Your name is Dr. Thomas Bartmoss, and you are having a no good very bad day. On one hand: you've been made the 3IC of the XCOM- the main method Earth has to fight Extraterrestrial Aliens- Engineering Department, which means your area of responsibility is the organization's assorted automated fighting vehicles. Problem: aside from the SHIV project by your predecessor, there are no automated fighting vehicles. If you had to describe his efforts, you'd use words like "enthusiastic" and "imcpetent" in equal measure.
However, the bastard did manage to get you a working product- barely- so you couldn't curse his name out too loud.
(GM Note: This first turn is done following a Demo Plan so there's no OP/Line post segregation. This is how everything looks forever here.)
POLITICS
[x] Establish New Project (Superheavy Infantry Vehicle, Pattern 00)
Roll: 3
Command has a palpable doubt in the future of the SHIV, nonetheless because the name was clearly thought up while all involved parties were in the bar shooting the shit with the Rookies. However, since the tech was there and the paperwork was filled out correctly, the project is given a greenlight to move forwards to development.
Development, in this case, mostly means playing with technological Legos. The treads system is hardly revolutionary, the engine is downright primitive, and the armor is painfully primitive: just RHS plates across the vitals, with a smattering of redundancies. If your predecessor hadn't completely dropped the ball with explaining this to Central and the Commander, it could be sold as an economy measure to allow every squad to possess their own SHIV as a backstop, immune to the terror of the Alien and the threat of the strange Psionics they wielded with impunity.
Instead, the machines were seen as a piecemeal attempt to salvage some dignity from the Engineering department, and as such were not viewed with any initial favor by the troops and squad leaders. However distasteful they might find them, though, the truth was simple: each machine offered too many advantages to ignore, starting with large 'saddlebag' compartments that could carry extra ammunition and medical supplies.
DEVELOPMENT
[x] Develop new weapon: Light Minigun
(Autopass)
The SHIV platform needed weapons. That much was clear. Current experience against the Alien suggested that most of their units were unarmored or lightly armored- the unusually-shaped Sectoid and curious Thin Men being the two types of enemy spotted so far, even if it was agreed that if they had two species, then there was likely also more than two species. To combat them, your predecessor had decided the best weapon should be of low caliber to maximize ammunition, and to have a high rate of fire to maximize suppression and to cover for any sins in mounting through volume of fire.
To this end, a modified light minigun was chosen: with best control of fire rate and caliber, it should be capable of engaging any known threats, and serving in all other rolls without major issue until such time as you deem it needs replacement.
- Unlocks: Heavy Minigun, Light Autocannon, TOW Missile mount
DEVELOPMENT
[X] Develop new module: Suppression System
(Autopass)
A large part of the decisionmaking behind the minigun main weapons armament was the ability to overwatch and suppress targets: however, given the issues with machine learning, AI, and sensors fidelity, it was decided that the focus would be on performing area suppression first and foremost in terms of field use, to which a specialized computational module to assist the fire control system was developed.
The 'Suppression System' was not an advanced piece of work, but it was a necessary one. Still, you weren't going to give your predecessor any credit: this should be a core system functionality, not a bolt-on piece of shovelware!
PRODUCTION
[X] New-Build SHIVs (Pattern 00)
Roll: 9
For all development of the SHIV has been a troubled existence, once the plans were done up and delivered to Dr. Shen, things went remarkably easy. With seventy-five percent of the chassis being COTS, it was remarkably easy to subcontract out almost all of the system, with XCOM only being on the hock for final assembly and calibration.
This month, you managed to get five new Pattern 00 SHIV units online, which were promptly put into the Community Resources Pool. You're fairly certain that when Allocations time comes up next month, they'll get pulled from the pool to be used elsewhere.
AFTER ACTION REPORTS
STRIKE 1: Has not conducted a mission with your equipment yet. 3 fatalities last month, 145% casualty rate. Strike Lead requests improved body armor or systems to aim with. Central is pleased.
STRIKE 2: Has not conducted a mission with your equipment yet. 3 fatalities last month, 145% casualty rate. Strike Lead requests improved weapons or systems to aim with. Central is pleased.
STRIKE 3: Has not conducted a mission with your equipment yet. 3 fatalities last month, 145% casualty rate. Strike Lead requests some method of bringing artillery or engineering support to help flush out enemy units entrenching around crashed UFOs. Central is pleased.
STRIKE 4: Has not conducted a mission with your equipment yet. 10 fatalities last month, 300% casualty rate. Strike Lead sacked, squad leaders sacked, unit has been brought in for reorganization.
STRIKE 5: Has not conducted a mission with your equipment yet. 5 fatalities last month, 200% casualty rate. Strike lead requests any assistance possible to prevent squads from going into "Alien Shock". Central is ambivalent.
Current Resources
-100 Budget
-5x Pattern 00 SHIV
-5x Light Miniguns
-3x Engineers
-0x Alien Alloys
-0x MELD
-0x Elerium
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, 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. 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. On success, GM present 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)
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 15)
-[] 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)
[] 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.)
-[] Targeting Module: One clean shot, and it doesn't matter what bullet you throw and it'll blow them away. (TN: 10)
-[] 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)
-[] Infantry Optics: Whoever procured most of your leg infantry kit did so in what had to be the early 90s, and it's presently 2014. Build some basic optical enhancements so your soldiers aren't fighting over iron sights like savages. (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: 30. Grants Foundry, adding Tier 2 actions)
[] 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 one)
[] 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)
So, welcome to Build A Better Salvager, the quest where you're frantically trying to replace the squishy, useless, memetic Rookies as fast as possible with robots that don't panic and die. This is going to be the mother of all uphill battles, so the mechanics are going to be fairly simple. Do note, however, that due to not being limited to a video game, the tech tree is not a 1:1 copy of the Long War tech tree. This makes things more interesting, and give players more room to find new and exciting combinations of weapons and tech.
In this quest, everything is decided by d10 rolls, which will slowly push their way to a Target Number (TN) for listed projects. As the department researches things and Vahlen unlocks new tech, more options to work on will become available, to be matched by action economy going up by one action per ten engineers the group has. Turns take one month: don't be suprised if new tech unlocks out from under you to change things.
Each update is going to be divided simply: GENERAL NEWS, for narrative status and XCOM-wide announcements, POLITICS for your politics action and counter-reactions that may change your goals for the turn, DEVELOPMENT for the meat and potatoes of the Quest, PRODUCTION for turning these developments into weapons your people can use, and then AFTER ACTION REPORTS to show how what you're doing affects things on the ground. Not all information will be guaranteed to make it into every update, however: please remember to read the thread for more notes.