Zedalb
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- Location
- Washington
X-Com 2
You never wanted this war. You never asked for it, or planned for it. By every account it was an accident, things just spiraled out of control and then X-Com saved the day. X-Com the thing of legends, and after five years they are still operating against the aliens. However X-Com left as fast as they came leaving you with a few parting gifts and words of wisdom.
They told you that aliens are unlikely to use aircraft, you are a small fish in a big pond lots of major cities are revolting as well even if they aren't reporting on it.They gave you blue prints on how to build a radio tower that would put you in contact with X-Com and other points of resistance and finally they gave you one of the arc throwers they use as a side arm recommending you use it to learn how to make your own.
Now it is up to you few to lead the people of your small college town into survival.
Units:
Recommended Tech Projects:
Alien Alloy Basics: When the Advent soldiers were killed they exploded shortly afterwards 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. 100 RP
Kevlar Production: While Alien Alloy is rare Kevlar with some research can be produced as fast as you are willing to invest into it. In time it may even have use with other materials for better armor. 100 RP
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
Better Science!: Looking around the lab you see several areas you could write better procedures or look into how world leading labs work and copy it. With this you can expect the college to produce an Extra 50 RP a turn. 250 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 RP
Recommended Production Projects:
Hardened steel ballistic plates: A surprisingly easy method of making ballistic plate body armor a major step up from a Kevlar vest, and once you have Kevlar production you can use it to carry these. 20 PP per squads worth.
Extra Guns: Currently you don't have any guns stock piled, if you ever want to produce more squads or equip them differently you are going to need to produce some primary weapons: 25 Points per squads worth or primary weapons.
Extra Side arms: Same as above but for pistols 10 Points per squads worth of pistols.
.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 PP each
Ammo Stock pile: 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 there person. 10 Points per stock pile.
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.
Better construction tools: There are a lot of tools your construction crew wishes it had build a few for them and they will work a lot better. 250 PP for +50 CP
Recommended Construction Projects:
Reinforced concrete wall: The way the roads come into town and the shape of it, you can almost draw a perfect hexagon around the town. This is covering one of those hexagon lines with a wall (6 times to protect the whole town) 1000 CP each.
Bunker: Great to exist at each point between the walls it provides great cover and is an excellent place to mount a heavy weapon. 500 each of 6
Trenches: A deep trench along one of those 6 lines, except for on the major roads you guys want protects from rapid vehicle attacks that would be hard to see coming. 250 CP each
Low wall: Instead of the reinforced concrete you can instead stack wood logs and through whatever cheap iron and reinforcement atop it. It won't be much more than waist high and it certainly will break down under laser fire fairly quickly, but it is a lot better than nothing. 250 each of 6
Shooting range: A modern decent range can make for much more effective long range training. 100 CP for +10 to long range EXP
Gym: There are already a few small gyms spread through out town, putting them together under one roof is a big improvement for close range training. 100 CP for +10 to short range exp
Better workshop: It takes some heavy equipment to move all of there equipment but putting your workshops together under one roof and attaching some housing can provide a bonus to PP per turn. 250 CP for +50 PP
@Noxturne90They told you that aliens are unlikely to use aircraft, you are a small fish in a big pond lots of major cities are revolting as well even if they aren't reporting on it.They gave you blue prints on how to build a radio tower that would put you in contact with X-Com and other points of resistance and finally they gave you one of the arc throwers they use as a side arm recommending you use it to learn how to make your own.
Now it is up to you few to lead the people of your small college town into survival.
Units:
Veteran Level +2 Been around the block a few times
Long Range Strength +2 (5)
Short Range Strength +2 (4)
-----------Other Skills
Courage: 3
Medic: 0
Live Capture: 2 Years of police work has it's perks.
-----------Equipment
Weapons:
Assault Rifle +3/+1
Pistol +0/+1
Armor:
Kevlar Vest: Likely to lessen a laser wound to the torso.
Long Range Strength +2 (5)
Short Range Strength +2 (4)
-----------Other Skills
Courage: 3
Medic: 0
Live Capture: 2 Years of police work has it's perks.
-----------Equipment
Weapons:
Assault Rifle +3/+1
Pistol +0/+1
Armor:
Kevlar Vest: Likely to lessen a laser wound to the torso.
Veteran Level +2 Been around the block a few times
Long Range Strength +2 (5)
Short Range Strength +2 (4)
-----------Other Skills
Courage: 3
Medic: 0
Live Capture: 2 Years of police work has it's perks.
-----------Equipment
Weapons:
Assault Rifle +3/+1
Pistol +0/+1
Armor:
Kevlar Vest: Likely to lessen a laser wound to the torso.
Long Range Strength +2 (5)
Short Range Strength +2 (4)
-----------Other Skills
Courage: 3
Medic: 0
Live Capture: 2 Years of police work has it's perks.
-----------Equipment
Weapons:
Assault Rifle +3/+1
Pistol +0/+1
Armor:
Kevlar Vest: Likely to lessen a laser wound to the torso.
Veteran Level +2 Been around the block a few times
Long Range Strength +2 (5)
Short Range Strength +2 (4)
-----------Other Skills
Courage: 3
Medic: 0
Live Capture: 2 Years of police work has it's perks.
-----------Equipment
Weapons:
Assault Rifle +3/+1
Pistol +0/+1
Armor:
Kevlar Vest: Likely to lessen a laser wound to the torso.
Long Range Strength +2 (5)
Short Range Strength +2 (4)
-----------Other Skills
Courage: 3
Medic: 0
Live Capture: 2 Years of police work has it's perks.
-----------Equipment
Weapons:
Assault Rifle +3/+1
Pistol +0/+1
Armor:
Kevlar Vest: Likely to lessen a laser wound to the torso.
Veteran Level +2 Been around the block a few times
Long Range Strength +2 (5)
Short Range Strength +2 (4)
-----------Other Skills
Courage: 3
Medic: 0
Live Capture: 2 Years of police work has it's perks.
-----------Equipment
Weapons:
Assault Rifle +3/+1
Pistol +0/+1
Armor:
Kevlar Vest: Likely to lessen a laser wound to the torso.
Long Range Strength +2 (5)
Short Range Strength +2 (4)
-----------Other Skills
Courage: 3
Medic: 0
Live Capture: 2 Years of police work has it's perks.
-----------Equipment
Weapons:
Assault Rifle +3/+1
Pistol +0/+1
Armor:
Kevlar Vest: Likely to lessen a laser wound to the torso.
Recommended Tech Projects:
Alien Alloy Basics: When the Advent soldiers were killed they exploded shortly afterwards 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. 100 RP
Kevlar Production: While Alien Alloy is rare Kevlar with some research can be produced as fast as you are willing to invest into it. In time it may even have use with other materials for better armor. 100 RP
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
Better Science!: Looking around the lab you see several areas you could write better procedures or look into how world leading labs work and copy it. With this you can expect the college to produce an Extra 50 RP a turn. 250 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 RP
Recommended Production Projects:
Hardened steel ballistic plates: A surprisingly easy method of making ballistic plate body armor a major step up from a Kevlar vest, and once you have Kevlar production you can use it to carry these. 20 PP per squads worth.
Extra Guns: Currently you don't have any guns stock piled, if you ever want to produce more squads or equip them differently you are going to need to produce some primary weapons: 25 Points per squads worth or primary weapons.
Extra Side arms: Same as above but for pistols 10 Points per squads worth of pistols.
.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 PP each
Ammo Stock pile: 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 there person. 10 Points per stock pile.
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.
Better construction tools: There are a lot of tools your construction crew wishes it had build a few for them and they will work a lot better. 250 PP for +50 CP
Recommended Construction Projects:
Reinforced concrete wall: The way the roads come into town and the shape of it, you can almost draw a perfect hexagon around the town. This is covering one of those hexagon lines with a wall (6 times to protect the whole town) 1000 CP each.
Bunker: Great to exist at each point between the walls it provides great cover and is an excellent place to mount a heavy weapon. 500 each of 6
Trenches: A deep trench along one of those 6 lines, except for on the major roads you guys want protects from rapid vehicle attacks that would be hard to see coming. 250 CP each
Low wall: Instead of the reinforced concrete you can instead stack wood logs and through whatever cheap iron and reinforcement atop it. It won't be much more than waist high and it certainly will break down under laser fire fairly quickly, but it is a lot better than nothing. 250 each of 6
Shooting range: A modern decent range can make for much more effective long range training. 100 CP for +10 to long range EXP
Gym: There are already a few small gyms spread through out town, putting them together under one roof is a big improvement for close range training. 100 CP for +10 to short range exp
Better workshop: It takes some heavy equipment to move all of there equipment but putting your workshops together under one roof and attaching some housing can provide a bonus to PP per turn. 250 CP for +50 PP
@Theaxofwar
@Glint
@CommanderBlade
@ReadsByLamplight