Fortunately, this month there weren't any Terror Missions. Instead, there was the inevitable march of progress as Dr. Vahlen started making headway into laser weapons and alien dissections, while troops filed about the base like, well, troops. In excellent news, however, the new Strike 4 Lead had come around to the topic of using SHIVs herself- if only because Strike 5 Lead had taught her how to use the aptly-named "SHIV Gun" to direct the unit without having to operate the clunky Combat Tablets that XCOM issued for things like using the Battlescanners. Aside from that, however, things were moving along, slow and sure as always.
More importantly, however, Shen and Vahlen had recently taken a large quantity of MELD to the deep lab, citing research that had a potential security concern. Weird.
POLITICS
-[X] Gain Production
-[X] Expand your Department
--[X] More money
Roll: 4. Political Capitol consumed. Funding gained (roll: 4, Central Mood: 4/10, Council Multiplier 1d10=5)= 80 Budget
Now was not the time for asking to get more money, but ask to get more money you must. Despite the general grim mood of Central and the Council, though, funds were released down the food chain without too much issue. It was a fairly middle-of-the-road amount, but it would fund your continued work on building SHIVs and developing new technologies for the foreseeable future. Speaking of which- Central was very pointed in making sure you knew the best way to get more funding was to work with their very reasonable requests.
Message received, Central: do what they want, or you don't get money.
DEVELOPMENT
-[X] Develop New Module
--[X] High-Caliber Coax
Roll: 2. New TN: 3
Unfortunately, what should have been a piece of cake to complete with the new coaxial guns wasn't. You had to spend too much time begging for money to really direct the herd of cats at your beck and call, which resulted in a lot of sloppy engineering being done. Normally this was fine, but on a layup project like this it was enough to get your blood boiling. Unfortunately, pushing through it yourself wasn't an option: too much of it was too detailed, and your progress for the month was paltry at best.
-[X] Develop New Weapon
--[X] Light Autocannon
Roll: 6. New TN: 9
Fortunately, the work spent developing the light autocannon goes much better. A nice, boring 20mm chaingun is good to work with at the end of the day, and it was a very easy thing to work on. However, as easy as it was to integrate into the rest of the SHIV, that didn't change the fact you had a lot of work to do to beat it into shape. Just one example problem was ammunition stowage (again) because you could not escape bullet storage hell. The issue was, autocannon shells were big. 20x102mm Vulcan ammo was a lie, since the base of the round was actually 21mm, plus extra room for the belt, plus extra room for belt flex… it was a lot of things that added up.
Eventually, you said 'fuckit' and just did a basic ammo drum on the side, and the soldiers working with the SHIV could just bludgeon a new one in. It wasn't elegant, but you know what? The recoil assembly was trying to take lessons in problematic development from the coaxial guns, and at this point you'd really like a vacation or failing that some better CAD software.
PRODUCTION
-[X] Produce a batch of SHIV Pattern 00 units.
--[X] 3
Roll: 7, bonus production activates. 4 SHIV Pattern 00 built.
Production went about like production usually did, except this time the Workshop team actually managed to get enough work done to make your rebate goals back. You then managed to squeeze out a fourth SHIV from that. Good work, production team!
-[X] Produce a batch of SHIV Weapons
--[X] Light Minigun
---[X] 3
Roll: 9, bonus production activates. 4 Light Minigun built.
Fortunately, since these are existing guns taken from existing stocks, mating them to a recoil assembly and gun shield system before locking them into a detachable cradle mount to be used by your SHIVs is easy as pie. The teams get these units knocked out very easily, and fairly soon the only issues are down to wiring in the additional modules: a good problem to have, since each SHIV only gets those once you have a chance to talk to each Strike Lead and figure out how they like their SHIV units to be set up. Your extra production here would definitely be useful, since you had the chassis to mate it to for best results. Soon, if you kept this up, every strike element would use your SHIVs!
AFTER ACTION REPORTS
STRIKE 1: Is not SHIV equipped. 5 fatalities last month, 190% casualty rate. Strike Lead is looking for newer, more effective countermeasures to gas warfare; failing that aditional recon assets would be good. Central is pleased.
STRIKE 2: Is not SHIV equipped. 5 fatalities last month, 190% casualty rate. Strike Lead is requesting any sort of heavy automatic weapon to counteract Muton strike units, which are tearing them up badly. Central is pleased.
STRIKE 3: Is not SHIV equipped. 8 fatalities this last month. 285% casualty rate. Strike Lead is looking for indirect fire support weapons, or any methods of explosive delivery. Alien engineering assets on Abduction missions are intensifying. Central is displeased.
STRIKE 4: Operates 3x Pattern 00 SHIVs. Opinions are high: SHIV suppressive support allows for 'agile and precise' infantry movement, and SHIV anti-armor performance is notably liked. Some issues are had with aquatic terrain, but nothing good pathfinding can't fix. Strike Lead is interested in more durable SHIV units. 3 fatalities last month, 120% casualty rate. Central is very pleased.
STRIKE 5: Operates 3x Pattern 00 SHIVs. Opinions are cooling on SHIV hardware rapidly, due to work needed to coordinate the SHIV units in high-complexity engagments found on Abduction missions in dense urban enviroments. Thin Men shoot/no shoot issues have reached a critical point, as Alien tactics are becoming more sophisticated to utilize this. 6 fatalities last month, 200% fatality rate, all SHIV units destroyed. Strike Lead is requesting a SHIV that requires less officer/NCO direction to be effective. Central is neutral on this.
CENTRAL NOTES: Vahlen and Shen are working on something big, scheduled to entire pre-production in December. Make sure every Strike Team has SHIVs by then so you can transition to whatever has them absconding with the soldiers we have on disability.
Current Resources
-84 Budget
-5x Pattern 00 SHIV
-9x Light Miniguns
-9x Engineers
-0x Alien Alloys
-0x MELD
-0x Elerium
-4x Pattern 00 SHIV corpse
VOTES
Politics (Choose 1)
[] Expand Your Department: You've got people here, hard working people. That said, you need more resources to make everything shine: be that money, MELD, or manpower. (Select a resource, rolling 1d10. On success (TN:6), gain resources. On fail, spend another resource to gain the selected resource. Political Capital is always the first resource spent this way.)
-[] More money
-[] More Alloys
-[] More Manpower
-[] More Elerium
-[] More MELD
[] Support Another Department: Sometimes you need to grease the wheels to get things going. Spending some time trading horses with various people, and see what you can get. (Roll 1d10, TN: 6. On success, gain Political Capitol, which lasts 3 months. On fail, gain nothing.)
[] Interact with Strike Teams: Go down into the Barracks and see what the Soldiers of XCOM think. May involve drinking. So, so so so much drinking. (No roll; takes the temperament of the base and soldiers, grants more information on Central/Strike Leaders)
[] Establish a New Project (Roll 1d10, TN: 4. On success, GM presents an answer to the presented RFI, with attached quote for the project. Vague projects may )
-[] Write-in Project Name
-[] Write-in Project Goal
-[] Select Project Type (SHIV, MEC, Solo Operator, Crew Served)
[] Borrow Production time (Costs Political Capital, vote an additional Production option)
Development (Choose two separate options. The same option cannot be chosen twice.)
[] Research New Theory: Sometimes you need to know more about things, and you need to do it sooner than Vahlen and her team are willing to look into it. (Costs 20 Budget, grants bonus to XCOM research speed for a turn. If a new tech unlocks, restore 1d20 Budget.)
[] Develop New Weapon: Your vics need more/better firepower. (Costs 10 Budget, roll 1d10/turn until TN hit.)
-[] Heavy Minigun: It's another minigun, but this one is better equipped to handle armor. (TN 10)
-[] Light Autocannon: Miniguns solve your accuracy problems by using more bullet. Autocannons solve that problem by adding explosive fill to the mix, which can ignore a lot of cover. (TN 9)
-[] TOW Missile: Really more of an anti-vehicle weapon in traditional use, this weapon will allow equipped strike teams to punch through any Alien infantry armor, or any UFO's deployable cover. (TN 20)
-[] Flamethrower: The classic liquid napalm dispenser system. It's crude, it's ugly, and it'll damn well explode if plasma gets near it, but it will also handle most engineering needs at making the Aliens leave protective cover. (TN 10)
-[] Thermobaric Rocket Launcher: An option brought to you by the Russian engineers, a thermobaric warhead offers an excellent room or trench clearing engineering weapon to the troops. The issue is, however, taking the TOS-1 example warhead and packaging it into your SHIVs. (TN: 20)
[] Develop New Module: As much as you wish the SHIV was capable of taking all its cues from software-side systems, a number of physical modifications need to be integrated into the chassis to get expanded capabilities. Time to develop some. (Costs 10 Budget, roll 1d10/turn until TN hit.)
-[] Ancillary Machine Gun: While the SHIV wasn't originally designed to use multiple separate weapons systems, a lot of options you're coming up with are either limited-ammunition or limited-range systems. Figuring out how to mount up an ancillary coaxial gun fixes that problem so it's not useless outside of melee range or some pathetically small number of shots.
--[] Low-Caliber Coax: A standard 7.62mm coaxial machine gun is fine, the troops use the same. (TN: 12)
--[] High-Caliber Coax: A standard 12.7mm coaxial machine gun might be a bit on the large side, but the added cover-punching is going to be useful- and those aliens are very good at hiding behind cover. (TN: 3)
-[] SCOPE: A general secondary fire computer, just like the ones the troops use. They might figure it out themselves if you don't work on it, though. (TN: 20)
-[] Marksman Scope: An improved optical system to extend engagement ranges off all SHIV platforms (TN: 15)
-[] Advanced Suppression Module: You can create a reliable, if small, zone of beaten ground with current systems. Time to improve that. (TN: 10)
[] Develop Infantry Kit: Sometimes you need to cross the fence and help out the Foundry Team develop answers to questions you never knew the Grunts had. (Costs 10 Budget, roll 1d10/turn until TN hit. When tech unlocks, refunds any Budget equal to remainder after TN. Grants Political Capital)
-[] Grenade Launchers: Whatever secret sauce the XCOM grenade suppliers were drinking means you don't have a 40mm grenade launcher to enhance your (combat) Engineers with. Fix that. (TN: 10)
-[] Improved Rocket Launchers: See complaints about sidearms, really. This degree of slop is unacceptable: there has to be a way to accurize this somehow. (TN: 15)
-[] Develop Solo Heavy Weapon: XCOM's stash of light machine guns and general-purpose machine guns is impressive, but you can do better. Build a man-portable heavy weapon that'll knock everyone's socks off (TN: 20, Bonus Political Capital)
-[] Develop Crew Served Weapon: XCOM has a proud tradition of mobile warfare stretching back one whole month. Throw that shit out the window, right here right now: you need more firepower, and you know the solution is to slap a big gun on a tripod. (TN: 15, Bonus Political Capital)
[] Develop Facilities: You're supposed to get your own section of the Fortress-Anthill at some point, but that's obviously not happening this month unless you pour some of your own sweat, blood, and man-hours into it to get that excavation moving at a decent clip. (15 Budget, 1d10/turn, TN: 20. Grants Foundry, adding Tier 2 actions)(Will auto-unlock in November)
[] Develop Aerospace Capabilities: not unlocked at present
[] Develop Spaceborn Capabilities: not unlocked at present
[] Support Genetic Operations: not unlocked at present
[] Support Psionic Operations: not unlocked at present
Production (Choose two)
[] Produce a batch of SHIV Pattern 00 units.
-[] How Many? (Cost: 10/unit)
[] Produce a batch of SHIV weapons
-[] Light Minigun
--[] How Many? (Cost: 3/unit)
[] Refurbish a batch of SHIV units
-[] How many? (Cost: 2/unit, 1x SHIV corpse)
[] Cede Production time (Gains Political Capital)
(AN
: there is a discord)