“Two possibilities exist:
either we are alone in the Universe
or we are not.
Both are equally terrifying.”
― Arthur C. Clarke
//March 1st, 2015//
/In the wake of the devastating first wave of the Alien invasion the Council of Nations initiated the Xcom project in earnest, funneling funding and troops into the project. The HQ located under the Rocky Mountains in North America hummed to life as personnel, weapons, and supplies were ferried into it./
//April 7th, 2015//
/After multiple successful engagements with the enemy, the Xcom project was able to obtain enough of the mysterious known as “Meld” to begin research into the uses of the substance on human subjects./
//May 13th, 2015//
/After completion of the Cybernetics Lab, and Genetics Lab, test subjects are selected for “Augmentation and Conditioning”. Most subjects are pulled from Alpha squad, though other battle veterans are selected as well./
//May 16th, 2015//
/The first MEC troopers and biotic troopers enter service. A spike in the combat effectiveness of the Xcom project is noted./
//June 15th, 2015//
/Alpha Squad successfully diverts and cripples an alien battleship./
//July 20th, 2015//
/After extensive research and interrogation into the “Outsider” Artifact, Xcom gets a definitive lead to the Alien’s base/
//August 10th, 2015//
/Alpha Squad infiltrates the alien base, destroying the superstructure and capturing an Alien commander and communication device in the process./
//August 27th, 2015//
/Xcom unveils the new PSI lab, two strong candidates already selected. Testing begins immediately/
//September 7th, 2015//
/The first two PSI troops enter service in the Xcom project./
//October 13th, 2015//
/Operation Candle-Flame, a mission to disrupt Exalt operations ends in disaster. Just before Xcom deployed Alpha Squad, an alien force engaged the Exalt operatives in the area, the result was a brutal fire fight that raged along multiple engagement zones. Although the objectives were completed, Alpha Squad was engaged by both forces and lost their lives in the resulting fight./
/In the wake of the devastating first wave of the Alien invasion the Council of Nations initiated the Xcom project in earnest, funneling funding and troops into the project. The HQ located under the Rocky Mountains in North America hummed to life as personnel, weapons, and supplies were ferried into it./
//April 7th, 2015//
/After multiple successful engagements with the enemy, the Xcom project was able to obtain enough of the mysterious known as “Meld” to begin research into the uses of the substance on human subjects./
//May 13th, 2015//
/After completion of the Cybernetics Lab, and Genetics Lab, test subjects are selected for “Augmentation and Conditioning”. Most subjects are pulled from Alpha squad, though other battle veterans are selected as well./
//May 16th, 2015//
/The first MEC troopers and biotic troopers enter service. A spike in the combat effectiveness of the Xcom project is noted./
//June 15th, 2015//
/Alpha Squad successfully diverts and cripples an alien battleship./
//July 20th, 2015//
/After extensive research and interrogation into the “Outsider” Artifact, Xcom gets a definitive lead to the Alien’s base/
//August 10th, 2015//
/Alpha Squad infiltrates the alien base, destroying the superstructure and capturing an Alien commander and communication device in the process./
//August 27th, 2015//
/Xcom unveils the new PSI lab, two strong candidates already selected. Testing begins immediately/
//September 7th, 2015//
/The first two PSI troops enter service in the Xcom project./
//October 13th, 2015//
/Operation Candle-Flame, a mission to disrupt Exalt operations ends in disaster. Just before Xcom deployed Alpha Squad, an alien force engaged the Exalt operatives in the area, the result was a brutal fire fight that raged along multiple engagement zones. Although the objectives were completed, Alpha Squad was engaged by both forces and lost their lives in the resulting fight./
Sigma Squad: The secondary squad of Xcom's operations, usually handling support aspects or reinforcement of other combat teams in high combat areas. Like Alpha squad it is made up of combat veterans. After Operation Candle-flame it is now the last fully staffed veteran combat team remaining and as such has become the new spearhead of the project. The squad itself has been as extensively modified as Alpha, in the case that something like this would come to pass. Now they are the last remaining hopes of humanity, our own survival or failure is now in their hands.
Assault: Quick, efficient and utterly ruthless. The Assault specialists are the vanguard, the front-liners, running into a fire fight or scouting out the enemy position is where they find their home on the battlefield.
Heavy: Have gun, will mulch any non-friendly in sight. As the only specialists that are able to carry an LMG and a rocket launcher, the heavy dishes out large scale damage, at the cost of aim and speed.
Support: Your stereotypical soldier and combat medics, the support specialists keep everyone else alive and functioning. Though don't count them out as they are still some of the best soldiers in the Xcom project
Sniper: The silent rearguard, these specialists excel at taking down large enemies, small enemies, hell any enemy that is unlucky enough to stick their head out to take a peak, from very far away.
MEC: A class in their own right the MEC's have given up on specializing in another of the traditional specializations to become a hulking mobile fortress of metal and death.
________________________Equipment________________________
Made from various alien materials and human ingenuity, the armors of Xcom were developed to defend the soldiers from the worst the aliens could fire at them.
Skeleton Armor: Light reinforced alloy plates over a nano fiber weave make for an incredibly strong, light armor. As such it doesn't restrict movement as much as a normal suit of armor without sacrificing structural stability. The Skeleton Armor also comes equipped with a micro grappling hook, fired out of a wrist launcher, for quick ascensions
Titan Armor: Just like it's name implies, Titan Armor is heavy, thick armor capable of probably being hit with just about anything and coming out intact. Its main problem is that it is very heavy so you wont be going anywhere anytime soon.
Ghost Armor: This armor shares most of it's qualities with Skeleton Armor, save for its greatest benefit. It is able to cloak its wearer for a limited amount of time, rendering them near perfectly invisible. Due to its cost however very few suits of this armor exist
Archangel Armor: Heavier than Skeleton Armor, but lighter than Titan Armor Archangel Armor Strikes a happy balance between the two. Its greatest strength however comes from the thrusters within the armor. When activated they make the armor into a type of jet-pack, allowing the Trooper to hover off the ground and even preform limited flight (though excessive flying can drain the fuel quickly). However like the Ghost Armor its cost has made this model rare.
Skeleton Armor: Light reinforced alloy plates over a nano fiber weave make for an incredibly strong, light armor. As such it doesn't restrict movement as much as a normal suit of armor without sacrificing structural stability. The Skeleton Armor also comes equipped with a micro grappling hook, fired out of a wrist launcher, for quick ascensions
Titan Armor: Just like it's name implies, Titan Armor is heavy, thick armor capable of probably being hit with just about anything and coming out intact. Its main problem is that it is very heavy so you wont be going anywhere anytime soon.
Ghost Armor: This armor shares most of it's qualities with Skeleton Armor, save for its greatest benefit. It is able to cloak its wearer for a limited amount of time, rendering them near perfectly invisible. Due to its cost however very few suits of this armor exist
Archangel Armor: Heavier than Skeleton Armor, but lighter than Titan Armor Archangel Armor Strikes a happy balance between the two. Its greatest strength however comes from the thrusters within the armor. When activated they make the armor into a type of jet-pack, allowing the Trooper to hover off the ground and even preform limited flight (though excessive flying can drain the fuel quickly). However like the Ghost Armor its cost has made this model rare.
________________________Weapons________________________
Ballistic weapons are your standard human armament, they launch a bullet at super-sonic speeds through use of a controlled explosion. Though they have proven less effective against the Alien opponents, the humble Ballistic Weapons still find a home in most Squaddies and Rookie's hands. What they lose in stopping power they make up for in ammo capacity.
Ballistic weapons include
- Assault Rifle
- Combat Shotgun
- Sniper Rifle
- LMG**
- pistols
- Rocket Launchers**
Beam weapons, also known as Laz or Laser weapons, utilize focused, accelerated energy to create a beam of lethal energy. While they are unparalleled when it comes to accuracy, due to the nature of their odd ammunition type (High energy gas) they suffer from reduced ammo capacity.
Beam weapons include:
Beam weapons include:
- Beam Rifle
- Scatter Beam
- Laser Sniper Rifle
- Laser Pistols
- Laser LMGs**
Plasma weapons first came into use after a couple of intact weapons were recovered from stunned enemies. They are loud and powerful having, without a doubt the best stopping power out of any of the weapon types. But they suffer from a hindrance to their accuracy due the their heavy weight and high heat, they are also rare and given only to the best combat veterans, but as the main combat squad Sigma has full access to Xcom's limited supply.
Plama Weapons include
**Only available to heavies
Plama Weapons include
- Light Plasma Rifle
- Plasma Rifle
- Heavy Plasma Cannon**
- Blaster Launchers (replaces the Rocket Launcher)**
- Plasma Pistol
**Only available to heavies
__________________The MEC Troop__________________
A MEC trooper is a volunteer that has had their outer limbs surgically removed and replaced with cybernetic parts, These augmentations allow the Troop to use a M.E.C. suit, a highly advanced and incredibly strong, armored exoskeleton. However the MEC Suits are so large that they render all cover completely unusable, making the MEC a large target for the enemy. To combat this, also due to the fact no other weapons are large enough for them, MEC's have access to heavy weapons other units do not (listed below).
The basic Augments of a MEC trooper
M2 Harbinger:
The Harbinger is the lightest of the currently developed MEC suits, it is used mainly for skirmish fighting, ambushes and the like. As such ant Assults that become MEC troops usually choose a M2 as their suit.
For attachments it makes use of a Kinetic Strike Module, a Restorative Mist Dispenser and Proximity Mine Launcher.
G5 Cavalier
The Cavalier fulfills the role of a support MEC, though all MECs are capable of extended heavy fire fights the G5 specializes in providing heavy fire support for the squad and disabling particularly powerful enemies
For it's attachments it uses a Kinetic Strike Module, a Restorative Mist Dispenser, and a Short range EMP pulse emitter
. V4 Behemoth
The Behemoth is the main assault MEC suit, it is slower than the other two, though that is because of its heavier attachments. The V4 is mainly used for wading into combat headfirst, no matter the enemy.
As such it is equipped with a Heavy Flamethrower, Grenade Launcher,and Proximity Mine Launcher
- Heavy Minigun: Just like the name implies, this weapon is a large minigun used for sending the maximum amount of rounds down range in the shortest amount of time possible. It falls under "Ballistic Weapons".
- Railgun: A high powered, recoiless ballistic weapon capable of eviscerating large enemies. Due to its recoiless, high powered nature and its power needs, the Railgun is treated as a Beam Weapon for the cases of benefits and drawbacks
- Particle Cannon: a device that speeds dense particles like a collider and launches it at the enemy. It has an incredibly high damage potential but suffers from the beam weapons ammo drawback, instead of the plasma's accuracy drawback, due to its very precise nature.
__________________The Biotic Troop__________________
A Biotic troop refers to an augmented troop that has willingly had alien organs implanted into them to gain their abilities. Unlike the MEC a Biotic dosen't give up their original class.
Augmentations
Brain: Neural Feedback (Damages enemy PSI users who attempt mind control by flooding them with sudden brain activity) and Neural Damping (stops mind control by flooding the brain with hormones, however this renders the Xcom troop unconscious for a short time)
Eyes Hyper Reactive Pupils (you focus better, increasing your aim) and Depth Perception (you see farther and in greater detail)
Chest: Adrenal Neurosympathy (releases pheromones during combat that increase combat efficiency) and Secondary Heart (adds to your overall survivability by adding a smaller secondary heart)
Skin Bioelectric Skin (you are able to sense the bioelectric field of living nearby animals, yes aliens included) and Mimetic Skin (if you have not been seen you can esily blend into any background you are next to, conferring cloak until you preform an action that draws attention, like firing a gun, or stepping away from the wall for too long)
Legs: Muscle Fiber Density (you are able to get up to high places, such as rooftops, without the need of ladders because you can just jump up there) and Adaptive Bone Marrow (you heal fro, wounds much faster)
Augmentations
Brain: Neural Feedback (Damages enemy PSI users who attempt mind control by flooding them with sudden brain activity) and Neural Damping (stops mind control by flooding the brain with hormones, however this renders the Xcom troop unconscious for a short time)
Eyes Hyper Reactive Pupils (you focus better, increasing your aim) and Depth Perception (you see farther and in greater detail)
Chest: Adrenal Neurosympathy (releases pheromones during combat that increase combat efficiency) and Secondary Heart (adds to your overall survivability by adding a smaller secondary heart)
Skin Bioelectric Skin (you are able to sense the bioelectric field of living nearby animals, yes aliens included) and Mimetic Skin (if you have not been seen you can esily blend into any background you are next to, conferring cloak until you preform an action that draws attention, like firing a gun, or stepping away from the wall for too long)
Legs: Muscle Fiber Density (you are able to get up to high places, such as rooftops, without the need of ladders because you can just jump up there) and Adaptive Bone Marrow (you heal fro, wounds much faster)
__________________The PSI Troop__________________
A PSI troop refers to a trooper that can use his very will and mind to shape the energy around him and influence others (such as mind control). Unlike the MEC a PSI dosen't give up their original class. No mechanical enemies (save for MEC's) are affected by PSI abilities
PSI powers
PSI powers
- Mindfray: Damage an enemy with pure psychic power and make them begin to panic if you do not kill them
- Psi Inspiration: Helps to shield nearby allies from PSI attacks
- Psi Panic: fill an enemy's mind with fear and cause them to flee
- Telekinetic Field: create a solid telekinetic barrier to shield yourself and allies for a limited time
- Mind Control: a very difficult PSI ability to use, if successful you can control your target for a brief time
__________________CS__________________
Name:
Age:
Nation of Origin:
Looks/desription:
Personality:
Class:
Weapon:
Armor/MEC suit:
Powers/Biotic Augments: (if PSI trooper pic 3, if Biotic pic 1 from each body part)
Short Bio:
__________________Miscellaneous__________________
The Barracks: your "Home away from home" here is where your personal room is located. Each room is about the size one could expect from a normal military compound, and contains a bed, a desk, and a few bookshelves, other than that they are yours.
The Rec Room: Divided up into three sections the Rec room is more like three separate rooms that all serve a similar goal. Located right beneath the Barracks, the first of the rooms is the Bar, here (as one would expect) one can find a generally well stocked bar and a few tables, also straight across the Bar, on the wall rests "The memorial" a collection of names, and pictures of the fallen. The second room is the Gym, not much needs to be explained. The last is the Rec room proper, here one can find various T.Vs and computers for personal use.
Med bay: located beneath the Rec Room(s), is a small, but fully stocked, medical and trauma center. The medical care and equipment may even dwarf that of the most expensive hospitals
Mission Control: The Nerve Center of Xcom, mission control is where the globe is watched for signs of alien activity and strikes are coordinated.
The Cybernetics Lab: Here is where MEC suits are built, stored and maintained. Also here is where a MEC trooper can get replacement limbs. Or a normal troop can be "Fitted" for a MEC suit.
The Biotics Lab: Here is where the organ and gene implants take place, this is also where a new Bio modded soldier will recover after gene surgery.
The PSI lab: here soldiers are tested to see if they have the PSI gift, and if it is found that they do it is also here that they can train and hone their "gift" in a controlled environment.
Hanger: This is where they keep the various interceptors and the Skyranger.
The Situation Room: Here is where the commander can meet with the council , plan covert ops, allocate satellites and see a visual representation of the state of various nations
-George Eliot
________Rookies________
Demitri Vega (May 24, 2015)
Sara Aiton (May 26, 2015)
Blake Emmerest (June 14, 2015)
________Alpha________
Mark "Yin" Leria (October 13, 2015)
Kiri "Yang" Leria (October 13, 2015)
Sam "Colossus" Borodin (October 13, 2015)
Frederico "Slight-hand" Lombardi (October 13, 2015)
Fiana "Growler" Zeracalla (October 13, 2015)
Hui "Zero" Liu (October 13, 2015)