone not shoot him before I get to him with stun rod, it could tell us what we need to know!" He begins to hammer his fist into his palm in time with the beat of his words. "You got to identify what you shoot at before you shoot it!"

"And that goes for control panels too, Allen," he adds, frowning. "We killed everyone, what you think control panel going to do? Turn into robot and try kill us? You shot it like it was poisonous snake or something."

He sighs. "May not get second chance, you know? I pray to god we do - and if we do," and here the steel creeps back into his voice, "If we do, it better not just die because someone shoot it without thinking!"

***

OOC: Vasily's wrath aside, it is getting more important to pick your targets and keep the important ones alive, guys. Cigol and I used to be able to dash into a room and stun the important ones before many shots were exchanged, but now the aliens have psionics and blaster bombs to pin errant attackers in place and blow them up, that's not going to work too well any more. Well, not for me, anyway.

« Last Edit: on: Oct 1, 2008, 7:13AM » I.P. Logged
vanya mia

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There'd been further instructions to rest from Stan, and Catalina was able to use that and the need to visit the medbay quite readily as the means of isolating herself from the team. When she wasn't 'resting' she spent most of her time with Grace and her engineers. While there she would regain her former nature, laughing and flirting as before. When in the presence of the team she tended to sit well away from the others, mostly hiding behind the act of reading a book to avoid communicating, and was doing exactly that as she listened to Vasily's tirade. At the final comment she gave a hollow laugh and said, without looking up, "I can get behind that last sentiment."

"Speaking of which, we move that psi lab up to top priority," raising her eyes for a while she spoke directly to them. Catalina's voice was less suggesting and more instructing than it had ever been. "It would be nice to avoid any more accidents, and as that has to be the way of avoiding them I've changed my mind on the subject. We also need to know how to use that stun gun to give them a taste of their own medicine there too."

"Oh, and in case there is another accident, as we never know do we, replacing the thing that was used on me might be a good idea." She shrugged. "Maybe you medics can help out doing that, but perhaps Stan can be persuaded to switch some from medikit production. The guys and girls down in manufacturing will be too stretched." Catalina dropped her eyes to the book once more. "I don't care what you do for the rest."


((OOC - Psi stuff a definate, but think the stun gun their folk carry might help out on capturing of them, or maybe leave some helpless while we kill them. Producing the advanced surgical kit is only an option if the medbay staff can be moved to it and if we can live without the medkits. Cat used what she had getting folks up last session, and I don't know how many you guys have left so... Can we move the production, LB, and what kits do you all have?))

« Last Edit: on: Oct 1, 2008, 9:03AM » I.P. Logged
karvon

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Hadrian pondered...

I agree should definitely work on figuring out that mind control stuff, that seemed to disable - or worse - confuse team members on numerous occasions during the mission.

He flinched as he recalled the overpowering fear that had swept him away on several occasions and the only foggy recollections he had of times when he'd frozen up in combat.

As for supplies, I used up nearly all of my first aid kit bandaging myself and a couple other team members during the mission. ...and we'd best have repair kits on hand for our robotanks if we expect them to be more than one shot wonders.

OOC:

I second the emphasis on psi-labs.

I've only 1 out my original 10 improved aid kits left.

I used up the only HWP repair kit I had the previous mission as I think I may have mentioned IG earlier.

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Jenniza

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ooc Is this right then?
Research (36)
Psi-Lab (10)
Chryssalid Countermeasure (10) (ooc so no more tummy babies)
Small Launcher (Stunner) [10]
Floater Medic (6)

ooc somehow i get the feeling that we need more stunning rods made, that the stunning greandes will only act like tear gas and not like the stunning rods for captuing purposes. we lost #2 when Soheil left the team for LOA

« Last Edit: on: Oct 1, 2008, 1:24PM » I.P. Logged
Lazybones

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You can shift production of 5 medikits over to building an Advanced Surgical Kit, or spend 10 engineering "points".

Currently you are producing 12 Level 2 Advanced Medikits per week (+10 in game terms), plus irregular deliveries of the DARPA kits (+1).

The Stun Launcher doesn't permanently stun aliens like the rods do, but the effect is fairly potent still.

You can build more Stun Rods for 5 engineering points each.

« Last Edit: on: Oct 1, 2008, 1:58PM » I.P. Logged
vanya mia

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((OOC - Yes, I realised the stun gun wouldn't capture them. The idea is that if they are standing stunned by the 'launcher', then when the 'rod' is used people are less likely to get cut to ribbons or *cough* 'impregnated' while doing it. ))

« Last Edit: on: Oct 1, 2008, 3:19PM » I.P. Logged
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Scene: Dr. Beauvais’s Office

Jane knocked on Dr. Beauvais’s door and Dr. Beauvais answered, “Please come in.”

As they sat down, Jane said with a smile, “Thank you. How are you today, Dr. Beauvais?”

The counselor asked, “I’m well, Jane. How about you?”

Jane thought for a bit, “I guess I’m feeling better; but, these missions or something about this whole X-COM format, not just the war is tearing Alpha Team apart… if we ever stood a chance of being friends to begin with. It just grows with each passing week and each mission, no mater how we do. It’s a real morale issue for some of us, I think. I’m concerned; but, I think I’m just going to concentrate on myself and the mission and not trying to deal with the morale issue any more. It’s too big an issue for me to cope with.”

The counselor considered Jane’s words then replied, “Perhaps that’s for the best. It seemed to be tearing you up inside before. Maybe you need to take a step back for awhile and refocus yourself and your efforts.”

Jane replied, “It’ll give me time to do my job better with a clearer head.”

The counselor nodded again, “See you next week?”

Jane replied, “Sure thing, Doctor Beauvais. Thank you. Take care.”

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Lazybones

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Just a reminder that I'm going to be on vacation on October 13, so there won't be a session that day. I thought I'd posted it earlier but didn't see it on the last few pages (must have been in my other campaign thread).

I should have Internet access so I may continue to post intermittently during the off week. In terms of game effects I'm still working on a few ideas.

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