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)