The year is 2020 and Earth is engaged in a conflict with Alien invaders. For 20 years, a military organization, funded by a multinational coalition called "The Council", has held the line against extraterrestrial and paranormal threats. This organization, officially called the "XCOM Project", has bases in every continent with the main headquarters located in the outback of Australia. Up until recently, contact with the alien menace has been sparse. That all changed with the attack on Berlin, in which several mysterious pod were dropped from a airborne UFO. These pods, along with the coordination of alien ground forces, resulted in a large amount of civilian casualties. Alien activity has since increased dramatically, and all XCOM recruits have been called upon. There has also be an resurgence of groups either sympathetic to alien rule or using alien tech to further their goals. As a soldier of XCOM, you are tasked with taking the fight to the aliens on the ground. The mission is simple: Stop the alien menace from destroying the world as we know it. Good luck, soldier.
As a soldier of XCOM, you will be assigned to a squad and sent on various missions across the world. The council has given XCOM free jurisdiction to operate in any area so there is no fear of red tape getting involved. Besides special issues that may arise, most missions will have you eliminating all alien threats once the area of operations is reached. With the cooperation of local governments, Civilians have all been evacuated in most of the engagements so far. If there happens to be civilians in the area, it is of the utmost importance that they are reached and instructed out of the fire zone.
When not out on missions, all XCOM personnel will be at their home base. Here they have access to advanced recreation and training facilities to accomdate their everyday needs. It is important that all agents of XCOM maintain peak physical and mental health. Excellence in service will lead to additional rewards given to either the individual or squad. Please see the 10 Rules of Conduct for information regarding expected and acceptable behavior.
Doctor Moira Vahlen:
The scientist in charge of XCOM's research division. She expresses an unusual enthusiasm towards adapting alien technology to forward human scientific advancements. All aliens captured alien are to be delivered to her lab per the doctor's request. Dr. Vahlen is also a member of the commander's advisors.
Doctor Raymond Shen:
Dr. Shen is the head engineer of XCOM's development team and the creator of the A.I. matrix in each base. He is one of the more senior members of XCOM with decades of experiences and is world renowned. His views on the extent in which XCOM should utilize alien technology often conflicts with Dr. Vahlen. Dr. Shen also advises the commander on alien materials and components.
Central Officer Bradford:
Bradford is the second-in-command in the XCOM project and is in charge of the organization's communications across the several bases and organization on the more specific level. All Base Commanders report to Bradford. He is dedicated to ending the alien menace and helps the commander with battle strategy.
Spokeman:
A mysterious figure that represents the council of nations responsible for funding the XCOM Project. All council concerns and request will be voiced through him as well as a monthly report on the organization's effectiveness as a whole.
XCOM Commander Martin Anderson:
The commander is the head of the XCOM project and responsible for all major decisions including research and strategy. A veteran of conflict in the middle-east, Commander Anderson was selected for his flawless record and comparatively young age. He often keeps to himself when not over-seeing missions but is incredibly charismatic and intelligent.
Rules of Conduct 1. Prejudice will not be accepted. Everyone who is part of XCOM is fighting for Humanity's survival. There is no room for petty hatred. 2. No amorous relationships between operatives While bonding among comrades is encouraged, romantic ties compromises mission integrity and thus will not be tolerated. Breaking this rule will result in termination or a transfer. 3. All operators must adhere to their assigned sleep schedule 4. Any operative found to be intoxicated will be reprimanded harshly. These two rules are enforced to keep operatives from being unable to perform properly in their duties. 5. Do not tamper with another operative' s personal items unless given explicit permission. 6. Keep all areas clean 7. No personal communication to the outside. 8. Return all weapons to the armory immediately after missions or practice. 9.
Skyranger:
The Skyranger is XCOM's primary method of troop transport. A vertical take-off jet, it can hold up to eighteen soliders and land in urban areas for fast response times.
Raven:
The most advanced fighter jet developed by XCOM, it is capable of operation in the upper atmosphere. Its speed and maneuverability are the main strengths of the Raven coupled with the avalanche missile system.
A latent mental power existing within certain individuals. As demonstrated by the Aliens, it has the power to be used as an effective weapon in combat. As of present, XCOM has very little understanding of this power and even less on it's implication.
A nano-material that can be used to augment human abilities or change them to interface with a heavy much suit. Efforts to replicate it has so far proved futile and thus it is incredibly rare. That is why the augmentation are reserved for the top performing operatives. On the other hand, only volunteers are taken for the implementation of the cybernetics need to operate a much suit.
Infantry:
The core of XCOM's miliary personnel, those with this specialization are focused on medium range engagements. Their primary weapons are usually carbines, assault rifles, and battle rifles. They perform multiple roles on the battlefield and as such are good overall. Assault:
Close-quarters specialists who primary role is to breach structures and break-through enemy lines. Their primary weapons are usually assault rifles, sub-machine guns, and shotguns. They also come outfitted with a sword for engagements with aggressive aliens or silent take-downs. Demolitions:
Operator who handles high-explosives such as C4 and rockets. They specialize in taking down hard targets or clearing out large structures. Their primary weapons are assualt rifles, smgs, or carbines. The payload of their explosives varies per mission but C4 and a rocket launcher are always part of their equipment. Gunner:
The soldier with the biggest gun on the battlefield, they are tasked with holding key positions and suppressing enemy fire. Their primary weapons is the heavy machine gun and a smg. They are also given thicker armor since the classes requires much strength. Scout:
Specialists in remaining undetected by enemy forces, their role is to spot targets and report intel back to the squad. Their primary arms are battle rifles, assault rifles, carbines, and smgs. A scout is required on every mission. Medic:
Field-doctors trained in fast, effective treatment and ensuring the safety of the squad. Their training is similar to infantry. Primary arms include assault rifles and smgs. A medic's main tool is the special med-kit developed by XCOM, able to stop bleeding immediately and numb pain. Sniper:
The best marksmen in XCOM, snipers give covering fire to the squad and work with the scout to mark targets. Their primary weapon is a sniper rifle and a smg.
Specialist: These operatives have a direct link to the base's A.I. matrix and are able to quickly scan and hack into enemy systems. Their primary weapons are smgs, shotguns, and assault rifles.
Engineer: Engineers carry portable emplacements such as small auto-turrets and mobile cover. Their primary weapons include assualt rifles, carbines, smgs, and shotguns. They are also responsible for retrieving alien devices and tech.
Ranger: Experts in melee combat and sneaking behind enemy lines, these soldiers are not afraid to get up close and personal. Primary weapons are smgs and shotguns. Additional equipment includes a full-length sword and an expanding small shield on either arm, however they generally have lighter armor.
Every class comes equipped with a combat knife and a side-arm, which you can choose. I might allow a couple people to be interceptor pilots if they are really interested. (More classes will come as the RP progresses and changes will be available)
Character Sheet
Name: Age: 21 to 40 Nationality: (Country of Origin Appearance: (Optional; Picture or Brief Description) Biography: (Personal History/Events leading up to XCOM) Base of Operations: (Any of the Continents) Squad: (Will be assigned) Class: (Determines your role in the squad, can be changed later) Rank: Squaddie Personality: (Who your character is as a person) Other: (Any extra info or Quriks) Strengths: (What your character excels at, i.e. Close quarters combat or quick reactions) Weaknesses: (Anything that has a noticeable negative impact on your character such as Trust issues or Fears) Psionic-Potential: (Yes or No) Mech Soldier Candidate (Yes or No)
Name: Angelo Ortega Age: 23 Nationality: Puerto Rico Biography: Was born in Puerto Rico and was part of a military family so they didn't stay in the country long. Soon when he was 5 years of age he left and went to Florida to live out the rest of his life. He had joined the army and was about to get married to the love of his life who was actually a nurse in a local hospital. However, he was soon broken when the invasion first came. His fiance was then killed when they came and invaded the hospital. He saw his wife covered in green goop and as a result, he killed the aliens with what little weaponry he had on him making him a noticeable and he was then given the chance to join the XCOM program after showing his proficiency at killing the greys with accuracy. Base of Operations: South America Squad: (Will be assigned) Class: Sniper Rank: Squaddie Personality: A hard worker and willing to do whatever it took so long he could get rid of the monsters that took away the woman he loved. He is often a perfectionist not accepting anything but an accurate shot and hitting his target. It was how he was able to be a great sniper as he wouldn't accept anything but the result he desires and if not he will work relentlessly until he can get it. Other: Carries aq gold chain necklace with the name of his fiance on it "Susan" Strengths: Quick reactions, Marksman (Very Accurate), Iron-willed Weaknesses: Weak constitution, Incapable of close combat, becomes enraged after the death of a squadmate. Psionic-Potential: Yes Mech Soldier Candidate No
So you want to do a fill squad of 6? Sounds good, I waned to ask though how will we get promoted and all that? Enemies aren't early going to be shown up on the screen for us to take turns shooting like the game
Well considering how I've been off an on obsessively playing XCOM 2 for the past couple years I can't very well turn my back on this! Plus this will be the perfect campaign to dust off the cob webs for! Count me in and I'll see about getting a sheet up soon or if we'll have an actual location up by then I'll just post it there of course!
Sorry for asking so many questions boss but now I ask about the other use of meld. As we know it can give us mechs but also enhance our abilities like camo and enhanced vision will that also be available the same time as the mechs? (I ask because I want to be the b3st sniper you could ever ask for ;) ))