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Topic: X-COM Monday Nights Campaign (Read 4486 times) |
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chiz
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| Whatever happens, we have to focus on medical supplies with every spare man until we go after them. We've no idea what we'll face out there, cut off from any facilities and with the rest of the planet reliant on us." Catalina grinned at Jarvis. "I'd rather like to come back ... alive, even if it means carrying pack full of medical supplies each." |
| Jim nodded vigorously after Cat spoke. "I love the idea of getting to see Mars, but like Cat I'd prefer getting home alive. We need plenty of med-kits - preferably the improved models we've got schematics for but need to actually put together." "After being out for the last mission, no way am I letting you guys leave me behind for this one - Mars is gonna rock, and the aliens we are gonna sock. I feel like the time I'm spending the psi-lab is also paying off - I think I'm starting to get the hang of this psi-thing." ooc: I'll apply my skill to the advanced medkit research (if this is feasible - Craft Pharma and knowledge earth and life) or to actual med-kit construction if I can't make the research go faster. I'm also in favor of building a psi-amplifier.
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| « Last Edit: on: Nov 3, 2008, 11:28PM » |
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Lazybones
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I wrote my summary before all of your posts (great updates!), but I've tried to revise to match what you posted today. Let's hope that all the low rolls have been used up this week! * * * * * After the frenetic buildup to the base attack mission, the aftermath comes as a bit of an anticlimax. The interrogation of the Muton Commander goes well enough, although Cat's attempts to analyze the alien's language leads to some dead-ends for the research team. Overall the research is frustrating and intense, although by the end of the week, the biological sciences team is sending coordinates to the physical sciences team. Work begins on planning the Mars mission. (Cat: roll of 3 on Linguistics skill, no benefit) Work begins on the second-generation of the regen serum. Early results meet expectations, but there is a setback as Mary accidentally deletes a whole directory of important files on one of the research workstations. The work continues and the problem is overcome as the techs are able to recover a partial backup off the mainframe, but the project ends up behind schedule after the first week of work. (Mary: roll of 1 on Biology skill, -2 researcher/weeks on project) The Experimental Heavy Armor project goes better than expected. Jane is able to solve a tricky problem with the joint actuators, which actually helps to free up some engineers to help work on producing more medikits. The "flying" upgrade is more doubtful, although an emergency hydraulic boost system is installed that should allow Vasily to make prodigious leaps--if he doesn't lose control and slam into a rock face at 100kph, that is. (ooc Flying doesn't really fit that well into the NWN engine, although there was flying armor in the original X-COM. I'll think about this more for next week.) Two units of Regen Serum 1 and seven extra medikits are produced, and both lines are primed for full output before the Mars mission is launched. The regen project is prepared with the new information from the Serum 2 research, so manufacturing of serum next week can produce the upgraded product, if that research is completed on time. (Jane: roll of 13 on Craft Mechanical, +17, for a Complete Success result) (James: roll of 14 on Craft Pharma, +14, for a Major Success result) (note: since there was some disagreement on how to split resources between regen 1 and extra medikits, I split the difference) After the impressive results from the previous week's training, this week in the Psi Lab results in more frustration than celebration. However, Doctor Allen continues his streak of remarkable progress on the psi training assessments. Will save vs. DC15 (+1 per point >14 on roll) +1 to roll for IC posting. Jane: roll (1 + 11 + 1) +0 bonus Cat: roll (3 + 6 + 1) = +0 bonus Vasily: roll (7 + 5) = +0 bonus Mary: roll (3 + 12 +1) = +2 bonus James: roll (15 + 12 +1) = +14 bonus Hadrian: roll (13 + 9 - 1) = +7 bonus
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vanya mia
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(OOC - Oh, so the psi research only gave us the +5 boost on training once? When you said it might benefit others down the line I thought it would be permanant. Never mind!))
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| « Last Edit: on: Nov 4, 2008, 2:11AM » |
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Lazybones
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on Nov 4, 2008, 2:07 AM, vanya mia wrote:| (OOC - Oh, so the psi research only gave us the +5 boost on training once? When you said it might benefit others down the line I thought it would be permanant. Never mind!)) |
| What I meant is that it might bring some folks closer to the next "threshold" Psi score. Given the boosts you got last time, I'd still say you got your money's worth. Sorry for the confusion.
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Jenniza
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on Oct 28, 2008, 12:02 AM, Lazybones wrote:The dice gods favor you this day. The investment in Psi pays off with 3 people gaining boosts due to that +5 (and others may benefit from it down the road). [text deleted] Will save vs. DC15 (+1 per point >14 on roll) +1 to roll for IC posting. Advanced Psi Research: +5 to all Psi Training scores. Jane: roll (16 +11 +1) +5 = +19 bonus Cat: roll (12 +6 +1) +5 = +10 bonus Vasily: roll (4 +5 +1) +5 = +5 bonus Mary: roll (20 +12) +5 = +23 bonus James: roll (8 +12) +5 = +11 bonus Hadrian: roll (11 +9) +5 = +11 bonus
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| This was from the week we got the bonus Psi-rolls. This was how the +5 was figured in apparently. Now we know... and knowing is half the battle... *singing* G.I.Joe! Go Joe! [Couldn't resist US silly cartoon joke.]
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Lazybones
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I'm going to hold off on the midweek update post until the team returns to base. In the meantime, if you want to post IC for the bonus XP, feel free to capture a moment of the mission from your character's point of view.
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vanya mia
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Her heart hadn't stopped beating quickly since the moment she spotted the Night woman, but Catalina was in her element and it showed in the fixed smirk under her helmet. This was what she'd trained for, after all. It wasn't made easy by big feet clunking around, or at least one member of the group's inclination to exclaim joyously over the view or the architecture, so much so that she'd slipped up herself and used the COM, but she felt that she was making up for her stupid mistake during the Russian mission. Not that it hadn't nearly happened again descending the cliff; the slight weakness remaining in that leg from the previous disaster nearly recreating the problem. The shot from James she'd been given helped her through and eventually the painkiller had done exactly that. Doubtless she'd pay for it later but, Catalina grinned to herself, the massage she'd elicited would see to that. The mine that trapped Night had been too effectively made to risk trying to disarm, but as Catalina wasn't altogether certain of Night's intensions it didn't worry her much. She'd have preferred to leave a guard with the woman, but there were too few of them to risk it. Besides, if this was a trap then they had already sprung it. The most distracting thing had been Vasily's leap; almost mind-meltingly so. The memory of the leap was going to conjure vivid thoughts later, that was certain, as it was hard enough to strike the image out now with a task at hand. With the Frenchman lying trussed, the Vasily's comment floated through her mind, "If in doubt, always tie rope to Russian". She shook herself and pushed the Frenchman's pass card stowed in her belt pouch and muttered, "Definately coming back to haunt me later." Catalina shook the distracting thoughts from her head as they moved in the direction he had indicated. As they gathered in the vicinity of the way down Catalina asked, "Okay, how are we going to play this?"
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| « Last Edit: on: Nov 6, 2008, 9:23AM » |
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karvon
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As the team discussed options, Hadrian reflected on the insertion and infiltration stages on the mission. They'd met up with their local contact easily enough, but this Dark woman worried him, as she seemed overconfident at times. While she'd led them round outer patrols and sensors ably enough, she'd ended up stranded on mine. He could only hope no wandering patrols stumbled upon her before the mission was finished and they were out of this place. Cat had done a fairly good job of marking or neutralizing security devices, though she lacked the experience or gear to defuse the mine Dark had stepped on. Hopefully, she'd be able to handle whatever guarded the stuff they needed to grab. While Vas' leap to the balcony in his new armor was impressive, it'd been a foolish risk - given the noise - and they were lucky no guards had heard him land. Given the troubles some team members seemed to have in climbing, he made a mental note to give some simple lessons between missions to reduce these woes. Yes, it was the little things that tripped you up and led to botched missions. He wondered how many more little mistakes the team could afford to make?
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Bob Thundergut
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The Alps were beautiful to Mary. So beautiful that she almost forgot how to be a soldier. Not that she had much experience really. She had only been a member of the world's most elite combat unit for a few weeks. Before that, her career in the Indian Army had mostly consisted of jumping jacks, and running in place. After Vasily made that amazing leap to the terrace ledge, he dropped down a rope. Jane and Cat made it look easy. When it became her turn , Mary climbed up like a pregnant cow. Halfway up, she lost her grip and landed flat on her back. The air that blasted from her lungs misted her faceplate. For a moment, she almost blacked out. Second try: a few minutes later, she could feel her grip slipping again from the rope. Vasily gave one power-armored heave on the rope from the terrace above, and Mary was jerked up like a rag doll, to the ledge. Catalina had carefully disarmed an explosive trap set in the entrance. When the whole team was on the terrace, the doors slid quietly open. The others entered stealthily, careful not to make a peep. "What a grand place!" Mary exclaimed smiling, as she entered. She soaked in the splendor of the chateau, marvelling at the long thin corridors, the many doors and intersecting passages. "You know, this reminds me of my old Neverwinter Nights days in college!" The others looked at her as though she were insane. Catalina made a motion with a clear message: Shut the hell up. Mary gulped and hid behind Vasily. She remembered indeed her old NWN games - when her character would do something stupid, and get the whole party killed.
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| « Last Edit: on: Nov 10, 2008, 3:39AM » |
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Smart Alec
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The tension of the operation was palpable. If this had been an OSNAZ assault, he knew, the shooting would have started by now, and they'd likely already be deep inside the castle. But then, had this been an OSNAZ op, there would have been at least four teams handling it, so... "Is better, I think, to start fight than to try to sneak and get caught," Vasily postulated. "We got this floor, first floor, need to get to lift, need to get down to bunker, got to get stuff, get out, maybe pick up Drake's sister on the way if we feel like it. Best to see if there any chance we can get to lift without trouble. But there little chance we can kill quiet, in this big armour, so if we have to start fight, we hit hard with everything, yes?"
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Jenniza
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Jane nodded, "Our best strategy has usually been kill everything that we see or suspect with rare exceptions, like civlilians and captives. Sneaking by usually just means leaving stuff behind us to bite us in the rear when the worst opportunity presents itself."
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chiz
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On the way to the "castle", Jim enjoyed the great view of the mountains and the hill path they followed. Their guide had graciously arranged for a number of different plants to be visible on the way: Astragalus frigidus, Gymnadenia conopsea also known as Fragant Orchid, and even some rare reddish Orobanche gracilis or Broomrape. James surreptitiously took a few seeds from a flowering Campanula patula and stuck them in his pack. Later, in response to Vas and Jane, he replied, "I'm with you on that one, guys. Let's hit them with everything we can muster - I'm not a big fan of leaving problems behind us so that they bite us in the back. I don't mind sneaking around, but only so we can position ourselves to hit them hard."
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| « Last Edit: on: Nov 10, 2008, 10:28PM » |
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vanya mia
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Catalina shrugged and looked at each in turn and then at Vasily to ask, "That not-leaving-to-bite-arse doesn't include those we're sneaking past up here? I'm thinking that it wouldn't be good to let those below know we're coming. Sensor said they were the big sods."
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| « Last Edit: on: Nov 11, 2008, 12:18AM » |
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Smart Alec
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Vasily shrugged. "They only two guys. Two human guys. No match for us, not even slightly. They not worth giving up element of surprise for." He taps his gun for empasis. "We need use advantage of surprise on something bigger, if we going to use it at all."
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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 – Southern France X-COM meets College days of Neverwinter Nights. We accomplished our mission objective of filling Portable Elerium Containment Units to 100% each. In addition we obtained some computer data from the castle base’s computers, a security keycard and security code – all of which have been turned over already for processing. We were forced to exit via an alien medium scout ship, which I barely piloted through some enemy fire, to our rendezvous point that we coordinated mid-flight with Ken. Vala Night presumably escaped on her own accord as she seems quite an able agent. She insisted we abandon her outside when she stepped on a mine and spared us by insisting she’d be okay until the action started and then she’d be able to free herself without losing the leg. We were unable to go back for her and we certainly hope she’s alright. Please send along our thanks through the appropriate channels to her. She helped us navigate a safe path there. We’d have been spotted for sure otherwise.
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Lazybones
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Doctor 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 The Avenger is ready, and we now have the Elerium to power it. We're planning on a launch in three days. It would be better to wait two months, for Mars to reach the closest distance to Earth on their orbits, but all evidence indicates that we don't have that kind of time. Once the new alien battleship is completed, we are in big trouble.
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.
- Advanced Medical Production Interface: This upgrade uses alien computer technology and information from the captive Floater Medic to improve the efficiency of our Biogenesis unit. While not affecting base medikit production, this improvement allows one engineer to produce one medkit per week's work, compared to two engineer/weeks at present.
- Alien Alloys: Research complete. Personal Armor is now available for manufacture.
- Psi Lab: Project complete. 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.
- Advanced Psi Research 1: Applies newest intelligence from alien data sources. Grants +5 to Psi scores of entire team.
- 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. Research complete.
- Small Launcher: An alien stun weapon. Research complete.
- 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.
- Chryssalid Countermeasure: Our Biological Sciences team has produced a serum.
- 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.
- Alien Grenade: These explosives are based on a biochemical agent combined with a tiny amount of Elerium-115.
- Sectoid Prisoner: Research complete.
- Snakeman Soldier: Research complete.
- Floater Navigator: Research complete.
- Floater Medic: Research complete.
- Floater Engineer: Research complete.
- Sectoid Leader: 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. Research complete.
Current Projects:
- Regenerative Serum 2 (16 [-2]): A more potent version of the serum.
Available Projects:
- Advanced Medikit 3: Improves efficiency of current medikits.
- Psi-Amp: Doctor Beauvois and Grace Beluca have put together a plan for a device that will allow X-COM field agents to amplify psionic energy, granting them abilities similar to Sectoid commanders and Ethereals. This device can only be used by individuals with advanced Psionic Potential scores that have trained in the Psi-Lab.
We sent all of our current prisoners to the off-site secure containment facility, when preliminary interrogations indicated that they were not likely to have any information that would be of use prior to the Mars mission launch. 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: Missile Defense, Laser Defense, and Plasma Defense have been completed. 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: 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.
- Alien Grenades: The alien grenades can be built, 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. With the new Advanced Production Interface online, each additional engineer dedicated to medikit production produces +1 medikit/week.
- Advanced Surgical Kit: An advanced field intervention kit that can stabilize and restore a dying soldier. (ooc: Raise Dead)
- Regen Serum 1: Boosts the body's natural regenerative abilities for a short time.
- Chryssalid Countermeasures: Cures the body of a chryssalid implanation. Side effects include a temporary weakness.
- Heavy Weapons Platform: Plasma Tanks may be manufactured. It takes three engineer-weeks to repair a damaged HWP.
- HWP Repair Kit: These repair kits can only be used on HWPs and require about twice the resources of a medikit to construct.
- Experimental Heavy Armor: Exceptional protection, but requires the Heavy Armor Proficiency (or the armor penalty ring) to use.
- Ablative Armor Shielding: Personal Armor Upgrade. Adds 5 Positive Energy resistance in exchange for a -1 Armor Check penalty. Note that this upgrade is already included in the X-COM Powered Armor.
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Lazybones
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This is it, the last mission of the campaign. If you fail, Earth is doomed. And there's no second chances. Here is some more information to guide your options for the last week. Everyone stands ready to give their all to see these projects complete before the Avenger launch, but there's always the chance for a problem when people are exhausted. Research: If you put 30 into the Psi Amp and 6 into Regen Serum 2, you can complete both projects if you can avoid a bad roll. You may want to put a team member onto one or both of these to be sure (although they could roll another 1 as well, of course). Completing the regen project will provide you with a few free samples (depending on the roll). Also, because the serum research is nearly done, you can invest in manufacturing serum and get the v2 (assuming you finish the research successfully). Manufacturing: At this point, it's all good. I'd recommend items that would be of direct use on the mission. Now that you've built one suit of the Experimental Armor, a second set is somewhat easier to craft (20 points). Plasma tanks are 12 points. Regen serum is 2 points per unit; medikits are 1 point each. Advanced surgical kits are 10 points. Pumping out a second Psi Amp prototype at the same time as the first would be 15 points. If there's any leftover manufacturing capacity (e.g. due to high rolls), I'll put it into medikits unless otherwise instructed.
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| « Last Edit: on: Nov 11, 2008, 4:14PM » |
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Jenniza
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ooc current 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.
- Alien weapons: Vibroblade ; Small (Stun) Launcher (fires Stun Bombs); Blaster Launcher (one shot dangerous fusion explosion – cannot be reproduced with current tech) ; Elerium-115 Biochemical-Grenades
- 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)
- New Ship Designs: FIRESTORM (Advanced new Interceptor) ; LIGHTNING (Advanced new Skyranger) ; AVENGER (Advanced new Interplanetary craft to take Alpha Team on Assault Mission to Mars)
- 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)
- Chryssalid Countermeasure – Our Biological Sciences team has produced a serum and is now working on minimizing the side effects.
- 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.
- Elerium-powered Biogenesis Unit – increase medikit production by 50-75%, etc
- Psi Lab: Research complete. Construction is underway.
- Advanced Psi Research 1 – Applies newest intelligence from alien data sources. Grants +5 to Psi scores of entire team.
- Advanced Medical Production Interface – This upgrade uses alien computer technology and information from the captive Floater Medic to improve the efficiency of our Biogenesis unit. While not affecting base medikit production, this improvement allows one engineer to produce one medkit per week's work, compared to two engineer/weeks at present.
- Prisoners that were given preliminary interrogations and sent on: Sectoid Engineer, Snakeman Engineer, Floater Soldier
- Prisoners researched: Sectoid, Sectoid Leader, Snakeman Soldier, Snakeman Navigator, Snakeman Leader, Floater Navigator, Floater Engineer, Floater Medic, Ethereal Leader, Muton Commander
- Autopsies completed: Sectoid, Snakeman, Floater, Reaper, Chryssalid
Current Projects: - Regenerative Serum 2 [6] – A more potent version of the serum.
- Psi-Amp [30] – Doctor Beauvois and Grace Beluca have put together a plan for a device that will allow X-COM field agents to amplify psionic energy, granting them abilities similar to Sectoid commanders and Ethereals. This device can only be used by individuals with advanced Psionic Potential scores that have trained in the Psi-Lab. This research project includes a prototype model.
Available Projects: - Alien Medicine (Level 3) [20] – advanced medikit
Prisoners held in Alien Containment: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 & Plasma (Base Defense Rating = 84)
- Psi-Lab: 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.
Current Projects: - Experimental Heavy Armor [20] : (Vasily’s set has slight modifications for extra jumping?) Exceptional protection, but requires the Heavy Armor Proficiency (or the armor penalty ring) to use.
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)
- Plasma Cells: Ammunition for the alien plasma weapons can be constructed, requiring Elerium-115.
- Stun Rods [5] : 3 (Vasily, Soheil, Hadrian) stun aliens for capture
- Motion Scanners [10] : 2 (Catalina & Jane)
- Improved Motion Sensors [10+] : 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.
- Heavy Weapons Platforms : Plasma Tanks: 0 [12 to produce, 3 to repair]
- HWP Repair Kit [6] : 0 - 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 [15] : 6 (regular: Soheil, Vasily, Mary; Mk2 (80% weight) : Jane, Hadrian, Dr. Allen) ; 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
- Ablative Armor Shielding: Personal Armor Upgrade. Adds 5 Positive Energy resistance in exchange for a -1 Armor Check penalty. Note that this upgrade is already included in the X-COM Powered Armor.
- Medikit [1] : 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. With the new Advanced Production Interface online, each additional engineer dedicated to medikit production produces +1 medikit/week.
- Regenerative Serum 1 [2] : 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.
- Chryssalid Countermeasure [2] : Our Biological Sciences team has produced a serum.
- Advanced Surgical Kit [10 engineers or 5 medikits] : 2 (Dr. Allen & Mary (Mary's to be reimbursed)) ; Resuscitate patients (ooc: one-shot Raise Dead)
- 2nd Psi-Amp Prototype [15]
So the suggested list is: Research: - Regenerative Serum 2 [6] – A more potent version of the serum.
- Psi-Amp [30] – Doctor Beauvois and Grace Beluca have put together a plan for a device that will allow X-COM field agents to amplify psionic energy, granting them abilities similar to Sectoid commanders and Ethereals. This device can only be used by individuals with advanced Psionic Potential scores that have trained in the Psi-Lab. This research project includes a prototype model.
Manufacturing: - Experimental Heavy Armor [20] : (Vasily’s set has slight modifications for extra jumping?) Exceptional protection, but requires the Heavy Armor Proficiency (or the armor penalty ring) to use.
- Medikit ( 8 ) : 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. With the new Advanced Production Interface online, each additional engineer dedicated to medikit production produces +1 medikit/week.
- Regenerative Serum 1 ( 6 ) : 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.
- Chryssalid Countermeasure [2] : Our Biological Sciences team has produced a serum.
Suggested list might be: Research Final Round Regenerative Serum 2 [6] Psi-Amp [30] Guess we don’t do (Alien Medicine 3 [20] ) unless we get lucky Manufacturing Final Round Experimental Heavy Armor [20] (for Jane) (plus Jane's craft mech +18 & repair 17) Medikits ( 8 ) Regenerative Serum ( 6 ) Chryssalid Countermeasure [2] What else? Regenerative Serum 1 [2x] Medikits [1x] Plasma Tank [12] HWP repair kit [6] Experimental Heavy Armor [20] for Dr. Allen 2nd Psi-Amp Prototype [15] Stun Rod [5] or we not taking captives? I’m assuming not as this is the last mission. I don't know everyone's scores, I'm sure some of these are extremely inaccurate by now: (plus Catalina – Knowledge Tech 15 or Disable Device 20) (plus Vasily – Demolitions 16, Craft: Chemical 6) (plus Mary – K/ Life Sciences 18 & Craft Pharma 24) (plus Jim – Treat Injury around 20++ & K/Life Sci & Craft Pharma 13++)
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| « Last Edit: on: Nov 11, 2008, 10:12PM » |
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