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'''Effect''': 6 (modified by SW options) [[Attributes_(LWR)#Soldier_Attributes|militia soldiers]] are recruited from the XCOM base's country.
'''Effect''': 6 (modified by SW options) [[Attributes_(LWR)#Soldier_Attributes|militia soldiers]] are recruited from the XCOM base's country.
====B. Do Nothing====
====B. Do Nothing====
:''text''
:''We will make do with the soldiers we have. Quality over quantity.''
'''Effect''':
'''Effect''': Nothing happens.
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Revision as of 23:24, 19 March 2026

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

Each event gets its own 1 in 365 chance to show up each day. Event occurrences are rolled for in numerical 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 roll in the first month of the game.

Most events pertain to a specific soldier or research project. In cases like these, bold placeholder names are used for the wiki.

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 0.5-1.5 days of fatigue. One soldier (randomly decided) is additionally injured for 5-15 days.


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: There is ongoing research and the current research project has more than 200 tech time remaining.

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.
TechNameAndTime

A. Provide the Funding

Dr. Vahlen eagerly departs to secure the additional funding.

Effect: -50% tech time on the current tech. -1 credit per 4 tech time reduced.

B. Deny the Funding

Effect: Nothing happens.


Event 5: Meld Binding

Conditions: Xenogenetics must be researched. The base must have more than 100 meld in storage. An unfatigued soldier that hasn't been upgraded yet (gene mods, psionics, officers, spec ops, MECs) and has an open positive quirk slot is present in the barracks. Each soldier has a 10% roll to be the subject of the event.

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

(40 - 5 * soldier rank)% [Failed]:
Unfortunately, SoldierName has passed shortly after the procedure began. Arrangements are being made for their loved ones.
Effect: SoldierName dies from Meld Binding. -50 meld.
(60 + 5 * soldier rank)% [Success]:
Dr. Vahlen is jumping for joy. The procedure was a success! SoldierName is currently in the medbay recovering nicely.
Effect: SoldierName gains 2.0 mobility, 10 aim, 20 will, and 5 HP, and is injured for 25-35 days. -50 meld.

B. It's Too Dangerous

Effect: Nothing happens.


Event 6: Special Operations Consultation

Conditions: This event has no special conditions.

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

Lewis explained the situation to his superiors. The British Army agreed to the buy out.

Effect: Brad Lewis is recruited. -(100 + (30 * rank)) credits.

B. Training

The soldiers spend a day sweating and training under Mr. Lewis's command.

Effect: All uninjured soldiers gain 100xp and 1 day of fatigue.


Event 7: Green Fog Exposure

Conditions: A fatigued, unupgraded soldier (no gene mods, psionics, officers, spec ops, MECs) with less than 35 will that has an open positive and negative quirk slot is present in the barracks. The first valid soldier is chosen as the subject for the event.

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

The cure was administered to SoldierName and they are recovering successfully.

Effect: SoldierName is injured for 1 day.

B. Heal on their Own

SoldierName will likely recover but it will take many days as the disease progresses. We can already see the increase of psionic potential.

Effect: SoldierName gains Psionic Breacher and Green Lung, and is injured for 7 days.


Event 8: The Stowaway

Conditions: The Grey Market project is complete.

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

Marta Kovac has been sworn in. Engineering will issue kit after medical clears final labs.

Effect: Marta Kovac is recruited. -(80 + (20 * rank)) credits.

B. Seize and Liquidate the Cache

The crate was moved through a quiet channel. Proceeds are already in the operating account.

Effect: +(265 + (20 * rank)) credits.


Event 9: Humanitarian Corridor

Conditions: 2 uninjured soldiers are in the barracks. The first 2 valid soldiers are automatically selected to be the subjects of the event.

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

Radio from Big Sky: 'Convoy across the bridge. No contact. Good work, Commander.'

Effect: SoldierName1 and SoldierName2 gain 0.6 mobility and 10 will, and are fatigued for a day (on top of any existing fatigue). -(110 + (5 * month)) credits.

B. Divert the Supplies

Logistics logged the diesel, rations, and meds to XCOM inventory. The liaison will find another escort.

Effect: +(60 + (10 * month)) credits.


Event 10: Mentor's Request

Conditions: Two uninjured non-MEC soldiers that can fulfill the next requirements exist in the barracks. The first soldier will always be the last soldier with the most missions (at least 6), the highest rank (that is less than or equal to the mission count), and the most XP. All 3 must be equal higher for a soldier to replace the previous soldier. The second soldier will always be the last soldier with 1 or 0 missions, a lower rank and XP than the first soldier, and the same language as the first soldier. Similarly to the first soldier, the second soldier can only be replaced by a soldier than has less than or equal values for all 3 numerical conditions.

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

The simulator stays lit past shutdown. A two-person crew signs overtime chits and brings the projectors up. SoldierName1 keeps a steady voice while SoldierName2 runs the lane again and again. The early passes are hesitant. By the end the timing is tight and the radio calls are clear. The last clip shows a steady entry and a calm 'room clear' inside the limit.

Effect: SoldierName2 gains (800 + (80 * Min(10, SoldierName1 missions))) XP. -(95 + (15 * month)) credits.

B. Skip for now

The schedule rolls to night shift and the lights go out on time. SoldierName1 gives SoldierName2 a short nod and the squad heads for the bunks.

Effect: Nothing happens.


Event 11: Misrouted Crate

Conditions: An uninjured non-MEC soldier is in the barracks.

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

Logistics corrects the manifest and schedules pickup. The crate goes out with a new route code. The clinic confirms receipt. We keep our hands off what we can't use, and what others can. Feels good knowing we probably saved lives today.

Effect:

B. Liquidate it

Finance opens a sales ticket. Supply retags the pallet and moves it to the outbound rack. The sale clears overnight and the ledger updates in the morning. The credits will be welcomed, but it still doesn't feel right.

Effect: +(80 + (10 * month)) credits.


Event 12: The Sympathizer

Conditions: An unfatigued non-MEC soldier with more than 50 will is present in the barracks. The last valid soldier is automatically chosen as the subject for this event.

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

50% [Failed]:
The prisoner knew nothing. We may have tortured an innocent man. SoldierName is cleaning the blood off their hands, but they look shaken.
Effect: SoldierName loses 5 will.
50% [Success]:
The prisoner broke. We have the data. SoldierName is cleaning the blood off their hands, but they look shaken.
Effect: -30 panic in CountryName (modified by campaign factors). SoldierName loses 3 will.

B. Hand to Authorities

Local authorities took custody. We received a small bounty, but any intel died with the prisoner's transfer.

Effect: +10 credits.


Event 13: Experimental Stimulants

Conditions: A Berserker corpse/captive has been obtained in the past. An unfatigued non-MEC soldier with an open negative quirk slot is present in the barracks.

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

The procedure was... violent. SoldierName is faster, sharper, but they seem to acquired a spontaneous and unpredictable twitch.

Effect: SoldierName gains 1.3 mobility, 10 aim, and the negative quirk Twitchy.

B. Deny Request

You refused the request. Vahlen is disappointed, but the soldier looks secretly relieved.

Effect: Nothing happens.


Event 14: The Propaganda Tour

Conditions: An unfatigued soldier of the highest rank you currently have is present in the barracks. The last soldier with the highest rank is automatically chosen as the subject of the event.

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

SoldierName has boarded the Skyranger for Geneva. The news cycle is already shifting in our favor.

Effect: -5 global panic (modified by campaign factors). SoldierName is fatigued for 10 days.

B. Refuse

The Council is annoyed but understanding.

Effect: Nothing happens.


Event 15: Collateral Damage

Conditions: This event has no special conditions.

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

The funds have been transferred. The story is buried under a layer of bureaucratic nondisclosure agreements.

Effect: -(100 + (15 * month)) credits.

B. Deny Involvement

We denied everything. The press isn't buying it, and fear in the local populace grows.

Effect: +10 panic in CountryName (modified by campaign factors).


Event 16: The Defector

Conditions: There is a research project currently underway with more than 200 tech time remaining.

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 its tech time reduced by half. 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: This event has no special conditions.

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: +(250 + (25 * MonthsPassed)) credits. +10 panic in CountryName (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 must be present in the barracks. The first valid soldier is automatically chosen as the subject of the event.

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, +2.0 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

Conditions: This event has no special conditions.

We have just detected a small UFO already landed in a densely populated sector of CountryName. We won't be able to engage them in time. The Council authorizes a cruise missile strike to destroy the craft, but the collateral damage will be massive and civilian casualties are guaranteed. Alternatively, we can let the aliens finish their operation undisturbed to save the civilians.

A. Missile Strike

Impact confirmed. The UFO is destroyed. The civilian casualties are... high.

Effect: +15 panic in CountryName (modified by campaign factors).

B. Stand Down

We let them work. They left within the hour. We saved some civilians, but not all... and the aliens gained valuable data.

Effect: +2 alien research.


Event 20: Militia Recruitment

Conditions: The base has more than 300 credits in store. The barracks has 10 or more slots remaining for soldiers.

Commander, it's clear that our lack of manpower is causing problems in the field. Resources are tight, but we could negotiate with the council to secure the recruitment of some... "budget" soldiers for our barracks. None of them will have prior military experience, but any soldier is better than an empty seat on the Skyranger, and with some effort, we could mold them into something more.

A. Recruit Militia

The recruits have arrived. They are green, poorly equipped, and nervous... but they are ours to command.

Effect: 6 (modified by SW options) militia soldiers are recruited from the XCOM base's country.

B. Do Nothing

We will make do with the soldiers we have. Quality over quantity.

Effect: Nothing happens.


Event 21: Roster Balancing

Conditions: The base has enough credits in store to buy 4 soldiers (adjusted by SW options) at a 20% premium. The barracks has 10 or more slots remaining for soldiers.

Commander, it has become apparent that our squads are lacking some tools they need to appropriately combat the alien threat. The council has provided us with an opportunity to hire X ClassName soldiers from our home country immediately; though at a slight premium. The goal being to shore up the training distribution of our barracks. Should we take them up on this offer or can we make do with what we have?

A. Recruit the Soldiers

text

Effect:

B. Do Nothing

text

Effect: