Created
Status
Ongoing
Watchers
65
Recent readers
0

X-Com 2

You are not the grand heroes of this story. You are not the legendary and nearly...
The Town
The Town right now:

You are in the middle of nowhere Texas. The terrain is softly rolling arid plains. Not quite a full-fledged desert but not far from it either. It has enough vegetation that you may be able to crawl to hide, but most certainly it's not tall enough to walk or drive. The town has a few ranches surrounding it, they are each several hundred acres each with natural gas, cattle, turkeys or other resources that work in the climate.
You have hundreds of miles in every direction that is almost entirely just open land high way and low shrubbery.

The War Machine:

The Workshop:
You have converted an old self-storage facility into a major industrial center. Some storage units now hold supplies, with people who go through them organizing and recording them. The larger units got turned into workshops, some with the walls knocked down to expand them. With everyone in one area, you have removed most transportation times, and people are quickly teaching each other and learning how to work together to produce much more.

The Construction Center:
The once simple building for the organization and planning of city construction has grown quite a bit. They have been given cots and had the building expanded so more people could work as well as having a variety of new tools.

The Lab: Yes they are working out of a double garage but it's far better than the small basement they were in before. With real desk, computers, and most of the walls painted to be chalk boards they are making far more progress than before.

Hydroponics Center: Rows upon rows of fruits and vegetables are being grown in the large warehouse-like building. Simple controls let someone change what plants receive water as well as when. Many townspeople have already planted and are steadily growing all of their favorite things turning it into part community garden.

Proper Gunsmithy: Formalization and training of a large number of gunsmiths in an appropriately large specialized workshop will massively increase your ability to arm your squads.

Defences:

Trench: Just a few foot hexagon trench dug out of the ground to stop Advent from just driving up and murdering everyone. It is the first step in forcing the location of any battle. Also, materials pulled out will be convertible into Adobe to build walls later.


The Military Base:

X-Com Communications Tower: The tower that X-com told you to build. It will give access to the black market, resistance network and of course X-Com.

Level 1 Military Shooting Range: A place where your squads can train their long-range combat skills. The town has shooting ranges, but not to the standard needed.

Level 1 Gym: A place where your squads can train their short-range combat skills.

Specialist training center: Making a proper facility where the various experts can teach, and manuals and training grounds can be placed for the various classes will greatly enhance their effectiveness.
 
Last edited:
Week 1!
-------------
Winners:
[X] Developing Town
Construction Priority: [X] Construction Priority: Level 1 Expanded Construction Center
Production Priority: [X] Level 1 Extra Construction Tools
Research Priority: [X] Kevlar Production
--------------
Town Resources:
CP: 250
CV:15

PP:100
PV:5

RP:100
RV:5
---------------------------
Personal Actions:
11+3 Omake!*[x] Construction X-Com Communications Tower (210)
2+2 Omake![X] Melee weapon experimentation ( 20)
2[X] Alien Alloy Basics (10)
1[X] Kevlar Production (5)
[X]Level 1 Trench (15)
2[X]Hydroponics center (30)
-----------------------------


Your little town of Willesden has kicked the hornet's nest. However, the people have come together to make sure you survive or at least have the chance to fight back. Whether it is the one man with a shovel digging a trench or the dozen who came together to build X-Coms tower, the town is rife with examples of people going above and beyond. Granny Suthers and a few of the older ladies have commandeered a food truck to bring the workers snacks and lemonade. Kids carry tools and messages around the town as people get to work. In part, there is fear in the air, but also for the first time in a long time a community with a cause. People like having a cause and not since 9-11 has so many American flags been flown with such pride. Advent may come and may kill you all, but today you are Americans and you will not let them take that from you.

With the tower up you are now part of the X-Com information network, which allows you to send and receive information about advents movements. They have informed you that you should keep preparing, that X-Coms presence has made you a low priority but they will be leaving the area soon, so you should expect Advent forces in 2-3 weeks. (new projects added)

You have built a larger center for your construction crew, giving them better access to tools, resources and building housing for them near the workstation. You as a town have also emptied the wall mart of hand tools and have made many more to make sure that all the people who want to work can. Your small handful of people who are scientifically minded have overseen the research so you can now produce Kevlar, many jokes were made about the fact that its a handful of teenagers and 20-year-olds working out of the town hall basement with computers and energy drinks. However they managed to get the needed information and even get the basic infrastructure built, you can now produce Kevlar, an excellent soft armor material. (new projects added)

A few people have started other various projects that will need more assistance to finish.

The police have come forward with a few concerns about their militarization mostly that their cars will need serious modification for real armor as well as being able for people in the back to get out on their own and ideally 50.Cals would be added to them. (new project added)

Ideally, they think you should also make some more equipment and start a few more squads and make sure they have some longer range weaponry than shotguns.

X-Com Communications Tower: The tower that X-com told you to build. It will give access to the black market, resistance network and of course X-Com. (200)
Reistance Command Center: With a connection to the resistance network you can now make a full command tactical center which will monitor your own war effort as well as allow other reistors to find you which may be new squads or bring supplies. May make you a larger target of Advent (10/1000 CP)

Level 1 Trench: Just a few foot hexagon trench dug out of the ground to stop Advent from just driving up and murdering everyone. It is the first step in forcing the location of any battle. Also, materials pulled out will be convertible into Adobe to build walls later. (15/600 CP)

Level 1 Hydroponics Center: Food is not an immediate concern, but your home may soon be a war zone, not only are you worried about the shipments stopping to your various stores because of rebellion but you may in the future be under siege. (30/200 CP)

Level 1 Military Shooting Range: A place where your squads can train their long-range combat skills. The town has shooting ranges, but not to the standard needed.(100 CP)

Level 1 Gym: A place where your squads can train their short-range combat skills. (100 CP)

Level 1 Expanded Construction Center: Adding a living area and other necessities near the workstation can greatly increase the amount of work doable in a day. (200 CP)
+50 Base Construction Points per turn

Level 2 Expanded Construction Center: With fully functioning mess halls, organization center and stockpile centers you can further increase how much construction can be done. (500 CP)
+50 Base Construction Points per turn

Level 1 Expanded Production Center: Adding a living area and other necessities near the workstation can greatly increase the amount of work doable in a day. (200 CP)
+50 Base Production Points per turn

Level 1 Expanded Research Center: Adding a living area and other necessities near the workstation can greatly increase the amount of work doable in a day. (200 CP)
+50 Base Research Points per turn

Squad Car Modification: Adding real armor to both squad cars as well as modifying them to hold a 50.Cal (still have to build the 50.cals) and other various modifications like the door changes to make them effective millitary vehichles (500 PP for both)

Hardened steel ballistic plates with kevlar carriers: There is a surprisingly easy method of making ballistic plate body armor. Inside a kevlar carrier, they now offer significantly more protection. (100 PP per squad)

Guns: Currently you don't have any guns stockpiled, if you ever want to produce more squads or equip them differently you are going to need to produce some primary weapons: (100 Points per squad)

Weapon Customization: Every member of every squad has a wish list for there weapon. Jungle style magazines, red dot laser sights or custom stocks you can knock out the better thought out of any given wish list to give them a bonus in ranged combat. (50 PP per squad)

Ammo Stockpile: Everyone has a few magazines at the moment but extra ammo could be spent to enhance training and make soldiers feel a bit better knowing they have more ammo than what is on their person. (20 Points Each)

.50 Cal: A thing of destructive beauty a single .50 Caliber machine gun to be bolted to a truck bed, or a fixed heavy weapons position. (200 PP each)

Level 1 Extra Construction Tools: With so many volunteers you need to quickly build the most basic tools so they can have a bigger impact. (100 PP)
+5 Construction Points per construction dedicated vote

Level 2 Extra construction Tools: With people supplied with the basics you can now focus on bigger efforts like a few tool trucks and power tools for the average layman who wants to help. (250 PP)
+5 Construction Points per construction dedicated personal action

Level 1 Extra Production Tools: With so many volunteers you need to quickly build the most basic tools so they can have a bigger impact. (100 PP)
+5 Production Points per production dedicated personal action

Level 1 Extra Research Tools: With so many volunteers you need to quickly build the most basic tools so they can have a bigger impact. (100 PP)
+5 Research Points per research dedicated Personal action

Alien Alloy Basics: When the Advent soldiers were killed they exploded shortly afterward leaving only a pile of gore and what shards you could find of there next generation material, now if only you can learn to use them. (10/250 RP) Unlocks Alien Alloy

Kevlar Production: While Alien Alloy is rare Kevlar with some research can be produced as fast as you are willing to invest in it. It may even be usable with other materials for better armor eventually. (100 RP)
Kevlar Expertise: Now that you can produce Kevlar you can experiment and gain practice with it to find more complicated uses. (5/250)

Reverse Engineering Arc Thrower: The ability to capture advent troops alive would mean valuable information and possibly equipment and it is probably a good idea to know how to make more arc throwers before risking your only one in combat. (500 RP)

Melee weapon experimentation: X-Com does it! Well more importantly many of the aliens rush into close combat, having a decent stabbing implement on hand may be the difference between life and death. This is designing a bladed weapon for melee combat with those aliens or advent troops. Long enough to matter short enough to wear practically. (20/50 RP)
 
Week 2
WINNERS
Construction: Expanded Production Center
Production: GUNS!
Research: Alien Alloy Basics
--------------
Town Resources:
CP: 250
CV:15

PP:150
PV:5

RP:100
RV:5
---------------------------
Personal Actions:
Extra Research Tools (5)
6+2 Level 1 Hydroponics Center (105)
3+1 Level 1 Trench (60)
Level 1 Expanded Research Center (15)
8+1 Melee weapon experimentation (40)
Level 1 Military Shooting Range (15)
1+1 Reverse Engineering Arc Thrower (10)
Alien Alloy Basics (5)
Hardened steel ballistic plates with kevlar carriers (5)
------------------------------------

The concept was simple, one giant workshop. The goal was to convert an old self-storage place into a usable workshop with some living quarters and it worked. The dollies crates and storage units were great for storing raw materials, the larger storage units easily became workshops all next to each other, they already had built-in power and circulation. Walls were knocked down for the people who needed more space. The tools and equipment of professionals and hobbyist alike were brought to work in one area. Granny Suthers and her little troop of old ladies came and brought everyone lunch again. The plan was for people to learn from each other, share tools and supplies and remove much of the transportation time between steps of refinement in the creation process and it is working wonderfuly.

However when not moving those experts and hobbyist were able to get four new assault rifles made and a few magazines of ammo each. The first police squad is happily equipped with more long-range weaponry. However, you also finished your melee weapon testing and settled on a blade similar to what you saw X-Com use, and thus dubbed it the X-Blade.

Slightly thicker and larger on the end of the blade the additional weight gives it some ax like properties that are favorable against advents heavy armor, where brute force may be what it takes.
(X-Blade production unlocked, converts 1 rifleman per squad into an assault max 1 per squad)
One X-Blade was produced for free as part of the research and has been given to squad one.

The research division, as they are ironically called has been working with the alien alloy trying to discover how to mold it and make use of it, as well as understand it's basic properties what they have uncovered is that alien allow is really hard to understand. Though they have made great progress in knocking out a number of factors and have made very small changes to the alloy so far.

Even outside of the professional circle's great strides are being made, the hydroponics center is more than half done and progress has been made on a dozen other projects.
Units:
HP:10
Veteran Level +2 has been around the block a few times
Long Range Strength +3 (4)
Short Range Strength +3 (5)
-----------Other Skills
CQC:1
Courage: 3
Medic: 0
Live Capture: 2 Years of police work has its perks.
---------Squad Make up
1)Assualt (Gives CQC+ 1)
2)Rifle Man
3)Rifle Man
4)Rifle Man
-----------Equipment
Weapons:
Assault rifle: 3/1
Pistol +0/+1
X-Blade: +0/+1
Armor:
Kevlar Vest: -1/-1

HP:10
Veteran Level +2 has been around the block a few times
Long Range Strength +1 (+2)
Short Range Strength +4 (+6)
-----------Other Skills
Courage: 3
Medic: 0
Live Capture: 2 Years of police work has its perks.
---------Squad Make up
1)Rifle Man
2)Rifle Man
3)Rifle Man
4)Rifle Man
-----------Equipment
Weapons:
Shotgun:+1/+3
Pistol +0/+1
Armor:
Kevlar Vest: -1/-1


X-Com Communications Tower: The tower that X-com told you to build. It will give access to the black market, resistance network and of course X-Com. (200)
Resistance Command Center: With a connection to the resistance network you can now make a full command tactical center which will monitor your own war effort as well as allow other resistors to find you which may be new squads or bring supplies. May make you a larger target of Advent (10/1000 CP)

Level 1 Trench: Just a few foot hexagon trench dug out of the ground to stop Advent from just driving up and murdering everyone. It is the first step in forcing the location of any battle. Also, materials pulled out will be convertible into Adobe to build walls later. (75/600 CP)

Level 1 Hydroponics Center: Food is not an immediate concern, but your home may soon be a war zone, not only are you worried about the shipments stopping to your various stores because of rebellion but you may in the future be under siege. (135/200 CP)

Level 1 Military Shooting Range: A place where your squads can train their long-range combat skills. The town has shooting ranges, but not to the standard needed.(65/100 CP)

Level 1 Gym: A place where your squads can train their short-range combat skills. (100 CP)

Level 1 Expanded Construction Center: Adding a living area and other necessities near the workstation can greatly increase the amount of work doable in a day. (200 CP)
+50 Base Construction Points per turn

Level 2 Expanded Construction Center: With fully functioning mess halls, organization center and stockpile centers you can further increase how much construction can be done. (500 CP)
+50 Base Construction Points per turn

Level 1 Expanded Production Center: Adding a living area and other necessities near the workstation can greatly increase the amount of work doable in a day. (150/200 CP)
+50 Base Production Points per turn

Level 2 Expanded production Center: With fully functioning mess halls, organization center and stockpile centers you can further increase how much production can be done. (50/500 CP)
+50 Base production Points per turn

Level 1 Expanded Research Center: Adding a living area and other necessities near the workstation can greatly increase the amount of work doable in a day. (15/200 CP)
+50 Base Research Points per turn

Squad Car Modification: Adding real armor to both squad cars as well as modifying them to hold a 50.Cal (still have to build the 50.cals) and other various modifications like the door changes to make them effective military vehicles (500 PP for both)

Hardened steel ballistic plates with kevlar carriers: There is a surprisingly easy method of making ballistic plate body armor. Inside a kevlar carrier, they now offer significantly more protection. (100 PP per squad) (5/100)

Guns: Currently you don't have any guns stockpiled, if you ever want to produce more squads or equip them differently you are going to need to produce some primary weapons: (100 Points per squad)(50/100)

Weapon Customization: Every member of every squad has a wish list for there weapon. Jungle style magazines, red dot laser sights or custom stocks you can knock out the better thought out of any given wish list to give them a bonus in ranged combat. (50 PP per squad)

Ammo Stockpile: Everyone has a few magazines at the moment but extra ammo could be spent to enhance training and make soldiers feel a bit better knowing they have more ammo than what is on their person. (20 Points Each)

.50 Cal: A thing of destructive beauty a single .50 Caliber machine gun to be bolted to a truck bed, or a fixed heavy weapons position. (200 PP each)

Level 1 Extra Construction Tools: With so many volunteers you need to quickly build the most basic tools so they can have a bigger impact. (100 PP)
+5 Construction Points per construction dedicated vote

Level 2 Extra construction Tools: With people supplied with the basics you can now focus on bigger efforts like a few tool trucks and power tools for the average layman who wants to help. (250 PP)
+5 Construction Points per construction dedicated personal action

Level 1 Extra Production Tools: With so many volunteers you need to quickly build the most basic tools so they can have a bigger impact. (100 PP)
+5 Production Points per production dedicated personal action

Level 1 Extra Research Tools: With so many volunteers you need to quickly build the most basic tools so they can have a bigger impact. (5/100 PP)
+5 Research Points per research dedicated the personal action

Alien Alloy Basics: When the Advent soldiers were killed they exploded shortly afterward leaving only a pile of gore and what shards you could find of there next generation material, now if only you can learn to use them. (125/250 RP) Unlocks Alien Alloy

Kevlar Production: While Alien Alloy is rare Kevlar with some research can be produced as fast as you are willing to invest in it. It may even be usable with other materials for better armor eventually. (100 RP)
Kevlar Expertise: Now that you can produce Kevlar you can experiment and gain practice with it to find more complicated uses. (5/250)

Reverse Engineering Arc Thrower: The ability to capture advent troops alive would mean valuable information and possibly equipment and it is probably a good idea to know how to make more arc throwers before risking your only one in combat. (10/500 RP)

Melee weapon experimentation: X-Com does it! Well more importantly many of the aliens rush into close combat, having a decent stabbing implement on hand may be the difference between life and death. This is designing a bladed weapon for melee combat with those aliens or advent troops. Long enough to matter short enough to wear practically. (50/50 RP)
 
Last edited:
Week 3!
WINNERS
Construction: Level 1 Trench
Production: Hardened Steel Ballistic plates with Kevlar carriers.
Research: Alien Alloy Basics
--------------
Town Resources:
CP: 250
CV:15

PP:150
PV:5

RP:100
RV:5
---------------------------
Personal Actions:
Hydroponics Center (90)
Ammo Stockpile (20)
Hardened steel Plates (10)
Trench (270! HOT DAMN MAKE A DRAGON WANNA RETIRE MAN)
Gym (30)
Military Shooting range (15)
Alien Alloy Basics (5)
-----------------------------
HP:11
Veteran Level +2 has been around the block a few times
Long Range Strength +3 (4)
Short Range Strength +3 (5)
-----------Other Skills
CQC:1
Courage: 3
Medic: 0
Live Capture: 2 Years of police work has its perks.
---------Squad Make up
1)Assualt (Gives CQC+ 1)
2)Rifle Man
3)Rifle Man
4)Rifle Man
-----------Equipment
Weapons:
Assault rifle: 3/1
Pistol +0/+1
X-Blade: +0/+1
Armor:
Kevlar Vest With plates: -2/-2

HP:10
Veteran Level +2 has been around the block a few times
Long Range Strength +1 (+2)
Short Range Strength +4 (+6)
-----------Other Skills
Courage: 3
Medic: 0
Live Capture: 2 Years of police work has its perks.
---------Squad Make up
1)Rifle Man
2)Rifle Man
3)Rifle Man
4)Rifle Man
-----------Equipment
Weapons:
Shotgun:+1/+3
Pistol +0/+1
Armor:
Kevlar Vest: -1/-1
HP:10
Long Range Strength +3
Short Range Strength +1
-----------Other Skills
Courage: 2
Medic: 0
---------Squad Make up
1)Rifle Man
2)Rifle Man
3)Rifle Man
4)Rifle Man
-----------Equipment
Weapons:
Shotgun:+1/+3
Armor:
Kevlar Vest: -1/-1

With danger on the horizon, your small town went through heroic efforts to build defenses. Alongside the construction crew were dozens of volunteers, putting shovel to dirt to build a trench around the town.
It took the entire week as a half dozen pick up trucks were constantly filled with the soil to be used in the hydroponics center or for future use in the wall. The trench is finished, it's a simple defense just a five-foot deep hole in the ground about four feet wide, it has a steep enough angle that driving into it would not work. (New projects unlocked)

The Hydroponics center has a few more people donate their time and it gets finished as well this week. Rows upon rows of fruits and vegetables are being grown in the large warehouse-like building. Simple controls let someone change what plants receive water as well as when. Many townspeople have already planted and are steadily growing all of their favorite things turning it into part community garden.

Plate carriers with plates lets squad one get rid of their old kevlar vest this and their old shotguns, lets them create a new squad, just a couple of good ole boys in a pickup truck with a soft kevlar vest and 12 gauge shotguns. It's not a great military unit by any means, but it's better than nothing.

After a few dozen energy drinks the basement nerds have almost figured out Alien alloy, they are able to shape fairly large pieces but need to refine the method and finish testing so they can write it up for the towns use. This is very exciting to a number of people because being in a war and being at a technical disadvantage seems like a bad idea.

You got lucky. So incredibly lucky. It was a late night at the end of the week and one of the ranchers was having a picnic date with his wife a few miles from their home. On their slightly elevated positio,n they saw the Advent truck and called 911. This let the police and the couple of guys they had choosen to be squad 3 set an ambush. The drive pretty close to the trench parking their cars behind a building and rushing into position in the newly finished defenses.

Advent drives fairly close with a single truck. It lets off a number of soliders and sectoids, it's hard to tell exactly how many as they walk together, with no cover to speak of they are fairly clumped together and very exposed. Your small army lets them get fairly close, with 8 shotgun and 4 assault rifles it makes sense. Then the night explodes the plan had already been agreed upon, speed, surprise and violence of action. Once the firing starts your men put as many rounds towards them as fast as they can capturing as much of their advantage as they can. The sectoids die almost instantly, with no armor and no cover, two quick plasma shots explode aganist the trench, injuring two but killing none as they fail to directly hit anyone. That is all that the sectoids ever do though under the sudden and intense fire.

The Soliders do much better, they drop prone almost instantly after the first round, their heavier armor and timely reaction providing a great amount of protection. The laser fire they return is sudden and accurate. Their truck leaves them going back the way it came. After less than a minuite more of fire from both sides it is over, as swiftly as it started, it ended. You won.

4 of your men are injured,
2 from squad 3, the plasma almost decimated the whole squad, only missing and hitting the ground in front of them by a few inches. The shock and explosion still left them with minor injureis injures (1 week to recover)
1 from squad 1 Laser shot (1 week to recover)
1 From squad 2 Laser shot (2 weeks to recover)
It is largely due to luck that no one died, well luck and having finished the trench in time. However, the millitary has an expression "Lessons Learned" for things learned in combat, and this has most certainly been a teaching experience.

A small fire has to be put out from a building hit by some stray laser shots and the injuired are rushed to the small clinic for treatment.

The next day, the uninjured from the battle meet a with of the towns various experts to discuss how it went and what they need. (New projects unlocked, new information about various projects unlocked).

After reporting to X-Com you learn that advent has been using small units like that to destroy vital resources and so the sectoids could preform mind control and make the town people fight each other. You were lucky to have seen them coming. You agree you should invest into an early warning system at some point (New projects unlocked). However if the subdtle approach failed, it's only a matter of time before Advent sets up a foward operating base in the area or scouting in other methods. (new project unlocked)



X-Com Communications Tower: The tower that X-com told you to build. It will give access to the black market, resistance network and of course X-Com. (200)
Resistance Command Center: With a connection to the resistance network you can now make a full command tactical center which will monitor your own war effort as well as allow other resistors to find you which may be new squads or bring supplies. May make you a larger target of Advent (10/1000 CP)

Look out station: The ranches can be rebuilt to house some people with binoculars and various other tools to see people coming. Increases the odds you detect enemy forces on the way. (1000 CP)

Level 1 Trench: Just a few foot hexagon trench dug out of the ground to stop Advent from just driving up and murdering everyone. It is the first step in forcing the location of any battle. Also, materials pulled out will be convertible into Adobe to build walls later. (600/600 CP)

Level 2 Trench: Expanding the trench to be wider and deeper. Also makes it out of brick and stones rather than just lose dirt.
Adds a few deep steel spikes to disable any vehicle that drives into it. (5/1800)

Level 1 Hydroponics Center: Food is not an immediate concern, but your home may soon be a war zone, not only are you worried about the shipments stopping to your various stores because of rebellion but you may in the future be under siege. (200/200 CP)

Level 2 Hydroponics Center: Adding another floor to the building as well as rain collectors and solar power. Greatly increases food production and self-sufficiency. (25/400)

Level 1 Military Shooting Range: A place where your squads can train their long-range combat skills. The town has shooting ranges, but not to the standard needed.(80/100 CP)
-Unlocks Sniper

Level 1 Gym: A place where your squads can train their short-range combat skills. (30/100 CP)
-Unlocks Heavy

Level 1 Expanded Construction Center: Adding a living area and other necessities near the workstation can greatly increase the amount of work doable in a day. (200 CP)
+50 Base Construction Points per turn

Level 2 Expanded Construction Center: With fully functioning mess halls, organization center and stockpile centers you can further increase how much construction can be done. (500 CP)
+50 Base Construction Points per turn

Level 1 Expanded Production Center: Adding a living area and other necessities near the workstation can greatly increase the amount of work doable in a day. (150/200 CP)
+50 Base Production Points per turn

Level 2 Expanded production Center: With fully functioning mess halls, organization center and stockpile centers you can further increase how much production can be done. (50/500 CP)
+50 Base production Points per turn

Level 1 Expanded Research Center: Adding a living area and other necessities near the workstation can greatly increase the amount of work doable in a day. (15/200 CP)
+50 Base Research Points per turn

Car Modification: Adding real armor to the car as well as modifying them to hold a 50.Cal (still have to build the 50.cals) and other various modifications like the door changes to make them effective military vehicles (250 PP each squad)
-Allows a 50.Call on the car
-Adds a 5th person to the squad

Hardened steel ballistic plates with kevlar carriers: There is a surprisingly easy method of making ballistic plate body armor. Inside a kevlar carrier, they now offer significantly more protection. (100 PP per squad) (65/100)

Guns: Currently you don't have any guns stockpiled, if you ever want to produce more squads or equip them differently you are going to need to produce some primary weapons: (100 Points per squad)(50/100)

Weapon Customization: Every member of every squad has a wish list for there weapon. Jungle style magazines, red dot laser sights or custom stocks you can knock out the better thought out of any given wish list to give them a bonus in ranged combat. (50 PP per squad)

Ammo Stockpile: Everyone has a few magazines at the moment but extra ammo could be spent to enhance training and make soldiers feel a bit better knowing they have more ammo than what is on their person. (15/20 Points Each)

X-Blade:Converts 1 rifleman per squad into an assault max 1 per squad.(20 PP each)

.50 Cal: A thing of destructive beauty a single .50 Caliber machine gun to be bolted to a truck bed, or a fixed heavy weapons position. (200 PP each)

Level 1 Extra Construction Tools: With so many volunteers you need to quickly build the most basic tools so they can have a bigger impact. (100 PP)
+5 Construction Points per construction dedicated vote

Level 2 Extra construction Tools: With people supplied with the basics you can now focus on bigger efforts like a few tool trucks and power tools for the average layman who wants to help. (250 PP)
+5 Construction Points per construction dedicated personal action

Level 1 Extra Production Tools: With so many volunteers you need to quickly build the most basic tools so they can have a bigger impact. (100 PP)
+5 Production Points per production dedicated personal action

Level 1 Extra Research Tools: With so many volunteers you need to quickly build the most basic tools so they can have a bigger impact. (5/100 PP)
+5 Research Points per research dedicated the personal action

Adobe Bricks for the wall: Most of that soil that was dug up is usable with some of the towns other resources to make adobe bricks for the wall it is a simple material but can be made thick enough to be bulletproof and is quite literally dirt cheap. (300 PP)

Barbwire for around the trench: A simple anti personnel measure to stop them from crawling or running into the trench. (150 PP)

Alien Alloy Basics: When the Advent soldiers were killed they exploded shortly afterward leaving only a pile of gore and what shards you could find of there next generation material, now if only you can learn to use them. (230/250 RP) Unlocks Alien Alloy

Kevlar Production: While Alien Alloy is rare Kevlar with some research can be produced as fast as you are willing to invest in it. It may even be usable with other materials for better armor eventually. (100 RP)
Kevlar Expertise: Now that you can produce Kevlar you can experiment and gain practice with it to find more complicated uses.(5/250)
-Unlocks Kevlar Uniforms
-Unlocks Kevlar Dusters
(5/250)

Reverse Engineering Arc Thrower: The ability to capture advent troops alive would mean valuable information and possibly equipment and it is probably a good idea to know how to make more arc throwers before risking your only one in combat. (10/500 RP)

Melee weapon experimentation: X-Com does it! Well more importantly many of the aliens rush into close combat, having a decent stabbing implement on hand may be the difference between life and death. This is designing a bladed weapon for melee combat with those aliens or advent troops. Long enough to matter short enough to wear practically. (50/50 RP)

Battle Field laser and plasma treatment: A guide and creation of tools for battle field medicine for treating advent weapon injuries. (100 RP)
-Unlocks Medic
 
Last edited:
Week 4
WINNERS
Construction: Expanded Research Center
Production: Level 1 Extra Production Tools
Research: Battle Field laser and plasma treatment
--------------
Town Resources:
CP: 250
CV:15

PP:150
PV:10

RP:150
RV:5
---------------------------
Personal Actions:
Look outstation (75)
Level 1 Shooting range (30)
Level 1 Gym (75)
Ammo stockpile (10)
Guns (10)
Extra production tools (10)
Hardened steel plate carriers (80)
Adobe bricks for the wall (10)
Battlefield laser and plasma treatment (5)
Alien alloy basics (25)
Arc thrower (10)
-----------------------------------------
HP:11
Veteran Level +2 has been around the block a few times
Long Range Strength +3 (4)
Short Range Strength +3 (5)
-----------Other Skills
CQC:1
Courage: 3
Medic: 0
Live Capture: 2 Years of police work has its perks.
---------Squad Make up
1)Assualt (Gives CQC+ 1)
2)Rifle Man
3)Rifle Man
4)Rifle Man
-----------Equipment
Weapons:
Assault rifle: 3/1
Pistol +0/+1
X-Blade: +0/+1
Armor:
Kevlar Vest With plates: -2/-2
HP:10
Veteran Level +2 has been around the block a few times
Long Range Strength +1 (+2)
Short Range Strength +4 (+6)
-----------Other Skills
Courage: 3
Medic: 0
Live Capture: 2 Years of police work has its perks.
---------Squad Make up
1)Rifle Man
2)Rifle Man
3)Rifle Man
4)Rifle Man
-----------Equipment
Weapons:
Shotgun:+1/+3
Pistol +0/+1
Armor:
Kevlar Vest With plates: -2/-2
HP:10
Long Range Strength +3
Short Range Strength +1
-----------Other Skills
Courage: 2
Medic: 0
---------Squad Make up
1)Rifle Man
2)Rifle Man
3)Rifle Man
4)Rifle Man
-----------Equipment
Weapons:
Shotgun:+1/+3
Armor:
Kevlar Vest: -1/-1
Armory:
Shotguns:
In use 8
Extra:2
Ammo Extra: 1

Rifles:
In use 4
Extra:1
Ammo Extra: 1

Kevlar Vest:
In use:0
Extra:5

Kevlar Vest With plates:
In use:8
Extra:2

Alien Alloy:114

What an incredible week, maybe it is fear, from seeing advent attack without your heroes of X-Com. Maybe it is elation at having fought back the alien menace, maybe it's a bit of both. People this week put their nose to the grindstone and got several projects done. Most importantly, the research of the Alien alloy is finished, it has the potential to be a great game changer. It can improve your weapons, armor and even tools. You can get more done, survive more combat, and be deadlier, you can now to some extent match Advents most fundamental advantage.

In part this research was finished and advanced because of the expanded research center, no longer hiding in a basement, they have their own small building, with cots, and walls painted to work as chalk boards, a few desks are covered with notebooks, lap tops and dry erase boards. Space helps a lot, they still complain that they could use more tools so they can get a few more people assisting, but there are so many things the town is trying to do, that the priority for that has been low. Still, they are excited about the new research into Alien alloy guns and ammo or more refined use of the alloy.

X-Com has reached out, explaining that advent has started building a base about 200 miles out from you, they have serious armor covering its construction. If they finish building it, you can expect to see massively increased attack sizes coming at you and fast. All is not lost though, X-Com has reached out to another town who may be able to help, they can't say much for security reasons but a representative should be coming next week to explain the plan.

With the news from X-Com finishing of the range,gym and writing a medics hand book for the "army" a discussion was finally had. To stop treating this as a few police officers protecting their town and start treating it like what it really is. A city in open rebellion against a great enemy force. Military handbooks are being gathered, various veterans are coming forward with advice and a few important projects have been planned. For one a proper training space for the different specialist, where they can train, study and trade advice. The army called it AIT (Advanced Individual Training) you need a place where you can do the same and train people to better serve individual roles. While on the subject of formalizing the military the discussion came up about explosives. Using them without training seems dangerous and fool hardy. So plans to expand the shooting range to include an explosive range have been drafted.

However, the biggest thing that would help formalize your military is arms, a large-scale, industrial style gun smithy. A place where you can train many more people in the arts of gunsmithing set up assembly lines and massively increase the speed, and variety of guns you can produce. You don't know when the next advent attack is coming, but you know if you keep defending forever, eventually they will win, you have to make a real force so you can attack back. (unlocked quest)

Quest:
Formalized Military:
-Construct Gun smithy
-Construct Level 2 Range
-Construct Specialist Training Center
-Produce Kevlar Uniforms for most squads
-Produce 2 armored Cars with 50. Cals
--------------------------------------------------
Rewards:
Unlock Quest from X-Com: Quest From X-Com can give a huge research boost, Alien Alloy, weapons or armor
Unlock Hunter Squad Quest
Rebel refugees will start coming to you.

X-Com Communications Tower: The tower that X-com told you to build. It will give access to the black market, resistance network and of course X-Com. (200)
Resistance Command Center: With a connection to the resistance network you can now make a full command tactical center which will monitor your own war effort as well as allow other resistors to find you which may be new squads or bring supplies. May make you a larger target of Advent (10/1000 CP)

Look outstation: The ranches can be rebuilt to house some people with binoculars and various other tools to see people coming. Increases the odds you detect enemy forces on the way. (75/1000 CP)

Level 1 Trench: Just a few foot hexagon trench dug out of the ground to stop Advent from just driving up and murdering everyone. It is the first step in forcing the location of any battle. Also, materials pulled out will be convertible into Adobe to build walls later. (600/600 CP)

Level 2 Trench: Expanding the trench to be wider and deeper. Also makes it out of brick and stones rather than just lose dirt.
Adds a few deep steel spikes to disable any vehicle that drives into it. (5/1800)

Level 1 Hydroponics Center: Food is not an immediate concern, but your home may soon be a war zone, not only are you worried about the shipments stopping to your various stores because of rebellion but you may in the future be under siege. (200/200 CP)

Level 2 Hydroponics Center: Adding another floor to the building as well as rain collectors and solar power. Greatly increases food production and self-sufficiency. (25/400)

Level 1 Military Shooting Range: A place where your squads can train their long-range combat skills. The town has shooting ranges, but not to the standard needed.(80/100 CP)
-Unlocks Sniper

Level 2 Military Shooting Range: Adds an explosive training field, so that soldiers may train with and bring explosives into combat (10/250)
-Unlocks multiple explosive options

Level 1 Gym: A place where your squads can train their short-range combat skills. (100 CP)
-Unlocks Heavy

Level 2 Gym: Increased equipment and experts making actual training plans, soldiers may now carry an additional piece of gear. (5/250)

Specialist training center: Making a proper facility where the various experts can teach, and manuals and training grounds can be placed for the various classes will greatly enhance their effectiveness. (100)
-Any squad with at least 3 specialists has a minimum Veteran level of +1
-Doubles specialist effectiveness

Proper Gunsmithy: Formalization and training of a large number of gunsmiths in an appropriately large specialized workshop will massively increase your ability to arm your squads. (250)
-Half the cost of a batch of assault rifles/shotguns
-Half the cost of .50 cals and future upgrades of it
-Half the cost of ammo
-Allows production of specialized weapons, like Squad automatic weapons and designated marksmen rifles.

Level 1 Expanded Construction Center: Adding a living area and other necessities near the workstation can greatly increase the amount of work doable in a day. (200 CP)
+50 Base Construction Points per turn

Level 2 Expanded Construction Center: With fully functioning mess halls, organization center and stockpile centers you can further increase how much construction can be done. (500 CP)
+50 Base Construction Points per turn

Level 1 Expanded Production Center: Adding a living area and other necessities near the workstation can greatly increase the amount of work doable in a day. (150/200 CP)
+50 Base Production Points per turn

Level 2 Expanded production Center: With fully functioning mess halls, organization center and stockpile centers you can further increase how much production can be done. (50/500 CP)
+50 Base production Points per turn

Level 1 Expanded Research Center: Adding a living area and other necessities near the workstation can greatly increase the amount of work doable in a day. (15/200 CP)
+50 Base Research Points per turn

Level 2 Expanded Research Center: With fully functioning mess halls, organization center and stockpile centers you can further increase how much production can be done. (500 CP)
+50 Base Research Points per turn

Car Modification: Adding real armor to the car as well as modifying them to hold a 50.Cal (still have to build the 50.cals) and other various modifications like the door changes to make them effective military vehicles (250 PP each squad)
-Allows a 50.Call on the car
-Adds a 5th person to the squad

Hardened steel ballistic plates with kevlar carriers: There is a surprisingly easy method of making ballistic plate body armor. Inside a kevlar carrier, they now offer significantly more protection. (100 PP per squad) (45/100)

Alien alloy breastplates and helmets: Not quite matching advents full body armor, but close enough. These are much stronger than ballistic plates and simple to make, at the cost of taking a very limited resource. (50 PP and 25 Alien alloys)

Guns: Currently you don't have any guns stockpiled, if you ever want to produce more squads or equip them differently you are going to need to produce some primary weapons: (100 Points per squad)(60/100)

Weapon Customization: Every member of every squad has a wish list for there weapon. Jungle style magazines, red dot laser sights or custom stocks you can knock out the better thought out of any given wish list to give them a bonus in ranged combat. (50 PP per squad)

Ammo Stockpile: Everyone has a few magazines at the moment but extra ammo could be spent to enhance training and make soldiers feel a bit better knowing they have more ammo than what is on their person. (5/20 Points Each)

X-Blade:Converts 1 rifleman per squad into an assault max 1 per squad.(20 PP each)

Alien Alloy X-Blade: Improved version of the X-Blade. (20 PP each and 10 alien alloy)

Medical Equipment: Converts 1 rifleman per squad into a medic, max 1 per squad. (20 PP each)

.50 Cal: A thing of destructive beauty a single .50 Caliber machine gun to be bolted to a truck bed, or a fixed heavy weapons position. (200 PP each)

Level 1 Extra Construction Tools: With so many volunteers you need to quickly build the most basic tools so they can have a bigger impact. (100 PP)
+5 Construction Points per construction dedicated vote

Level 2 Extra construction Tools: With people supplied with the basics you can now focus on bigger efforts like a few tool trucks and power tools for the average layman who wants to help. (250 PP)
+5 Construction Points per construction dedicated personal action

Level 1 Extra Production Tools: With so many volunteers you need to quickly build the most basic tools so they can have a bigger impact. (100 PP)
+5 Production Points per production dedicated personal action

Level 2 Extra Production Tools: With people supplied with the basics you can now focus on bigger efforts like a few tool trucks and power tools for the average layman who wants to help. (10/250 PP)
+5 Production Points per Production dedicated personal action

Level 1 Extra Research Tools: With so many volunteers you need to quickly build the most basic tools so they can have a bigger impact. (5/100 PP)
+5 Research Points per research dedicated the personal action

Level 1 Alien alloy construction tools: A great improvement over normal tools and not terribly difficult to make, at the cost of using a limited resource. (100 PP and 50 Alien alloys)
+5 Construction points per construction dedicated personal action.

Level 1 Alien alloy Production tools: A great improvement over normal tools and not terribly difficult to make, at the cost of using a limited resource. (100 PP and 50 Alien alloys)
+5 Construction points per production dedicated personal action.

Level 1 Alien alloy Research tools: A great improvement over normal tools and not terribly difficult to make, at the cost of using a limited resource. (100 PP and 50 Alien alloys)
+5 Construction points per Research dedicated personal action.

Adobe Bricks for the wall: Most of that soil that was dug up is usable with some of the towns other resources to make adobe bricks for the wall it is a simple material but can be made thick enough to be bulletproof and is quite literally dirt cheap. (10/300 PP)

Barbwire for around the trench: A simple anti-personnel measure to stop them from crawling or running into the trench. (20/150 PP)

Alien Alloy Basics: When the Advent soldiers were killed they exploded shortly afterward leaving only a pile of gore and what shards you could find of there next generation material, now if only you can learn to use them. (230/250 RP) Unlocks Alien Alloy
Alien Alloy Expertise: You now can do incredibly intricate and fine work with the alien alloy. (60/250)

Alien Alloy Guns and ammo Unlocks the ability to produce guns made with Alien alloy components where it will have the maximum effectiveness increase. (100)

Alien Allow Bows and arrows: Unlocks the ability to produce powerful compound bows and arrows made of the alien alloy. (100)

Kevlar Production: While Alien Alloy is rare Kevlar with some research can be produced as fast as you are willing to invest in it. It may even be usable with other materials for better armor eventually. (100 RP)
Kevlar Expertise: Now that you can produce Kevlar you can experiment and gain practice with it to find more complicated uses.(5/250)
-Unlocks Kevlar Uniforms
-Unlocks Kevlar Dusters
(5/250)

Reverse Engineering Arc Thrower: The ability to capture advent troops alive would mean valuable information and possibly equipment and it is probably a good idea to know how to make more arc throwers before risking your only one in combat. (20/500 RP)

Melee weapon experimentation: X-Com does it! Well more importantly many of the aliens rush into close combat, having a decent stabbing implement on hand may be the difference between life and death. This is designing a bladed weapon for melee combat with those aliens or advent troops. Long enough to matter short enough to wear practically. (50/50 RP)

Battle Field laser and plasma treatment: A guide and creation of tools for battlefield medicine for treating advent weapon injuries. (100 RP)
-Unlocks Medic
 
Last edited:
Week 5!
WINNERS
[Construction] Proper Gunsmithy
[Production] Level 1 Alien alloy Production tools
[Research] Kevlar Expertise
--------------
Town Resources:
CP: 250
CV:15

PP:150
PV:15

RP:150
RV:5
---------------------------
Personal Actions:
Specialist training center (150)
Medical equipment (75)
Alien Alloy Bows and arrows: (5)
Lookout Station (135)
Barbwire for around the trench (130)
Extra Research Tools (45)
Reverse Engineering Arc Thrower (20)
Ammo Stockpile (15)
Alien Alloy Guns and ammo (5)
Hardened steel ballistic plates with kevlar carriers (15)
Adobe Bricks for the wall (30)

HP:11
Veteran Level +2 has been around the block a few times
Long Range Strength +3 (4)
Short Range Strength +3 (5)
-----------Other Skills
CQC:2
Courage: 3
Medic: 2
Live Capture: 2 Years of police work has its perks.
---------Squad Make up
1)Assualt (Gives CQC+ 2)
2)Medic (Gives Medic +2)
3)Rifle Man
4)Rifle Man
-----------Equipment
Weapons:
Assault rifle: 3/1
Pistol +0/+1
X-Blade: +0/+1
Armor:
Kevlar Vest With plates: -2/-2
HP:10
Veteran Level +2 has been around the block a few times
Long Range Strength +1 (+2)
Short Range Strength +4 (+6)
-----------Other Skills
Courage: 3
Medic:2
Live Capture: 2 Years of police work has its perks.
---------Squad Make up
1)Medic (Gives my medic+2)
2)Rifle Man
3)Rifle Man
4)Rifle Man
-----------Equipment
Weapons:
Shotgun:+1/+3
Pistol +0/+1
Armor:
Kevlar Vest With plates: -2/-2
HP:10
Long Range Strength +3
Short Range Strength +1
-----------Other Skills
Courage: 2
Medic: 2
---------Squad Make up
1)Medic: (Medic +2)
2)Rifle Man
3)Rifle Man
4)Rifle Man
-----------Equipment
Weapons:
Shotgun:+1/+3
Armor:
Kevlar Vest: -1/-1
Armory:
Shotguns:
In use 8
Extra:2
Ammo Extra: 2

Rifles:
In use 4
Extra:6
Ammo Extra: 2

Kevlar Vest:
In use:0
Extra:5

Kevlar Vest With plates:
In use:8
Extra:2

Alien Alloy:64

It's amazing the difference one week can make. You have finished a large scale gun shop and a place for a various specialist to train in their respective fields. If this wasn't enough you have advanced your expertise with kevlar so you can make highly durable uniforms. The gunsmithy was made huge and open filled with many more tools than it needs, explicitly so more people can get to work, and with the various books and notes books with a few experts around they have quickly started to pick up the craft.(Gun prices decreased)

With the further research into kevlar, you can now produce kevlar a little easier and cheaper. (Kevlar cost decreased) Which is good because you produced more guns and ammo, as well as training a few medics, now you just need some armor to get another squad. The production was largely able to get done so quickly because of the creation of tools using the alien alloy.

The representative from the town of Lufkin arrives in a pickup truck, with just two guards. He brings a gift of 5 alien alloy, it isn't much but it proves they have killed advent. "So, we had a Vietnam war museum, it included a few pieces of artillery, luckily we had a few vets who had used them, and a few engineers to help refit them, and make a few shells. It's kept them at bay so far, but if that base gets built we are all in trouble. Our plan is to drive the artillery in range, then take it down, the problem is once we do advent forces are coming to come at us fast and hard. We need help protecting the artillery and that's why we are here. We want to move in 5 weeks, we are trying to get one of the larger guns repaired, and improve it some as well as stockpile a few shells so we need the time to prepare. If you can cover and reinforce us, then we can take it down, and split the alloy and whatever else we find in the he wreckage."


Quest:
Formalized Military:
-Construct Gunsmithy
-Construct Level 2 Range
-Construct Specialist Training Center
-Produce Kevlar Uniforms for most squads
-Produce 2 armored Cars with 50. Cals
--------------------------------------------------
Rewards:
Unlock Quest from X-Com: Quest From X-Com can give a huge research boost, Alien Alloy, weapons or armor
Unlock Hunter Squad Quest
Rebel refugees will start coming to you

Quest:
Take down the Base:
Week 10 have an attack force ready and send them to the Lufkin forces
---------------------
Rewards:
Not Dying
Large amounts of alloy
Improved relations


Resistance Command Center: With a connection to the resistance network you can now make a full command tactical center which will monitor your own war effort as well as allow other resistors to find you which may be new squads or bring supplies. May make you a larger target of Advent (10/1000 CP)

Look outstations: The ranches can be rebuilt to house some people with binoculars and various other tools to see people coming. Increases the odds you detect enemy forces on the way. (260/1000 CP)

Level 2 Trench: Expanding the trench to be wider and deeper. Also makes it out of brick and stones rather than just lose dirt.
Adds a few deep steel spikes to disable any vehicle that drives into it. (5/1800)

Level 2 Hydroponics Center: Adding another floor to the building as well as rain collectors and solar power. Greatly increases food production and self-sufficiency. (25/400)

Level 2 Military Shooting Range: Adds an explosive training field, so that soldiers may train with and bring explosives into combat (10/250)
-Unlocks multiple explosive options

Level 2 Gym: Increased equipment and experts making actual training plans, soldiers may now carry an additional piece of gear. (5/250)

Specialist training center: Making a proper facility where the various experts can teach, and manuals and training grounds can be placed for the various classes will greatly enhance their effectiveness. (100)
-Any squad with at least 3 specialists has a minimum Veteran level of +1
-Doubles specialist effectiveness


Proper Gunsmithy: Formalization and training of a large number of gunsmiths in an appropriately large specialized workshop will massively increase your ability to arm your squads. (250)
-Half the cost of a batch of assault rifles/shotguns
-Half the cost of .50 cals and future upgrades of it
-Half the cost of ammo
-Allows production of specialized weapons, like Squad automatic weapons and designated marksmen rifles.


Level 2 Expanded Construction Center: With fully functioning mess halls, organization center and stockpile centers you can further increase how much construction can be done. (500 CP)
+50 Base Construction Points per turn

Level 2 Expanded production Center: With fully functioning mess halls, organization center and stockpile centers you can further increase how much production can be done. (50/500 CP)
+50 Base production Points per turn

Level 2 Expanded Research Center: With fully functioning mess halls, organization center and stockpile centers you can further increase how much production can be done. (500 CP)
+50 Base Research Points per turn

Car Modification: Adding real armor to the car as well as modifying them to hold a 50.Cal (still have to build the 50.cals) and other various modifications like the door changes to make them effective military vehicles (250 PP each squad)
-Allows a 50.Call on the car
-Adds a 5th person to the squad

Kevlar Uniforms: Kevlar can be made flexible now, allowing for uniforms that actually slow down a bullet or lase. Includes various useful things like a Front load carrier as well as reinforced knees and elbows.
(50 PP per squad)

Kevlar Duster: Additional armor that takes up a squads equipment slot but does provide some additional protection and health also gives a small bonus for stealth for containing heat and breaking apart the human shape (50 PP per squad)

Hardened steel ballistic plates with kevlar carriers: There is a surprisingly easy method of making ballistic plate body armor. Inside a kevlar carrier, they now offer significantly more protection. (100 PP per squad) (60/75)

Alien alloy breastplates and helmets: Not quite matching advents full body armor, but close enough. These are much stronger than ballistic plates and simple to make, at the cost of taking a very limited resource. (50 PP and 25 Alien alloys)

A batch of assault rifles or shotguns: An assembly line of the guns you most commonly produce to quickly equip the greatest possible number of soldiers. (50PP per 5)

Medic Kit: Includes everything a medic needs to practice their craft. Converts one rifleman into a medic, max one per squad. (15/20 PP)

Assualt Kit: Includes everything an assault needs to practice their craft. Converts one rifleman into an assault, max one per squad. (20 PP)

Improved Assualt kit: Includes everything an assault needs to practice their craft. Converts one rifleman into an assault, max one per squad. (20 PP+10 Alien Alloy)

Heavy Kit: A single squad automatic weapon and everything else a heavy need to practice their craft. Converts one rifleman into a heavy, max one per squad. (50 PP)

Sniper Kit: A single designated marksman rifle and everything else a sniper needs to practice their craft. Converts one rifleman into a sniper, max one per squad. (50 PP)

Weapon Customization: Every member of every squad has a wish list for there weapon. Jungle style magazines, red dot laser sights or custom stocks you can knock out the better thought out of any given wish list to give them a bonus in ranged combat. (25 PP per squad)

Ammo Stockpile: Everyone has a few magazines at the moment but extra ammo could be spent to enhance training and make soldiers feel a bit better knowing they have more ammo than what is on their person. (10 Points Each)

.50 Cal: A thing of destructive beauty a single .50 Caliber machine gun to be bolted to a truck bed, or a fixed heavy weapons position. (100 PP each)

Level 2 Extra construction Tools: With people supplied with the basics you can now focus on bigger efforts like a few tool trucks and power tools for the average layman who wants to help. (250 PP)
+5 Construction Points per construction dedicated personal action

Level 2 Extra Production Tools: With people supplied with the basics you can now focus on bigger efforts like a few tool trucks and power tools for the average layman who wants to help. (10/250 PP)
+5 Production Points per Production dedicated personal action

Level 1 Extra Research Tools: With so many volunteers you need to quickly build the most basic tools so they can have a bigger impact. (50/100 PP)
+5 Research Points per research dedicated the personal action

Level 1 Alien alloy construction tools: A great improvement over normal tools and not terribly difficult to make, at the cost of using a limited resource. (100 PP and 50 Alien alloys)
+5 Construction points per construction dedicated personal action.

Level 1 Alien alloy Production tools: A great improvement over normal tools and not terribly difficult to make, at the cost of using a limited resource. (100 PP and 50 Alien alloys)
+5 production points per production dedicated personal action.

Level 2 Alien Alloy Procution tools: Adding even more tools to the stockpile so a great many more people get to use alien alloy tools. (200 PP and 100 Alien alloys)
+5 production points per production dedicated personal action.

Level 1 Alien alloy Research tools: A great improvement over normal tools and not terribly difficult to make, at the cost of using a limited resource. (100 PP and 50 Alien alloys)
+5 research points per Research dedicated personal action.

Adobe Bricks for the wall: Most of that soil that was dug up is usable with some of the towns other resources to make adobe bricks for the wall it is a simple material but can be made thick enough to be bulletproof and is quite literally dirt cheap. (40/300 PP)

Barbwire for around the trench: A simple anti-personnel measure to stop them from crawling or running into the trench. (140/150 PP)

Alien Alloy Expertise: You now can do incredibly intricate and fine work with the alien alloy. (60/250)

Alien Alloy Guns and ammo Unlocks the ability to produce guns made with Alien alloy components where it will have the maximum effectiveness increase. (5/100)

Alien Allow Bows and arrows: Unlocks the ability to produce powerful compound bows and arrows made of the alien alloy. (5/100)

Kevlar Expertise: Now that you can produce Kevlar you can experiment and gain practice with it to find more complicated uses.(5/250)
-Unlocks Kevlar Uniforms
-Unlocks Kevlar Dusters


Reverse Engineering Arc Thrower: The ability to capture advent troops alive would mean valuable information and possibly equipment and it is probably a good idea to know how to make more arc throwers before risking your only one in combat. (45/500 RP)
 
Week 6
WINNERS
Lvl 2 Shooting Range - 15 votes
.50 caliber machine gun - 12 votes
Reverse Engineering Arc Thrower - 10 votes
--------------
Town Resources:
CP: 250
CV:15

PP:150
PV:15

RP:150
RV:10
---------------------------
Personal Actions:
Barbwire (15)
Heavy kit (60)
Lookout station (240)
Ammo supply (30)
Sniper kit (30)
Alien alloy bow and alloy (10)
Research tools (105)
Adobe blocks (60)
Alien alloy guns and ammo (20)
HP:11
Attacks:2
Veteran Level +2 has been around the block a few times
Long Range Strength +3 (4)
Short Range Strength +3 (5)
-----------Other Skills
CQC:2
Courage: 3
Medic: 2
Live Capture: 2 Years of police work has its perks.
---------Squad Make up
1)Assualt (Gives CQC+ 2)
2)Medic (Gives Medic +2)
3)Heavy (Adds the second attack)
4)Rifle Man
-----------Equipment
Weapons:
Assault rifle: 3/1
Pistol +0/+1
X-Blade: +0/+1
Armor:
Kevlar Vest With plates: -2/-2
HP:10
Veteran Level +2 has been around the block a few times
Long Range Strength +1 (+2)
Short Range Strength +4 (+6)
-----------Other Skills
Courage: 3
Medic:2
Live Capture: 2 Years of police work has its perks.
---------Squad Make up
1)Medic (Gives my medic+2)
2)Rifle Man
3)Rifle Man
4)Rifle Man
-----------Equipment
Weapons:
Shotgun:+1/+3
Pistol +0/+1
Armor:
Kevlar Vest With plates: -2/-2
HP:10
Long Range Strength +3
Short Range Strength +1
-----------Other Skills
Courage: 2
Medic: 2
---------Squad Make up
1)Medic: (Medic +2)
2)Rifle Man
3)Rifle Man
4)Rifle Man
-----------Equipment
Weapons:
Shotgun:+1/+3
Armor:
Kevlar Vest: -1/-1
(Ammo has been rolled into one count for simplicity sakes)
Shotguns:
In use 8
Extra:2

Rifles:
In use 4
Extra:6

.50 Cal:
In use 0
Extra 1
Ammo Stock Pile:8

Kevlar Vest:
In use:0
Extra:5

Kevlar Vest With plates:
In use:8
Extra:2

Alien Alloy:64

With an explosives range now built you have expanded your squad's options for firepower quite a bit. They are eager to start training with explosives, but it quickly becomes apparent that rockets and gernades could be another entire specality for a squad member. R&D could write a manual and look into the neccasary steps to do so.

You have finished a .50Cal and are already making great progress on the next.The gun workshop makes it so much quicker and easier with dedicated people just for the art of making firearms.
Studies continue on the arc thrower, R&D gives the usual excuses of needing more people money and equipment but sadly this wasn't a college town.

The barbwire around the trench gets finished and progress is made in dozens of other small projects, each of which sees granny suther drive her food truck and offer lunch or lemonade to them.

As the week comes to an end something odd gets noticed, Advent drones are flying overhead and trying to sneak around. They are apparently live streaming info about the town back, you need to take them out to eliminate the information they send and to collect that precious alloy. If they are scouting you now though, you can only assume they are preparing for a serious attack soon.

1 turn only personal action: Hunt Advent Drones (Gives 5 Alien alloy, or 10 Alien alloys and 1 Elerium with omake)


Quest:
Formalized Military:
-Construct Gunsmithy
-Construct Level 2 Range
-Construct Specialist Training Center

-Produce Kevlar Uniforms for most squads
-Produce 2 armored Cars with 50. Cals
--------------------------------------------------
Rewards:
Unlock Quest from X-Com: Quest From X-Com can give a huge research boost, Alien Alloy, weapons or armor
Unlock Hunter Squad Quest
Rebel refugees will start coming to you

Quest:
Take down the Base:
Week 10 have an attack force ready and send them to the Lufkin forces
---------------------
Rewards:
Not Dying
Large amounts of alloy
Improved relations
Resistance Command Center: With a connection to the resistance network you can now make a full command tactical center which will monitor your own war effort as well as allow other resistors to find you which may be new squads or bring supplies. May make you a larger target of Advent (10/1000 CP)

Look outstations: The ranches can be rebuilt to house some people with binoculars and various other tools to see people coming. Increases the odds you detect enemy forces on the way. (515/1000 CP)

Level 2 Trench: Expanding the trench to be wider and deeper. Also makes it out of brick and stones rather than just lose dirt.
Adds a few deep steel spikes to disable any vehicle that drives into it. (5/1800)

Level 2 Hydroponics Center: Adding another floor to the building as well as rain collectors and solar power. Greatly increases food production and self-sufficiency. (25/400)

Level 2 Military Shooting Range: Adds an explosive training field, so that soldiers may train with and bring explosives into combat (10/250)
-Unlocks multiple explosive options


Level 2 Gym: Increased equipment and experts making actual training plans, soldiers may now carry an additional piece of gear. (5/250)

Level 2 Expanded Construction Center: With fully functioning mess halls, organization center and stockpile centers you can further increase how much construction can be done. (500 CP)
+50 Base Construction Points per turn

Level 2 Expanded production Center: With fully functioning mess halls, organization center and stockpile centers you can further increase how much production can be done. (50/500 CP)
+50 Base production Points per turn

Level 2 Expanded Research Center: With fully functioning mess halls, organization center and stockpile centers you can further increase how much production can be done. (500 CP)
+50 Base Research Points per turn

Car Modification: Adding real armor to the car as well as modifying them to hold a 50.Cal (still have to build the 50.cals) and other various modifications like the door changes to make them effective military vehicles (250 PP each squad)
-Allows a 50.Call on the car
-Adds a 5th person to the squad

Kevlar Uniforms: Kevlar can be made flexible now, allowing for uniforms that actually slow down a bullet or lase. Includes various useful things like a Front load carrier as well as reinforced knees and elbows.
(50 PP per squad)

Kevlar Duster: Additional armor that takes up a squads equipment slot but does provide some additional protection and health also gives a small bonus for stealth for containing heat and breaking apart the human shape (50 PP per squad)

Grenades: Equipes one squad with simple fragmentation grenades takes the equipment slot and adds a short-range bonus (75)

MLG: "Multiple grenade launchers" and the grenades to fill them for several members of a squad, takes an equipment slot and applies the grenade bonus to both ranges. (125)

Hardened steel ballistic plates with kevlar carriers: There is a surprisingly easy method of making ballistic plate body armor. Inside a kevlar carrier, they now offer significantly more protection. (100 PP per squad) (65/75)

Alien alloy breastplates and helmets: Not quite matching advents full body armor, but close enough. These are much stronger than ballistic plates and simple to make, at the cost of taking a very limited resource. (50 PP and 25 Alien alloys)

A batch of assault rifles or shotguns: An assembly line of the guns you most commonly produce to quickly equip the greatest possible number of soldiers. (50PP per 5)

Medic Kit: Includes everything a medic needs to practice their craft. Converts one rifleman into a medic, max one per squad. (15/20 PP)

Assualt Kit: Includes everything an assault needs to practice their craft. Converts one rifleman into an assault, max one per squad. (20 PP)

Improved Assualt kit: Includes everything an assault needs to practice their craft. Converts one rifleman into an assault, max one per squad. (20 PP+10 Alien Alloy)

Heavy Kit: A single squad automatic weapon and everything else a heavy need to practice their craft. Converts one rifleman into a heavy, max one per squad. (10/50 PP)

Sniper Kit: A single designated marksman rifle and everything else a sniper needs to practice their craft. Converts one rifleman into a sniper, max one per squad. (30/50 PP)

Weapon Customization: Every member of every squad has a wish list for there weapon. Jungle style magazines, red dot laser sights or custom stocks you can knock out the better thought out of any given wish list to give them a bonus in ranged combat. (25 PP per squad)

Ammo Stockpile: Everyone has a few magazines at the moment but extra ammo could be spent to enhance training and make soldiers feel a bit better knowing they have more ammo than what is on their person. (10 Points Each)

.50 Cal: A thing of destructive beauty a single .50 Caliber machine gun to be bolted to a truck bed, or a fixed heavy weapons position. (50/100 PP each)

Level 2 Extra construction Tools: With people supplied with the basics you can now focus on bigger efforts like a few tool trucks and power tools for the average layman who wants to help. (250 PP)
+5 Construction Points per construction dedicated personal action

Level 2 Extra Production Tools: With people supplied with the basics you can now focus on bigger efforts like a few tool trucks and power tools for the average layman who wants to help. (10/250 PP)
+5 Production Points per Production dedicated personal action

Level 1 Extra Research Tools: With so many volunteers you need to quickly build the most basic tools so they can have a bigger impact. (50/100 PP)
+5 Research Points per research dedicated the personal action

Level 2 Extra Research Tools: With people supplied with the basics you can now focus on bigger efforts like a few tool trucks and power tools for the average layman who wants to help. (65/250 PP)
+5 Research Points per Research dedicated the personal action

Level 1 Alien alloy construction tools: A great improvement over normal tools and not terribly difficult to make, at the cost of using a limited resource. (100 PP and 50 Alien alloys)
+5 Construction points per construction dedicated personal action.

Level 2 Alien Alloy Production tools: Adding even more tools to the stockpile so a great many more people get to use alien alloy tools. (200 PP and 100 Alien alloys)
+5 production points per production dedicated personal action.

Level 1 Alien alloy Research tools: A great improvement over normal tools and not terribly difficult to make, at the cost of using a limited resource. (100 PP and 50 Alien alloys)
+5 research points per Research dedicated personal action.

Adobe Bricks for the wall: Most of that soil that was dug up is usable with some of the towns other resources to make adobe bricks for the wall it is a simple material but can be made thick enough to be bulletproof and is quite literally dirt cheap. (100/300 PP)

Barbwire for around the trench: A simple anti-personnel measure to stop them from crawling or running into the trench. (140/150 PP)

Alien Alloy Expertise: You now can do incredibly intricate and fine work with the alien alloy. (60/250)

Alien Alloy Guns and ammo Unlocks the ability to produce guns made with Alien alloy components where it will have the maximum effectiveness increase. (25/100)

Alien Allow Bows and arrows: Unlocks the ability to produce powerful compound bows and arrows made of the alien alloy. (15/100)

Reverse Engineering Arc Thrower: The ability to capture advent troops alive would mean valuable information and possibly equipment and it is probably a good idea to know how to make more arc throwers before risking your only one in combat. (295/500 RP)

Demolitions manual: Develop a standardized training method, and the production process to have explosive focused soldiers equipped with RPGs and MLGs they also unlock other explosive options (500 RP)
 
Week 7!
WINNERS
[X] [Construction] Lookout Stations
[X] [Research] Reverse Engineering Arc Thrower
[X] [Production] Kevlar Uniforms
--------------
Town Resources:
CP: 250
CV:15

PP:150
PV:15

RP:150
RV:10
---------------------------
Personal Actions:
Lookout Stations: (255)
Hardened Steel Ballistic Plates with Kevlar Carriers15)
Car Modification75)
Hunt Advent Drones95AA+8EL)
Sniper Kit30)
Alien Alloy Guns and Ammo 10)
.50 Cal: (15)

HP:11
Attacks:2
Veteran Level +2 has been around the block a few times
Long Range Strength +3 (5)
Short Range Strength +3 (5)
-----------Other Skills
CQC:2
Courage: 3
Medic: 2
Live Capture: 2 Years of police work has its perks.
---------Squad Make up
1)Assualt (Gives CQC+ 2)
2)Medic (Gives Medic +2)
3)Heavy (Adds the second attack)
4)Rifle Man
-----------Equipment
Weapons:
Assault rifle: 3/1
Pistol +0/+1
X-Blade: +0/+1
Armor:
Kevlar Vest With plates: -2/-2
HP:10
Veteran Level +2 has been around the block a few times
Long Range Strength +3 (5)
Short Range Strength+2 (4)
-----------Other Skills
Courage: 3
Medic:2
Live Capture: 2 Years of police work has its perks.
---------Squad Make up
1)Medic (Gives my medic+2)
2)Rifle Man
3)Rifle Man
4)Rifle Man
-----------Equipment
Weapons:
Assault rifle: 3/1
Pistol +0/+1
Armor:
Kevlar Vest With plates: -2/-2
HP:10
Long Range Strength +3
Short Range Strength +1
-----------Other Skills
Courage: 2
Medic: 2
---------Squad Make up
1)Medic: (Medic +2)
2)Rifle Man
3)Rifle Man
4)Rifle Man
-----------Equipment
Weapons:
Shotgun:+1/+3
Armor:
Kevlar Vest: -1/-1
Shotguns:
In use 0
Extra:0

Rifles:
In use 8
Extra:2

.50 Cal:
In use 0
Extra 1
Ammo Stock Pile:2

Kevlar Vest With plates:
In use:8
Extra:2

Alien Alloy:209
The Advent drones tried to creep around in the dark and largely they were shot down and harvested for parts. It Advent wants to send you a flying care package of rare materials and electronics who are you to refuse? (Gained, 95 Alien Alloy and 8 Elerium)(Project unlocked) They also seem to be the push your town needed to finish the Look out stations. The look out stations are amazing, it was nothing short of a heroic effort that got them done before the advent attack.

They were built mostly as basements,heavy concrete buried into the ground for security. Windows looking out to the area outside and a few binoculars to enhance the view are the first line. Most of the surveillance comes from electronics those, what was once used for hunting, has been modified to be used for security. They were cameras meant to record activity even in the dark to know local animal habits. Not to mention several actual security systems getting modifier to be used as well. You not just build them but build a number of decoys, hills so that from the sky the real ones can't be picked out and a number of deposits of adobe for false heat signatures as well. All in all, they are camouflaged , have decoys and are decently armored.

Which is why you see Advent coming and know that you are fucked. Six advent trucks come down the road presumably filled with troops. The town doesn't have long at all, but a simple plan is quickly hatched, the only .50 cal is put into a position, in the trench a few sand bags thrown around it for protection as the various squads move into position.

They stop quickly as the .50cal opens fire onto the m however the heavy advent armor of the trucks is good for something, the advent squads open the truck and file out using it for cover from the ..50 cal even as two squads with shotguns fire from beside it inside the trench. It only takes seconds for advent to gain fire superiority. Lasers focus fire on suppressing the one real gun in the trench line.
Which is when squads one and two open fire from the sides closing them into a classic pincer maneuver. The heavy machine gun and rifles do much better than just a line of shotguns and the positioning eliminates most of their cover.

Advent quickly circles the trucks as best they can but even in the few seconds it takes them to react and move the vehicles, a lot of damage is done and the sand is stained red with advent blood.For several minutes advent pokes out from one whole or another in their circle firing upon your squads even as the squads fire back.Advent is accurate though and many soldiers get wounded or killed during the stand off. Under fire four of the trucks are able to fill with their squads and drive away, you shoot at them, but it does little good without proper explosives. (gained 50 Alien Alloy, could not capture any alive because no arc thrower)

Squads three and four were decimated, a trench is not as good a wall, more so when facing lasers that may burn through dirt and sand. Their equipment is destroyed and between them they had 3 deaths and 2 permanent injuries. The survivors,can combined together to form a new squad 3 with experience once new equipment is made. With only three weeks until your planned attack on Advent you are going to be in desperate need of more squads and can only make them by making weapons and armor for them.

The funerals are somber and nature doesn't even have the decency to rain as good men are put in the ground.


Quest:
Formalized Military:
-Construct Gunsmithy
-Construct Level 2 Range
-Construct Specialist Training Center
-Produce Kevlar Uniforms for most squads

-Produce 2 armored Cars with 50. Cals
--------------------------------------------------
Rewards:
Unlock Quest from X-Com: Quest From X-Com can give a huge research boost, Alien Alloy, weapons or armor
Unlock Hunter Squad Quest
Rebel refugees will start coming to you

Quest:
Take down the Base:
Week 10 have an attack force ready and send them to the Lufkin forces
---------------------
Rewards:
Not Dying
Large amounts of alloy
Improved relations


Resistance Command Center: With a connection to the resistance network you can now make a full command tactical center which will monitor your own war effort as well as allow other resistors to find you which may be new squads or bring supplies. May make you a larger target of Advent (30/1000 CP)

Look outstations: The ranches can be rebuilt to house some people with binoculars and various other tools to see people coming. Increases the odds you detect enemy forces on the way. (515/1000 CP)

Level 2 Trench: Expanding the trench to be wider and deeper. Also makes it out of brick and stones rather than just lose dirt.
Adds a few deep steel spikes to disable any vehicle that drives into it. (5/1800)

Level 2 Hydroponics Center: Adding another floor to the building as well as rain collectors and solar power. Greatly increases food production and self-sufficiency. (25/400)

Level 2 Military Shooting Range: Adds an explosive training field, so that soldiers may train with and bring explosives into combat (10/250)
-Unlocks multiple explosive options


Level 2 Gym: Increased equipment and experts making actual training plans, soldiers may now carry an additional piece of gear. (5/250)

Level 2 Expanded Construction Center: With fully functioning mess halls, organization center and stockpile centers you can further increase how much construction can be done. (500 CP)
+50 Base Construction Points per turn

Level 2 Expanded production Center: With fully functioning mess halls, organization center and stockpile centers you can further increase how much production can be done. (50/500 CP)
+50 Base production Points per turn

Level 2 Expanded Research Center: With fully functioning mess halls, organization center and stockpile centers you can further increase how much production can be done. (500 CP)
+50 Base Research Points per turn

Car Modification: Adding real armor to the car as well as modifying them to hold a 50.Cal (still have to build the 50.cals) and other various modifications like the door changes to make them effective military vehicles (75/250 PP each squad)
-Allows a 50.Call on the car
-Adds a 5th person to the squad

Kevlar Uniforms: Kevlar can be made flexible now, allowing for uniforms that actually slow down a bullet or lase. Includes various useful things like a Front load carrier as well as reinforced knees and elbows.
(50 PP per squad)

Kevlar Duster: Additional armor that takes up a squads equipment slot but does provide some additional protection and health also gives a small bonus for stealth for containing heat and breaking apart the human shape (50 PP per squad)

Grenades: Equipes one squad with simple fragmentation grenades takes the equipment slot and adds a short-range bonus (75)

MLG: "Multiple grenade launchers" and the grenades to fill them for several members of a squad, takes an equipment slot and applies the grenade bonus to both ranges. (125)

Hardened steel ballistic plates with kevlar carriers: There is a surprisingly easy method of making ballistic plate body armor. Inside a kevlar carrier, they now offer significantly more protection. (100 PP per squad) (5/75)

Alien alloy breastplates and helmets: Not quite matching advents full body armor, but close enough. These are much stronger than ballistic plates and simple to make, at the cost of taking a very limited resource. (50 PP and 25 Alien alloys)

A batch of assault rifles or shotguns: An assembly line of the guns you most commonly produce to quickly equip the greatest possible number of soldiers. (50PP per 5)

Medic Kit: Includes everything a medic needs to practice their craft. Converts one rifleman into a medic, max one per squad. (15/20 PP)

Assualt Kit: Includes everything an assault needs to practice their craft. Converts one rifleman into an assault, max one per squad. (20 PP)

Improved Assualt kit: Includes everything an assault needs to practice their craft. Converts one rifleman into an assault, max one per squad. (20 PP+10 Alien Alloy)

Heavy Kit: A single squad automatic weapon and everything else a heavy need to practice their craft. Converts one rifleman into a heavy, max one per squad. (10/50 PP)

Sniper Kit: A single designated marksman rifle and everything else a sniper needs to practice their craft. Converts one rifleman into a sniper, max one per squad. (10/50 PP)

Weapon Customization: Every member of every squad has a wish list for there weapon. Jungle style magazines, red dot laser sights or custom stocks you can knock out the better thought out of any given wish list to give them a bonus in ranged combat. (25 PP per squad)

Ammo Stockpile: Everyone has a few magazines at the moment but extra ammo could be spent to enhance training and make soldiers feel a bit better knowing they have more ammo than what is on their person. (10 Points Each)

.50 Cal: A thing of destructive beauty a single .50 Caliber machine gun to be bolted to a truck bed, or a fixed heavy weapons position. (65/100 PP each)

Level 2 Extra construction Tools: With people supplied with the basics you can now focus on bigger efforts like a few tool trucks and power tools for the average layman who wants to help. (250 PP)
+5 Construction Points per construction dedicated personal action

Level 2 Extra Production Tools: With people supplied with the basics you can now focus on bigger efforts like a few tool trucks and power tools for the average layman who wants to help. (10/250 PP)
+5 Production Points per Production dedicated personal action

Level 1 Extra Research Tools: With so many volunteers you need to quickly build the most basic tools so they can have a bigger impact. (50/100 PP)
+5 Research Points per research dedicated the personal action

Level 2 Extra Research Tools: With people supplied with the basics you can now focus on bigger efforts like a few tool trucks and power tools for the average layman who wants to help. (65/250 PP)
+5 Research Points per Research dedicated the personal action

Level 1 Alien alloy construction tools: A great improvement over normal tools and not terribly difficult to make, at the cost of using a limited resource. (100 PP and 50 Alien alloys)
+5 Construction points per construction dedicated personal action.

Level 2 Alien Alloy Production tools: Adding even more tools to the stockpile so a great many more people get to use alien alloy tools. (200 PP and 100 Alien alloys)
+5 production points per production dedicated personal action.

Level 1 Alien alloy Research tools: A great improvement over normal tools and not terribly difficult to make, at the cost of using a limited resource. (100 PP and 50 Alien alloys)
+5 research points per Research dedicated personal action.

Adobe Bricks for the wall: Most of that soil that was dug up is usable with some of the towns other resources to make adobe bricks for the wall it is a simple material but can be made thick enough to be bulletproof and is quite literally dirt cheap. (100/300 PP)

Barbwire for around the trench: A simple anti-personnel measure to stop them from crawling or running into the trench. (140/150 PP)

Elerium: What is it, and how can we use it (250)

Alien Alloy Expertise: You now can do incredibly intricate and fine work with the alien alloy. (60/250)

Alien Alloy Guns and ammo Unlocks the ability to produce guns made with Alien alloy components where it will have the maximum effectiveness increase. (25/100)

Alien Allow Bows and arrows: Unlocks the ability to produce powerful compound bows and arrows made of the alien alloy. (15/100)

Reverse Engineering Arc Thrower: The ability to capture advent troops alive would mean valuable information and possibly equipment and it is probably a good idea to know how to make more arc throwers before risking your only one in combat. (445/500 RP)

Demolitions manual: Develop a standardized training method, and the production process to have explosive focused soldiers equipped with RPGs and MLGs they also unlock other explosive options (500 RP)
 
Back
Top