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===Event 15: Collateral Damage===
===Event 15: Collateral Damage===
<!--
'''Conditions''': Condition.
'''Conditions''':  


''body text''
:''Satellite imagery from the last urban deployment confirms significant structural fires in a civilian block in '''CountryName'''. Local journalists are connecting the dots to XCOM. The Council liaison advises that a generous 'reconstruction fund' could silence the story before it hits the international wire, but our budget is already tight.''
====A. option1====
====A. Pay Reparations====
''result1 text ''
:''text''
<br>'''Effect''':  
'''Effect''':
====B. option2====
====B. Deny Involvement====
''result2 text ''
:''text''
<br>'''Effect''':  
'''Effect''':
-->
----
----
===Event 16: The Defector===
===Event 16: The Defector===
'''Conditions''': There is a research project currently underway with more than 200 hours to complete (~8 days).
'''Conditions''': There is a research project currently underway with more than 200 hours to complete (~8 days).

Revision as of 18:36, 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 and have all of its conditions fulfilled will show up immediately for the player to make a choice on (if applicable). Each unique event only shows 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

Conditions: Condition.

After the staff meeting, Dr. Vahlen waits at the door. 'Commander, privately.' She leads you down the hall, voice low. 'A friend and contractor, John Malard, has been keeping odd hours. Tonight the guards and I caught him in a restricted bay, running an unsanctioned line of inquiry.' The samples are sound; the paperwork is not. His notes point at
TechNameAndTime
Half the lab wants him fired on the spot for breach of protocol. The other half is furious we'd even consider keeping him... but he did make real progress.

A. Keep John Malard

Dr. Vahlen thanks you personally as she leaves to inform the others. Unfortunately, multiple scientists have decided to abandon the project due to your decision.

Effect: Effect.

B. Discharge John Malard

Dr. Vahlen nods solemnly as she leaves to inform the others. Unfortunately, without his know-how the gathered stats and samples are not of any use.

Effect: Effect.


Event 4: Scientific Breakthrough

Conditions: Condition.

The lab floor hums. One of our junior scientists tripped a cascade that re-frames the current problem entirely. If we surge our budget for materials and overtime right now, we can ride the wave; otherwise, the reaction settles and we lose the edge.

A. Provide the Funding

Dr. Vahlen eagerly departs to secure the additional funding.

Effect:

B. Deny the Funding

Effect: Nothing happens.


Event 5: Meld Binding

Conditions: Condition.

Vahlen has the look that means trouble and discovery in equal parts. 'We've identified a perfect candidate for direct neural meld binding: SoldierName. The odds of compatibility are small. The procedure will be agony and carries a non-zero mortality risk. If it works, it will produce a soldier measurably better at almost everything.'

A. Bind their Brain

text

Effect:

B. It's Too Dangerous

text

Effect:


Event 6: Special Operations Consultation

Conditions: Condition.

Brad Lewis arrives with a battered duffel and an instructor's voice. He runs an hour with our squad and spots gaps we didn't know we had. Afterwards, he doesn't grandstand, he simply says, 'If you want me in this fight, buy out my paper. I've seen enough.'

A. Recruit Lewis

text

Effect:

B. Training

text

Effect:


Event 7: Green Fog Exposure

Conditions: Condition.

Medbay telemetry shows spikes in SoldierName's cortex: fever, seizures, and flashes of psionic activity since exposure to the green gas on last deployment. The team can flush the agent today. Vahlen warns that letting it run may leave scars, but might also lock in a surge of psionic potential.

A. Cure the Soldier

text

Effect:

B. Heal on their Own

text

Effect:


Event 8: The Stowaway

Conditions: Condition.

Security pulls a woman out from behind a pallet in Storage C. She gives her name: Marta Kovac. Once, she says, she ran with Exalt, mostly in logistics. Now she's burned every bridge and wants in. She smuggled a sealed crate off an alien skirmish site; miscellaneous material worth something on the Grey Market. She wants us to leave it untouched and bring her aboard. She even wants credits up front. Medical scans show gene traces; she might be exactly as dangerous as she looks.

A. Recruit Kovac

text

Effect:

B. Seize and Liquidate the Cache

text

Effect:


Event 9: Humanitarian Corridor

Conditions: Condition.

Council liaison on the line: a volunteer convoy is emptying a clinic and a school basement before curfew. Highways are blocked; they'll pick their way along the river service roads. Scout craft sweep the ring road every forty minutes. There's a gap now, but it won't last.
Big Sky can fly low and quiet to shadow them, but we don't have time to spin up a full strike package. Two troopers ride topside, dismount to clear obstacles, and make it back before dawn. No salvage, no headlines, just people who make it through the night, and two exhausted soldiers, SoldierName1 and SoldierName2, who've seen what they're fighting for.

A. Escort the Corridor

text

Effect:

B. Divert the Supplies

text

Effect:


Event 10: Mentor's Request

Conditions: Condition.

The briefing room thins out, but SoldierName1 sets a helmet on the table and looks toward SoldierName2. 'Commander, let me keep the lights on an extra hour for SoldierName2. They're hesitant in the breach. I can fix that.'
Shen checks the power ledger. 'Running the simulator after shutdown pulls from the auxiliary line. I will need two techs back on the floor.' Central scans the roster. 'It's your call, but the crew needs sleep.'

A. Approve training

text

Effect:

B. Skip for now

text

Effect:


Event 11: Misrouted Crate

Conditions: Condition.

A pallet comes off the truck into Bay 2. The Stencil reads COUNCIL DEPOT / HUMANITARIAN. Shen checks the routing code and says, 'Wrong destination. This was meant for a field clinic...' He opens the inspection flap: civilian-grade antibiotics and plasma packs, with sterile field kits strapped along the sides. Expensive stuff. Central confirms the clinic is on the front-lines saving lives and has flagged the shipment as urgent. These supplies are not compatible with our medkits or research chain, but they have high Grey Market value...

A. Send it back

text

Effect:

B. Liquidate it

text

Effect:


Event 12: The Sympathizer

Conditions: Condition.

We've captured a possible mid-level courier for the alien sympathizers. He claims to be innocent but our intel believes he's integral to a propaganda cell in CountryName. Standard interrogation protocols have failed to produce results. If he knows anything, he isn't talking. SoldierName steps forward and suggests that 'enhanced' techniques will find out exactly what he knows... within the hour. It will be brutal and illegal. It will leave a mark on everyone involved.

A. Torture Him

text

Effect:

B. Hand to Authorities

text

Effect:


Event 13: Experimental Stimulants

Conditions: Condition.

Dr. Vahlen has synthesized a compound from the Berserker adrenal gland. She needs a live subject to test combat efficacy. SoldierName has volunteered, desperate to improve their combat standing. Vahlen projects massive gains in reaction time and physical speed, but the psychological effects are unpredictable.

A. Authorize Injection

text

Effect:

B. Deny Request

text

Effect:


Event 14: The Propaganda Tour

Conditions: Condition.

The Council is demanding a face for the war effort. They want one of our highest ranked soldiers in guise as a country soldier, SoldierName, in Geneva for 10 days of press conferences, handshakes, and donor dinners. It will calm the markets and reassure the populace that humanity has heroes, but we will be down our best operator during critical operations.

A. Send Soldier

text

Effect:

B. Refuse

text

Effect:


Event 15: Collateral Damage

Conditions: Condition.

Satellite imagery from the last urban deployment confirms significant structural fires in a civilian block in CountryName. Local journalists are connecting the dots to XCOM. The Council liaison advises that a generous 'reconstruction fund' could silence the story before it hits the international wire, but our budget is already tight.

A. Pay Reparations

text

Effect:

B. Deny Involvement

text

Effect:


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