Events (LWR)
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
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.