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''Security reports overturned chairs, a dented vending machine, and four very familiar faces. Tensions have been running hot... tonight they finally boiled over. The perpetrators are:
''Security reports overturned chairs, a dented vending machine, and four very familiar faces. Tensions have been running hot... tonight they finally boiled over. The perpetrators are:''


'''SoldierName1'''<br>
'''''SoldierName1'''<br>''
'''SoldierName2'''<br>
'''''SoldierName2'''<br>''
'''SoldierName3'''<br>
'''''SoldierName3'''<br>''
'''SoldierName4'''<br>
'''''SoldierName4'''<br>''


All have been reprimanded and assigned extra duty to cool off. SoldierName caught a bad one during the scuffle and is headed to the medbay for stitches.''
''All have been reprimanded and assigned extra duty to cool off. SoldierName caught a bad one during the scuffle and is headed to the medbay for stitches.''





Revision as of 03:00, 18 March 2026

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Events occur randomly while scanning the globe, and have a wide range of effects.

Events are rolled in order, and the first one to succeed a roll will show up. Events only show up once per campaign. Events can't occur in the first month of the game.

Event List

Event 1: A Child is Born

Conditions: An unfatigued non-MEC male soldier must be present in the barracks and have an empty positive quirk slot. Each soldier is given a 10% roll to be the subject of the event.

The base PA crackles to life, then someone kills it abruptly; news travels faster than wires. SoldierName is a father. His wife delivered a few hours ago back home. For a rare minute, the mess hall is all grins and clapped backs. The arrival of a new life has put steel in SoldierName's spine. He knows exactly what he is fighting for now.
Effect: SoldierName gains the Something to Fight For quirk.


Event 2: Mess Hall Brawl

Conditions: 4 unfatigued non-MEC soldiers must be present in the barracks. Each soldier has a 30% roll to be one of the subjects in the event and four successful rolls must occur.


Security reports overturned chairs, a dented vending machine, and four very familiar faces. Tensions have been running hot... tonight they finally boiled over. The perpetrators are:

SoldierName1
SoldierName2
SoldierName3
SoldierName4

All have been reprimanded and assigned extra duty to cool off. SoldierName caught a bad one during the scuffle and is headed to the medbay for stitches.


Effect: Every soldier involved gains 12 + 0-24 hours of fatigue. One soldier (randomly decided) is additionally injured for 120 + 0-240 hours.


Event 3: The Obsessive Scientist


Event 4: Scientific Breakthrough


Event 5: Meld Binding


Event 6: Special Operations Consultation


Event 7: Green Fog Exposure


Event 8: The Stowaway


Event 9: Humanitarian Corridor


Event 10: Mentor's Request


Event 11: Misrouted Crate


Event 12: The Sympathizer


Event 13: Experimental Stimulants


Event 14: The Propaganda Tour


Event 15: Collateral Damage


Event 16: The Defector

Conditions: There is a research project currently underway with more than 200 hours to complete (~8 days).

We have a walk-in. A former EXALT geneticist, Dr. Aris Thorne. We know he was directly responsible for the death of thousands; some were even XCOM personel. He brought a hard drive of encryption keys and a plea for asylum. He claims he can accelerate our research immediately, but the squad knows who he is. Bringing a terrorist into the fold will effect morale in the barracks.

A. Grant Asylum

Dr. Thorne is installed in the lab. He works alone; no one will sit near him. The mess hall is deadly silent.
Effect: +1 scientist, the current research project has half of its remaining time completed. All soldiers who have more than 10 will have a 50% chance to lose 1 will.

B. Execute Him

Security escorted Dr. Thorne to the airlock. It's done. The soldiers approve of the hard line.
Effect: nothing happens.


Event 17: Shadow Funding

Conditions: There is at least one council country who has not defected (irrelevant, as having no countries remaining ends the campaign, so this event is always in the pool).

An encrypted channel requests a meeting. The representatives are from the Vory, offering 'patriotic donations' in exchange for XCOM looking the other way regarding certain shipping lanes in CountryName (Panic at CountryName: #).The credits are real, but taking them means letting organized crime flourish under our nose. Or, we can raid the meeting and take what we can.

A. Accept the Money

The transfer cleared. The Vory have increased their operations in the sectors we agreed to ignore.
Effect: gain [250 + 25*MonthsPassed] credits, panic in CountryName increases by 10 (modified by campaign factors).

B. Raid the Meeting

We ambushed the meeting. It's good to know law still prevails at times like this. No panic change.
Effect: nothing happens.


Event 18: The Volunteer

Conditions: An unfatigued non-MEC soldier.

SoldierName has formally requested to undergo an experimental gene therapy trial. The protocol bypasses standard safety checks. If it works, they will be faster and stronger. If it fails, the systemic shock could be fatal."

A. Authorize Test

30% [Failed]: SoldierName went into shock immediately. Medical couldn't stabilize them. They are gone
Effect: SoldierName dies from Experimental Gene Therapy.
70% [Success]: The soldier is in a coma, but their vitals are strong and their muscle density is already increasing.
Effect: SoldierName gains +3 hp, +2 mobility and is fatigued for 20 days.

B. Deny

You denied the request. The soldier returns to the barracks.
Effect: nothing happens.


Event 19: Scorched Earth


Event 20: Militia Recruitment


Event 21: Roster Balancing