Hey! Everyone, I was planning to do this after a few more posts, but it's been so long, and a lot of people have dropped out, we're going to do it now. We're going to do a short time-skip (two weeks) from where the last posts left off. Everyone who wishes to continue their characters in the RP, simply re-post them here. If you are a returning character, you will receive a rank-up (follow my guidelines below for ranking up; any questions, PM me). Anyone new and interested is welcome to post a character and apply! No knowledge of the previous XCOM RP is required.
I apologize for my absence, but I've received a number of applications for Co-GM and that will help keep the thread active. I will do my very best to do it myself however! (as always)
Story information regarding the time-skip will be provided when we actually start the thread.
About the RP
Spoiler (click to show/hide):
This is largely inspired by the game and the brief XCOM role play I saw deep in the bowels of the forums by Neo. In this RP, you can expect somewhat sci-fi urban warfare and lots of sex or rape with aliens which will come straight from the game with slight alterations (mostly of the phallic nature ).
Guidelines
1. PM me or post in this thread if you ever have any issues or questions.
2. Only join if you can be relatively active (a post every few days)
This is largely inspired by the game and the brief XCOM role play I saw deep in the bowels of the forums by Neo. In this RP, you can expect somewhat sci-fi urban warfare and lots of sex or rape with aliens which will come straight from the game with slight alterations (mostly of the phallic nature ).
Guidelines
1. PM me or post in this thread if you ever have any issues or questions.
2. Only join if you can be relatively active (a post every few days)
Intro
Spoiler (click to show/hide):
Earth is waging a guerrilla shadow war against aliens attempting to abduct humans piecemeal and incite terror in order to surgically wear humanity down for an inevitable killing blow. The XCOM Project is launched as a united effort by many of the major nations as an elite force to counterattack the extraterrestrials. A division within XCOM is put together, codenamed Valkyrie Division and it consists entirely of women, from computer tech to frontline soldier. The council of nations allocated them their own base, separate from XCOM HQ to conduct what's been labeled as "special operations" for "alternative means" of gathering intel and defeating the alien threat. You are a member of this division.
Earth is waging a guerrilla shadow war against aliens attempting to abduct humans piecemeal and incite terror in order to surgically wear humanity down for an inevitable killing blow. The XCOM Project is launched as a united effort by many of the major nations as an elite force to counterattack the extraterrestrials. A division within XCOM is put together, codenamed Valkyrie Division and it consists entirely of women, from computer tech to frontline soldier. The council of nations allocated them their own base, separate from XCOM HQ to conduct what's been labeled as "special operations" for "alternative means" of gathering intel and defeating the alien threat. You are a member of this division.
Setting
Spoiler (click to show/hide):
So this is set in 2015 and there will be a few futuristic aspects but nothing like light sabers. Foreseeable futuristic things, such as laser weapons, power armor (not quite space marines), plasma, genetic alterations, etc. This will be set in different places around the Earth, starting with Canada and the sky is really the limit on where it goes from there. Urban and forest warfare and copious copulating with alien life forms in the field (at least a dozen different types to look forward to!) People will not necessarily start grouped together.
So this is set in 2015 and there will be a few futuristic aspects but nothing like light sabers. Foreseeable futuristic things, such as laser weapons, power armor (not quite space marines), plasma, genetic alterations, etc. This will be set in different places around the Earth, starting with Canada and the sky is really the limit on where it goes from there. Urban and forest warfare and copious copulating with alien life forms in the field (at least a dozen different types to look forward to!) People will not necessarily start grouped together.
Dice Rolling
Spoiler (click to show/hide):
In each post, you will simply state what you're doing and I will roll a d20 to determine the success. Your stats will give you certain bonuses that I will factor in and show you the numbers and what happens in my response to your post. Other modifiers are determined on the fly. (Such as ambushing, being ambushed, if you're under some kind of drug effect, etc. I can't predict every circumstance, so I have to kind of decide modifiers as I go)
Result table of Dice rolls
1-4 Major Failure
5-7 Minor Failure with consequences
8-10 Minor Failure
11-13 Minor Success with consequences
14-16 Minor Success
17-20 Major Success
NOTE: A natural roll on the dice of 1 is a critical failure (worst case scenario) and a natural 20 on the dice is a critical success (best case scenario)
In each post, you will simply state what you're doing and I will roll a d20 to determine the success. Your stats will give you certain bonuses that I will factor in and show you the numbers and what happens in my response to your post. Other modifiers are determined on the fly. (Such as ambushing, being ambushed, if you're under some kind of drug effect, etc. I can't predict every circumstance, so I have to kind of decide modifiers as I go)
Result table of Dice rolls
1-4 Major Failure
5-7 Minor Failure with consequences
8-10 Minor Failure
11-13 Minor Success with consequences
14-16 Minor Success
17-20 Major Success
NOTE: A natural roll on the dice of 1 is a critical failure (worst case scenario) and a natural 20 on the dice is a critical success (best case scenario)
Status Conditions
Spoiler (click to show/hide):
I've decided to keep track of physical/mental states using a basic degree mechanic. This is your health and mental states from best to worst.
(Nonlethal physical damage) Healthy --> Fatigued --> Exhausted
(Lethal physical damage) Healthy --> Wounded --> Impaired --> Dying
(Mental/Lust Effects) Healthy --> Aroused --> Lusting --> Ecstatic.
Healthy --> Mind Controlled
Healthy - You are completely sound. Your rolls are all made at their appropriate bonuses and modifiers.
Fatigued - You are tired, bruised, sick, or have otherwise suffered nonlethal damage to your body. You receive a -2 on all rolls. Resolve by medkit or sleeping.
Exhausted - You are absolutely worn into the ground. You can barely stay conscious and struggle to move faster than a brisk walk. You receive a -4 on all rolls. Reduce status to Fatigued by medkit or sleeping.
Wounded - You've suffered a flesh wound of some kind and it's affecting your performance. You receive a -1 on Aim and Strength rolls. Remove by medkit.
Impaired - Your wound has worsened or you've received further damage to hamper you more. You receive a -2 on Aim and Strength rolls, -1 on Will and Toughness rolls. Remove by medkit.
Dying - You are dying from a number of wounds or a single critical wound, either from organ failure, bleeding out, or some other lethal condition. You receive a -4 on all rolls, -6 on Aim and Strength rolls. Remove by two medkits or more advanced medical care.
Aroused - You are turned on and it's affecting your focus. You receive a -2 on Will rolls. Use pills or other drugs to lessen condition to healthy. Remove by pills or special equipment.
Lusting - You are incredibly horny and can barely restrain your desire to fuck or be fucked. You receive a -4 on Will rolls. Remove by pills or special equipment.
Ecstatic - You are beyond helping yourself. You must fuck or get fucked right now or you'll lose it. You fail all Will rolls until sexually satisfied and will actively seek out sexual satisfaction. Remove by pills or special equipment.
Mind-Controlled - An alien has temporarily taken over your free will. Your actions are directed by GM and you must post accordingly.
I've decided to keep track of physical/mental states using a basic degree mechanic. This is your health and mental states from best to worst.
(Nonlethal physical damage) Healthy --> Fatigued --> Exhausted
(Lethal physical damage) Healthy --> Wounded --> Impaired --> Dying
(Mental/Lust Effects) Healthy --> Aroused --> Lusting --> Ecstatic.
Healthy --> Mind Controlled
Healthy - You are completely sound. Your rolls are all made at their appropriate bonuses and modifiers.
Fatigued - You are tired, bruised, sick, or have otherwise suffered nonlethal damage to your body. You receive a -2 on all rolls. Resolve by medkit or sleeping.
Exhausted - You are absolutely worn into the ground. You can barely stay conscious and struggle to move faster than a brisk walk. You receive a -4 on all rolls. Reduce status to Fatigued by medkit or sleeping.
Wounded - You've suffered a flesh wound of some kind and it's affecting your performance. You receive a -1 on Aim and Strength rolls. Remove by medkit.
Impaired - Your wound has worsened or you've received further damage to hamper you more. You receive a -2 on Aim and Strength rolls, -1 on Will and Toughness rolls. Remove by medkit.
Dying - You are dying from a number of wounds or a single critical wound, either from organ failure, bleeding out, or some other lethal condition. You receive a -4 on all rolls, -6 on Aim and Strength rolls. Remove by two medkits or more advanced medical care.
Aroused - You are turned on and it's affecting your focus. You receive a -2 on Will rolls. Use pills or other drugs to lessen condition to healthy. Remove by pills or special equipment.
Lusting - You are incredibly horny and can barely restrain your desire to fuck or be fucked. You receive a -4 on Will rolls. Remove by pills or special equipment.
Ecstatic - You are beyond helping yourself. You must fuck or get fucked right now or you'll lose it. You fail all Will rolls until sexually satisfied and will actively seek out sexual satisfaction. Remove by pills or special equipment.
Mind-Controlled - An alien has temporarily taken over your free will. Your actions are directed by GM and you must post accordingly.
Classes
Spoiler (click to show/hide):
These will mostly be for the purpose of combat. If you plan on being "loose" with strategy, I wouldn't worry about this too much. What I list will be their preferred weapon and role in the squad.
Assault: shotguns/assault rifles, point woman (first one in the room, leads the attack), best at close quarters.
Support: Assault rifles/pistols, medic or scouts usually, carries additional support equipment (flash bangs, med kits, smoke grenade, scanners, etc.).
Sniper: Sniper rifles/pistols, gunslinger or long ranged sharpshooters, great at long range, unmatched with a spotter and a high vantage point.
Heavy: Heavy Machine Gun, good for suppression and taking down big targets and groups of small targets, also carry a one-use rocket launcher.
These will mostly be for the purpose of combat. If you plan on being "loose" with strategy, I wouldn't worry about this too much. What I list will be their preferred weapon and role in the squad.
Assault: shotguns/assault rifles, point woman (first one in the room, leads the attack), best at close quarters.
Support: Assault rifles/pistols, medic or scouts usually, carries additional support equipment (flash bangs, med kits, smoke grenade, scanners, etc.).
Sniper: Sniper rifles/pistols, gunslinger or long ranged sharpshooters, great at long range, unmatched with a spotter and a high vantage point.
Heavy: Heavy Machine Gun, good for suppression and taking down big targets and groups of small targets, also carry a one-use rocket launcher.
Making a character
Spoiler (click to show/hide):
All women characters please! The stats may seem simple, but it's a takeaway from the game and I think it's the right amount of depth.
Name:
Age: (minimum 21)
Nationality: (USA, UK, Germany, etc.)
Appearance: (picture preferred)
Class: (see above)
Rank: 1 (everyone starts rank 1)
Stats (20 points to spend, -4 is poor/lowest, 0 is average, 4 is best/max)
Aim -4 (Marksmanship, Hand-Eye Coordination)
Will -4 (Strength of psychic attacks, psychic defense, panic resistance, pleasure threshold, willingness to submit)
Toughness -4 (Durability, pain threshold, running ability)
Strength -4 (physical strength)
Perks: (Pick up to 3 unique character talents, such as pilot, martial artist, acrobat, mechanic, engineer, etc. OR pick one genetic enhancement or psychic ability. Use your imagination, don't get god moddy )
Bio: (Background, why you joined XCOM, your character's motivation)
Character personality: (This includes flaws and upsides)
Equipment: (Primary Weapon, secondary, anything else significant)
All women characters please! The stats may seem simple, but it's a takeaway from the game and I think it's the right amount of depth.
Name:
Age: (minimum 21)
Nationality: (USA, UK, Germany, etc.)
Appearance: (picture preferred)
Class: (see above)
Rank: 1 (everyone starts rank 1)
Stats (20 points to spend, -4 is poor/lowest, 0 is average, 4 is best/max)
Aim -4 (Marksmanship, Hand-Eye Coordination)
Will -4 (Strength of psychic attacks, psychic defense, panic resistance, pleasure threshold, willingness to submit)
Toughness -4 (Durability, pain threshold, running ability)
Strength -4 (physical strength)
Perks: (Pick up to 3 unique character talents, such as pilot, martial artist, acrobat, mechanic, engineer, etc. OR pick one genetic enhancement or psychic ability. Use your imagination, don't get god moddy )
Bio: (Background, why you joined XCOM, your character's motivation)
Character personality: (This includes flaws and upsides)
Equipment: (Primary Weapon, secondary, anything else significant)
Armory
Spoiler (click to show/hide):
XCOM Assault Rifle
XCOM Shotgun
XCOM Sniper Rifle
XCOM Light Machine Gun
XCOM Pistol
XCOM Minigun
XCOM Body Armor
XCOM Carapace Armor
Secondary Equipment
XCOM Medkit
The field deployable medkit can temporarily treat a soldier's wounds with nanosutures and high potency stimulants.
XCOM Frag Grenade
XCOM Formal Uniform
XCOM Uniform
XCOM Assault Rifle
XCOM Shotgun
XCOM Sniper Rifle
XCOM Light Machine Gun
XCOM Pistol
XCOM Minigun
XCOM Body Armor
XCOM Carapace Armor
Secondary Equipment
XCOM Medkit
The field deployable medkit can temporarily treat a soldier's wounds with nanosutures and high potency stimulants.
XCOM Frag Grenade
XCOM Formal Uniform
XCOM Uniform
Ranking Up/Base Training
Spoiler (click to show/hide):
When you're back at base, you can choose to focus on one type of training that will result in a temporary bonus on your next mission
1. Practice at the firing range (Aim)
2. Focus on strength training (Strength)
3. Focus on endurance/cardio (Toughness)
4. Focus on Team-building exercises (Will)
5. Focus on personal training (improve a perk - gene mods are not applicable)
You only rank up when I designate that you earned it.
You can have attributes above 4 when using points to rank up. If you want to put your newly earned point in Aim and your aim is 4, that's fine, now your aim is 5. 4 was simply the max for rank 1 XCOM soldiers.
Gene Mods are not subject to increase by ranking up - They stay as they are.
Any questions, feel free to ask. Once you've updated your character sheet to Rank 2 (those who were on the first mission), post here please; a simple "ranked up my sheet" will do.
When you're back at base, you can choose to focus on one type of training that will result in a temporary bonus on your next mission
1. Practice at the firing range (Aim)
2. Focus on strength training (Strength)
3. Focus on endurance/cardio (Toughness)
4. Focus on Team-building exercises (Will)
5. Focus on personal training (improve a perk - gene mods are not applicable)
You only rank up when I designate that you earned it.
You can have attributes above 4 when using points to rank up. If you want to put your newly earned point in Aim and your aim is 4, that's fine, now your aim is 5. 4 was simply the max for rank 1 XCOM soldiers.
Gene Mods are not subject to increase by ranking up - They stay as they are.
Any questions, feel free to ask. Once you've updated your character sheet to Rank 2 (those who were on the first mission), post here please; a simple "ranked up my sheet" will do.
Perk Selection List (Based on Class]
Spoiler (click to show/hide):
Intro: I'm only describing the literal gameplay benefits of these perks, you're all free to figure out how to apply them in roleplay. Some perks will branch out later, others will not. I'm sorry to say you won't be able to see how they branch out right at this moment as it's all a work in progress. Just try to understand that it will all make logical sense. Taking the Quick Reflexes perk will likely give you availability to a perk later regarding being fast or highly reactive. I will list the required perk -first- for those branching off. Example: Quick Reflexes ---> Lightning Reflexes (Meaning the perk I'm going to describe is Lightning Reflexes, but you must have Quick Reflexes to get it, which is on the rank 1 perk list)
Intro: I'm only describing the literal gameplay benefits of these perks, you're all free to figure out how to apply them in roleplay. Some perks will branch out later, others will not. I'm sorry to say you won't be able to see how they branch out right at this moment as it's all a work in progress. Just try to understand that it will all make logical sense. Taking the Quick Reflexes perk will likely give you availability to a perk later regarding being fast or highly reactive. I will list the required perk -first- for those branching off. Example: Quick Reflexes ---> Lightning Reflexes (Meaning the perk I'm going to describe is Lightning Reflexes, but you must have Quick Reflexes to get it, which is on the rank 1 perk list)
RANK 1 PERKS
Assault Class Perks
Spoiler (click to show/hide):
1. Quick Reflexes - The first successful attack by an enemy in an engagement is instead counted as a corresponding failure. (Minor success becomes minor failure, Critical Success becomes Critical Failure)
2. Close Quarters - Your initiative in hand-to-hand is rarely matched. Your first melee attack in an engagement is an automatic success. A d8 with no bonus is rolled to determine the degree of success.
3. Shotgun Expert - You know shotguns better than most. You can never critically fail (aka jam or damage) your shotgun. Critical success can occur on a 19 or 20 when using shotguns rather than just 20.
4. Assault Rifle Expert - You've spent a lot of time with your rifle. You can never critically fail (aka jam or damage) your assault rifle. Critical success can occur on a 19 or 20 when using AR's rather than just 20.
5. Extreme Conditioning - You're tough, even for XCOM soldiers. You receive a +2 bonus to resist poisons, toxins, or alien substances. You automatically succeed on rolls to resist fatigue or weariness within a 24 hour period. The first successful attack against you in an engagement is treated as one degree worse in your favor (Minor success becomes minor failure, Major success becomes minor success).
6. Daredevil - When the going gets tough, you relish the challenge. Whenever you're outnumbered at least two to one, or you're fighting at least two enemies by yourself, you receive a +1 on all rolls.
7. Lead the Way - You're either a bully or the bravest one in your squad. When you're at the front of the group or the first one to enter a room, you receive a free reaction attack against up to one enemy that fires on you, before they get to attack.
1. Quick Reflexes - The first successful attack by an enemy in an engagement is instead counted as a corresponding failure. (Minor success becomes minor failure, Critical Success becomes Critical Failure)
2. Close Quarters - Your initiative in hand-to-hand is rarely matched. Your first melee attack in an engagement is an automatic success. A d8 with no bonus is rolled to determine the degree of success.
3. Shotgun Expert - You know shotguns better than most. You can never critically fail (aka jam or damage) your shotgun. Critical success can occur on a 19 or 20 when using shotguns rather than just 20.
4. Assault Rifle Expert - You've spent a lot of time with your rifle. You can never critically fail (aka jam or damage) your assault rifle. Critical success can occur on a 19 or 20 when using AR's rather than just 20.
5. Extreme Conditioning - You're tough, even for XCOM soldiers. You receive a +2 bonus to resist poisons, toxins, or alien substances. You automatically succeed on rolls to resist fatigue or weariness within a 24 hour period. The first successful attack against you in an engagement is treated as one degree worse in your favor (Minor success becomes minor failure, Major success becomes minor success).
6. Daredevil - When the going gets tough, you relish the challenge. Whenever you're outnumbered at least two to one, or you're fighting at least two enemies by yourself, you receive a +1 on all rolls.
7. Lead the Way - You're either a bully or the bravest one in your squad. When you're at the front of the group or the first one to enter a room, you receive a free reaction attack against up to one enemy that fires on you, before they get to attack.
Support Class Perks
Spoiler (click to show/hide):
1. Medical Expert - All soldiers know first aid, but you know how to fix them. You can attempt to identify or treat nearly all poisons, toxins, or injuries with appropriate equipment (depending on the injury); difficulty will vary depending on what is being treated.
2. Munitions Monkey - You realize bullets kill enemies, but anything helping those bullets land home is certainly welcome. You specialize in smoke grenades, flash bangs, and other supplementary weaponry to aid the squad. The item list available to you is also bigger, as you've been trained in their use and proper care: gas grenade, mimic beacon, and reaper rounds. You can attempt to make modern munitions in the field as long as you can forage materials (smoke grenades, flash bangs, frag grenades).
3. Team First - You're always looking out for your team, one way or the other. You receive a +2 bonus on all rolls to directly aid allies in any way, shape, or form (not including attacks against enemies).
4. Opportunist - You know how to use openings when you see them. Whenever an enemy is at some kind of disadvantage, your next attack or maneuver, if it requires a roll, you get two rolls and the higher number is the one that's used. There is no limit to how many times this can be used and what determines a disadvantage is up to the GM (such as attacking a prone enemy, an unaware enemy, etc.)
5. Suppression Master - You know how to keep enemies pinned and scared. When you suppress an enemy, the penalties are doubled for those you're suppressing (-2 to aim becomes -4 to aim). In addition, when using an automatic weapon, you can suppress up to two squads at once (rather than one).
6. Sprinter - Your short bursts of legwork are lightning fast. You can outrun any bipedal alien and anyone firing at you while you're moving or retreating receives a -4 to their aim roll. Melee attacks are unaffected.
7. Firearm Expert - Pick one type of weapon (Assault Rifles, Sniper Rifles, Shotguns, Pistols). You can never critically fail (aka jam or damage) with that type of weapon and you can achieve a critical success on a 19 or 20 rather than just a 20.
1. Medical Expert - All soldiers know first aid, but you know how to fix them. You can attempt to identify or treat nearly all poisons, toxins, or injuries with appropriate equipment (depending on the injury); difficulty will vary depending on what is being treated.
2. Munitions Monkey - You realize bullets kill enemies, but anything helping those bullets land home is certainly welcome. You specialize in smoke grenades, flash bangs, and other supplementary weaponry to aid the squad. The item list available to you is also bigger, as you've been trained in their use and proper care: gas grenade, mimic beacon, and reaper rounds. You can attempt to make modern munitions in the field as long as you can forage materials (smoke grenades, flash bangs, frag grenades).
3. Team First - You're always looking out for your team, one way or the other. You receive a +2 bonus on all rolls to directly aid allies in any way, shape, or form (not including attacks against enemies).
4. Opportunist - You know how to use openings when you see them. Whenever an enemy is at some kind of disadvantage, your next attack or maneuver, if it requires a roll, you get two rolls and the higher number is the one that's used. There is no limit to how many times this can be used and what determines a disadvantage is up to the GM (such as attacking a prone enemy, an unaware enemy, etc.)
5. Suppression Master - You know how to keep enemies pinned and scared. When you suppress an enemy, the penalties are doubled for those you're suppressing (-2 to aim becomes -4 to aim). In addition, when using an automatic weapon, you can suppress up to two squads at once (rather than one).
6. Sprinter - Your short bursts of legwork are lightning fast. You can outrun any bipedal alien and anyone firing at you while you're moving or retreating receives a -4 to their aim roll. Melee attacks are unaffected.
7. Firearm Expert - Pick one type of weapon (Assault Rifles, Sniper Rifles, Shotguns, Pistols). You can never critically fail (aka jam or damage) with that type of weapon and you can achieve a critical success on a 19 or 20 rather than just a 20.
Heavy Class Perks
Spoiler (click to show/hide):
1. Bullet Swarm - You know how to spray and pray with large, rapidly firing weapons. All successful attacks with miniguns or light machine guns automatically suppress the enemy or enemy squad aimed at.
2. Holo Targeting - You've gained access to higher level heavy weapons technology and have been trained in how to use and care for it. Your primary heavy weapon has a holo-targeting system that makes it easier for any allies to hit an enemy you fired at, regardless of whether or not you actually hit. +2 Aim for your allies against opponents you fired againt at some point during an engagement.
3. Demolitionist - Your skill with explosive weaponry is masterful. You've tweaked your rockets and grenades to be almost twice as powerful and have nearly twice the kill radius. Also, you get a +2 on your rolls regarding the use of explosive weaponry.
4. Walking Tank - You're used to the heavy armor given to your military specialty and have adapted to the weight incredibly well. Your movement isn't impaired by your equipment and you're immune to critical attacks by light weaponry (pistols, rifles, shotguns), but not melee weaponry, heavy weapons, or explosives.
5. Grenadier - Unlike a demolitionist who specializes in explosives, you specialize in grenades, including specialty grenades. In addition to having access to smoke grenades, flash bangs, and frag grenades, you can also deploy with needle grenades and gas grenades. You can carry 10 grenades total, divided up however you wish before a mission.
6. Machine Gunner - You've spent extra time training and specializing with the Heavy class mainstay - the rapid firing machine gun. You can never critically fail when firing a machine gun (aka jam or break) and you achieve a critical success on a 19 or 20 rather than just a 20.
1. Bullet Swarm - You know how to spray and pray with large, rapidly firing weapons. All successful attacks with miniguns or light machine guns automatically suppress the enemy or enemy squad aimed at.
2. Holo Targeting - You've gained access to higher level heavy weapons technology and have been trained in how to use and care for it. Your primary heavy weapon has a holo-targeting system that makes it easier for any allies to hit an enemy you fired at, regardless of whether or not you actually hit. +2 Aim for your allies against opponents you fired againt at some point during an engagement.
3. Demolitionist - Your skill with explosive weaponry is masterful. You've tweaked your rockets and grenades to be almost twice as powerful and have nearly twice the kill radius. Also, you get a +2 on your rolls regarding the use of explosive weaponry.
4. Walking Tank - You're used to the heavy armor given to your military specialty and have adapted to the weight incredibly well. Your movement isn't impaired by your equipment and you're immune to critical attacks by light weaponry (pistols, rifles, shotguns), but not melee weaponry, heavy weapons, or explosives.
5. Grenadier - Unlike a demolitionist who specializes in explosives, you specialize in grenades, including specialty grenades. In addition to having access to smoke grenades, flash bangs, and frag grenades, you can also deploy with needle grenades and gas grenades. You can carry 10 grenades total, divided up however you wish before a mission.
6. Machine Gunner - You've spent extra time training and specializing with the Heavy class mainstay - the rapid firing machine gun. You can never critically fail when firing a machine gun (aka jam or break) and you achieve a critical success on a 19 or 20 rather than just a 20.
Sniper Class Perks
Spoiler (click to show/hide):
1. Gunslinger - You're training with two pistols is extensive and frankly, you're just that damn cool. You receive a +1 Aim when firing two pistols at once and this compounds for firing at the same target (for a net bonus +2 when shooting at one target).
2. Agent - You've received infiltration and singular weapon training. Whenever you use a single weapon while leaving the other hand free, you receive a +1 Aim. You also receive a +2 on rolls when attempting to infiltrate or otherwise remain hidden.
3. Deadshot - When you have time to aim, you will never miss. If you spend a round (or a single post) taking aim at a single target, the next shot will receive a +4 Aim and you will have a critical success if the total is 20 or higher after adding your Aim attribute as well (rather than needing to roll a natural 20 on the dice).
4. Disabler - Your extensive weapons knowledge allows you to disable even alien weaponry. You receive a +4 on Aim rolls to disable, damage, or otherwise disarm weapons with your own firearm.
5. Rifle Expert - You have spent countless hours learning the ins and outs of your sniper rifle. You cannot critically fail when using a sniper rifle (aka jam or damage) and you achieve critical success on a roll of 19 or 20 rather than just a 20.
6. Pistol Expert - You know hand guns better than most men know their wives. You cannot critically fail when using a sniper rifle (aka jam or damage) and you achieve critical success on a roll of 19 or 20 rather than just a 20.
7. Lone Wolf - You've learn to be self-sufficient and survive even without teammates. When on your own in the wilderness, you automatically succeed on rolls for survival (building a campfire, finding food or fresh water, crafting crude weapons, etc). You've also learned to channel your survival instincts; as they say, the animal is most dangerous when wounded. If you are ever cornered, outnumbered, and injured (hurt, intoxicated, or otherwise debilitated), you receive a +4 on all rolls for the duration of the engagement.
1. Gunslinger - You're training with two pistols is extensive and frankly, you're just that damn cool. You receive a +1 Aim when firing two pistols at once and this compounds for firing at the same target (for a net bonus +2 when shooting at one target).
2. Agent - You've received infiltration and singular weapon training. Whenever you use a single weapon while leaving the other hand free, you receive a +1 Aim. You also receive a +2 on rolls when attempting to infiltrate or otherwise remain hidden.
3. Deadshot - When you have time to aim, you will never miss. If you spend a round (or a single post) taking aim at a single target, the next shot will receive a +4 Aim and you will have a critical success if the total is 20 or higher after adding your Aim attribute as well (rather than needing to roll a natural 20 on the dice).
4. Disabler - Your extensive weapons knowledge allows you to disable even alien weaponry. You receive a +4 on Aim rolls to disable, damage, or otherwise disarm weapons with your own firearm.
5. Rifle Expert - You have spent countless hours learning the ins and outs of your sniper rifle. You cannot critically fail when using a sniper rifle (aka jam or damage) and you achieve critical success on a roll of 19 or 20 rather than just a 20.
6. Pistol Expert - You know hand guns better than most men know their wives. You cannot critically fail when using a sniper rifle (aka jam or damage) and you achieve critical success on a roll of 19 or 20 rather than just a 20.
7. Lone Wolf - You've learn to be self-sufficient and survive even without teammates. When on your own in the wilderness, you automatically succeed on rolls for survival (building a campfire, finding food or fresh water, crafting crude weapons, etc). You've also learned to channel your survival instincts; as they say, the animal is most dangerous when wounded. If you are ever cornered, outnumbered, and injured (hurt, intoxicated, or otherwise debilitated), you receive a +4 on all rolls for the duration of the engagement.
Miscellaneous Perks (Mostly of the roleplay nature)
Spoiler (click to show/hide):
1. Gregarious - You are talkative, charismatic, and good with people. When convincing, persuading, lying, or otherwise socially manipulating NPCs, you will be allowed a roll in which you can add a +4 to determine how successful you are in your conversation, with the chance of success varying depending on what is being done.
2. Mechanic - You are a grease monkey and likely proud of it. You can attempt to operate, fix, repair, and possibly build modern mechanical devices. Later, another perk may open for you to operate advanced mechanized devices.
3. Pilot - You've soared the high skies in many different jets, planes, and helicopters. You can operate and make minor mechanical fixes on aircraft.
4. Martial Artist - You have been trained in the finer echelons of hand-to-hand combat. You receive a +4 on melee attack rolls with humans and other bipedal creatures not more than three times bigger than you.
5. Weapons Expert - You have extensive knowledge of how to build, care for, and repair innumerable kinds of small arms.
6. Tactician - You've had formal training in tactical close combat. When engaged in combat, you can ask the GM for one tip on how to handle a specific battle situation. You also receive a +2 to notice ambushes and traps before they're set.
1. Gregarious - You are talkative, charismatic, and good with people. When convincing, persuading, lying, or otherwise socially manipulating NPCs, you will be allowed a roll in which you can add a +4 to determine how successful you are in your conversation, with the chance of success varying depending on what is being done.
2. Mechanic - You are a grease monkey and likely proud of it. You can attempt to operate, fix, repair, and possibly build modern mechanical devices. Later, another perk may open for you to operate advanced mechanized devices.
3. Pilot - You've soared the high skies in many different jets, planes, and helicopters. You can operate and make minor mechanical fixes on aircraft.
4. Martial Artist - You have been trained in the finer echelons of hand-to-hand combat. You receive a +4 on melee attack rolls with humans and other bipedal creatures not more than three times bigger than you.
5. Weapons Expert - You have extensive knowledge of how to build, care for, and repair innumerable kinds of small arms.
6. Tactician - You've had formal training in tactical close combat. When engaged in combat, you can ask the GM for one tip on how to handle a specific battle situation. You also receive a +2 to notice ambushes and traps before they're set.
RANK 2 PERKS
Assault Class Perks (Rank 2)
Spoiler (click to show/hide):
1. Quick Reflexes ---> Lightning Reflexes - You've honed your reaction speed to their very limits. Same as Quick Reflexes, except the number of successful enemy attacks that can be reversed are equal to your rank. (Rank 2 can turn two attacks into failures, Rank 3 can turn 3 into failures, so on)
2. Maneuver Training - You're advanced training in holds, throws, and chokes gives you a number of close quarters options. When you successfully attack someone in melee, you can choose to do one maneuver which has the same degree of success as the melee strike. Maneuvers include tripping, grappling, choking, disarming, sundering, and bull rushing.
3. Shotgun Expert ---> Shotgun Master - A shotgun in your hands is far more deadly. You receive a +2 on all Aim rolls with a shotgun and you receive a free reaction attack against enemies entering Melee with you (Limit one per post).
4. Assault Rifle Expert ---> Assault Rifle Master - You spray and prey with unmatched accuracy. You receive a +2 on all Aim rolls with an Assault Rifle and you can make a special single attack roll on every enemy in sight. For every degrees of success, you hit two enemies, for a maximum of 6, but your magazine is emptied in the process.
5. Daredevil ---> Courageous - You overcome odds and your own fear with gusto. Your Daredevil bonus increases by +1. This bonus doubles if outnumbered by four or more.
6. Daredevil ---> Resilient - When outnumbered, you become unshakable in your resolve. In addition to your daredevil bonus, you receive a +4 defensive bonus to Will and Toughness rolls.
1. Quick Reflexes ---> Lightning Reflexes - You've honed your reaction speed to their very limits. Same as Quick Reflexes, except the number of successful enemy attacks that can be reversed are equal to your rank. (Rank 2 can turn two attacks into failures, Rank 3 can turn 3 into failures, so on)
2. Maneuver Training - You're advanced training in holds, throws, and chokes gives you a number of close quarters options. When you successfully attack someone in melee, you can choose to do one maneuver which has the same degree of success as the melee strike. Maneuvers include tripping, grappling, choking, disarming, sundering, and bull rushing.
3. Shotgun Expert ---> Shotgun Master - A shotgun in your hands is far more deadly. You receive a +2 on all Aim rolls with a shotgun and you receive a free reaction attack against enemies entering Melee with you (Limit one per post).
4. Assault Rifle Expert ---> Assault Rifle Master - You spray and prey with unmatched accuracy. You receive a +2 on all Aim rolls with an Assault Rifle and you can make a special single attack roll on every enemy in sight. For every degrees of success, you hit two enemies, for a maximum of 6, but your magazine is emptied in the process.
5. Daredevil ---> Courageous - You overcome odds and your own fear with gusto. Your Daredevil bonus increases by +1. This bonus doubles if outnumbered by four or more.
6. Daredevil ---> Resilient - When outnumbered, you become unshakable in your resolve. In addition to your daredevil bonus, you receive a +4 defensive bonus to Will and Toughness rolls.
Support Class Perks (Rank 2)
Spoiler (click to show/hide):
1. Medical Expert ---> Combat Support - No wound, affliction, or toxin is untreatable, at least temporarily. Same as Medical Expert, but you receive a +4 on all such rolls and you are given a psychic dampener: a remote sized object that weakens all active psychic powers nearby when activated, giving dominated soldiers a chance to break free.
2. Medical Expert ---> Medical Researcher - You are given high level security clearance and are officially part of Dr. Vallan's research team due to your biological expertise. Same as Medical Expert, but you receive a +5 on all such rolls and work part time in the science department.
3. Team First ---> We Stand Together - You truly know and appreciate the value of teamwork; you would not hesitate to lay on a landmine for your comrades. You can now apply your Team First bonus to allies' attack rolls directly by acting as a spotter (you cannot attack and act as a spotter at the same time). In addition, you may choose to push or otherwise jump infront of attacks targeted against comrades in close proximity to you.
4. Mobile - You are often moving from cover to cover in the heat of combat. You're twice as hard to hit in cover and enemies firing at you when you move out of cover receive a -2 to their Aim rolls as long as you end up in cover at the end of your movement. Melee attacks are unaffected.
5. Ghost Training - You've received training and access to one the advanced technologies, nicknamed Ghost Grenades. Due to the resources required to manufacture them, you receive only 1 per mission and when used, an entire squad will become virtually invisible to the naked eye for a few minutes, but rapid movement or gunfire will reveal their position.
6. Reconnaissance - After experiencing the aliens first hand, you've learned a bit of how they think and how to avoid detection when scouting. You receive a +5 on rolls to remain hidden when the enemy's unaware of your presence. In addition, you receive the same bonus on your first attack on an unaware enemy and you can achieve critical success on a 19 or 20 rather than just a 20.
(No Weapon Master perk available for support)
1. Medical Expert ---> Combat Support - No wound, affliction, or toxin is untreatable, at least temporarily. Same as Medical Expert, but you receive a +4 on all such rolls and you are given a psychic dampener: a remote sized object that weakens all active psychic powers nearby when activated, giving dominated soldiers a chance to break free.
2. Medical Expert ---> Medical Researcher - You are given high level security clearance and are officially part of Dr. Vallan's research team due to your biological expertise. Same as Medical Expert, but you receive a +5 on all such rolls and work part time in the science department.
3. Team First ---> We Stand Together - You truly know and appreciate the value of teamwork; you would not hesitate to lay on a landmine for your comrades. You can now apply your Team First bonus to allies' attack rolls directly by acting as a spotter (you cannot attack and act as a spotter at the same time). In addition, you may choose to push or otherwise jump infront of attacks targeted against comrades in close proximity to you.
4. Mobile - You are often moving from cover to cover in the heat of combat. You're twice as hard to hit in cover and enemies firing at you when you move out of cover receive a -2 to their Aim rolls as long as you end up in cover at the end of your movement. Melee attacks are unaffected.
5. Ghost Training - You've received training and access to one the advanced technologies, nicknamed Ghost Grenades. Due to the resources required to manufacture them, you receive only 1 per mission and when used, an entire squad will become virtually invisible to the naked eye for a few minutes, but rapid movement or gunfire will reveal their position.
6. Reconnaissance - After experiencing the aliens first hand, you've learned a bit of how they think and how to avoid detection when scouting. You receive a +5 on rolls to remain hidden when the enemy's unaware of your presence. In addition, you receive the same bonus on your first attack on an unaware enemy and you can achieve critical success on a 19 or 20 rather than just a 20.
(No Weapon Master perk available for support)
Heavy Class Perks (Rank 2)
Spoiler (click to show/hide):
1. Walking Tank ---> Mobile Armor - (Must have Strength 3 or higher) You're training and experience with the heaviest equipment XCOM has to offer has paid off and you've learned to use your thick plating quite well. You gain a +2 bonus on all melee rolls when using your armor-clad fist. In addition, allies can use you as partial cover and enemies attempting to push you, knock you over, or otherwise move you against your will receive a -2 penalty.
2. Machine Gunner ---> Minigun Master - Your prowess with the light machine gun is unparalleled by most of those who share your specialty. You receive a +2 bonus on all Aim rolls with a light machine gun. This bonus doubles when firing at one target and triples when firing at incredibly large machine targets (Cyberdisk, Sectopod).
3. Tough As Hell - (Toughness 1 or higher required) Your body is incredibly accustomed to pain and attacks few can stand to watch. You receive a permanent +2 to Toughness.
4. Holo-Targeting or Demolitionist ---> Skylance - You've received training to use the advanced computerized rocket launcher known as a Skylance. It fires a single beam of superheated energy capable of shredding modern tanks in two and the advanced programming even allows the beam to turn corners before hitting a target. You're allowed to deploy with one per mission and due to the energy required, each Skylance is good for one shot.
5. Improvised Melee - You hated being at a disadvantage in hand-to-hand combat due to your minigun and have trained yourself for such situations. You receive a +2 on melee rolls.
6. Bring Them On! - You have a certain battle lust that is unnerving for your comrades but provides you with the adrenaline to triumph. You receive a +2 on melee and Aim rolls if you get the first kill in an engagement for the duration of the fight, but your allies receive a -1 on Will rolls for the duration of the mission.
1. Walking Tank ---> Mobile Armor - (Must have Strength 3 or higher) You're training and experience with the heaviest equipment XCOM has to offer has paid off and you've learned to use your thick plating quite well. You gain a +2 bonus on all melee rolls when using your armor-clad fist. In addition, allies can use you as partial cover and enemies attempting to push you, knock you over, or otherwise move you against your will receive a -2 penalty.
2. Machine Gunner ---> Minigun Master - Your prowess with the light machine gun is unparalleled by most of those who share your specialty. You receive a +2 bonus on all Aim rolls with a light machine gun. This bonus doubles when firing at one target and triples when firing at incredibly large machine targets (Cyberdisk, Sectopod).
3. Tough As Hell - (Toughness 1 or higher required) Your body is incredibly accustomed to pain and attacks few can stand to watch. You receive a permanent +2 to Toughness.
4. Holo-Targeting or Demolitionist ---> Skylance - You've received training to use the advanced computerized rocket launcher known as a Skylance. It fires a single beam of superheated energy capable of shredding modern tanks in two and the advanced programming even allows the beam to turn corners before hitting a target. You're allowed to deploy with one per mission and due to the energy required, each Skylance is good for one shot.
5. Improvised Melee - You hated being at a disadvantage in hand-to-hand combat due to your minigun and have trained yourself for such situations. You receive a +2 on melee rolls.
6. Bring Them On! - You have a certain battle lust that is unnerving for your comrades but provides you with the adrenaline to triumph. You receive a +2 on melee and Aim rolls if you get the first kill in an engagement for the duration of the fight, but your allies receive a -1 on Will rolls for the duration of the mission.
Sniper Class Perks (Rank 2)
Spoiler (click to show/hide):
1. Gunslinger ---> Snap Shooter - Your further focus on dual-wielding small arms is extensive and your experience with it has made you even better. Your bonus from Gunslinger is doubled and you gain access to Reaper Rounds (RR) for your hand guns, should you choose to use them. RR are hollow point exploding rounds made of titanium steel. RR's give you an extra degree of success against organic enemies, but you must be in close range or you receive a penalty to your Aim roll.
2. Agent ---> Covert Specialist - Your extensive training and field experience in infiltration and small arms use has paid off in dividends. Your bonuses from Agent are doubled and you receive a +2 on Will rolls versus mind control.
3. Rifle Expert ---> Rifle Master - You know your long range rifle inside and out; few can attempt to match your ability with it. You receive a +2 on all Aim rolls with a sniper rifle and this bonus is doubled if a post is spent aiming at a target (stacks with Deadshot).
4. Pistol Expert ---> PIstol Master - Countless rounds have been fired from your pistols and while most prefer bigger weapons, you prefer to remain mobile with your handgun(s). You receive a +2 on all Aim rolls with pistols and you can only be disarmed of your pistol if your enemy beats your Strength roll by 6 or more.
5. Low Profile - You know how to keep your head down in firefights. The benefit you gain from cover is doubled and while in cover, no enemy can achieve a critical success against you. Melee attacks are unaffected.
6. Finesse Fighting - (Required Aim Score of 2 or higher) You've learned to use your grace and dexterity to your advantage to get out of close quarters. Whenever an enemy succeeds on a melee attack against you, you get an opposed roll using your rank and Aim score as a bonus. If your roll beats the enemy's melee total, you avoid the attack.
1. Gunslinger ---> Snap Shooter - Your further focus on dual-wielding small arms is extensive and your experience with it has made you even better. Your bonus from Gunslinger is doubled and you gain access to Reaper Rounds (RR) for your hand guns, should you choose to use them. RR are hollow point exploding rounds made of titanium steel. RR's give you an extra degree of success against organic enemies, but you must be in close range or you receive a penalty to your Aim roll.
2. Agent ---> Covert Specialist - Your extensive training and field experience in infiltration and small arms use has paid off in dividends. Your bonuses from Agent are doubled and you receive a +2 on Will rolls versus mind control.
3. Rifle Expert ---> Rifle Master - You know your long range rifle inside and out; few can attempt to match your ability with it. You receive a +2 on all Aim rolls with a sniper rifle and this bonus is doubled if a post is spent aiming at a target (stacks with Deadshot).
4. Pistol Expert ---> PIstol Master - Countless rounds have been fired from your pistols and while most prefer bigger weapons, you prefer to remain mobile with your handgun(s). You receive a +2 on all Aim rolls with pistols and you can only be disarmed of your pistol if your enemy beats your Strength roll by 6 or more.
5. Low Profile - You know how to keep your head down in firefights. The benefit you gain from cover is doubled and while in cover, no enemy can achieve a critical success against you. Melee attacks are unaffected.
6. Finesse Fighting - (Required Aim Score of 2 or higher) You've learned to use your grace and dexterity to your advantage to get out of close quarters. Whenever an enemy succeeds on a melee attack against you, you get an opposed roll using your rank and Aim score as a bonus. If your roll beats the enemy's melee total, you avoid the attack.
Miscellaneous Perks (Rank 2)
Spoiler (click to show/hide):
1. Gregarious ---> Natural Leader - Your squad likes you and some of them look up to you. You know what to say and what to do to encourage your team to victory. You provide a +1 bonus on your squad's rolls in the first post of every engagement.
2. Martial Artist ---> Grapple Expert - You've specialized your hand-to-hand ability to focus on holds and chokes. Whenever you succeed at a melee attack, an enemy is automatically disabled in some way (bone breaking, tripping, disarming, bull rushing, repositioning, grappling). Cannot have Striker Expert.
3. Martial Artist ---> Strike Expert - You don't see the point in disabling an enemy and always go for pressure points or vital areas to kill. Your martial artist bonuses increases to +6 and can now apply against any organic creature not more than three times bigger than you. Cannot have Grapple Expert
4. Weapons Expert ---> Firearm Aficionado - Your technical expertise with weaponry has gained you a spot on Dr. Chen's engineering team. You can now custom-design weapons of your choosing (subject to GM's approval).
5. Pilot ---> Demon Fighter - The latest and most advanced weaponry from XCOM is a hovercraft fighter codenamed, "Demon." You've received extensive simulation training and have been certified to fly one when required.
6. Mechanic ---> New-Age Engineer - Due to your expertise, you've been trained with the latest XCOM technology. You can make, fix, or repair all mid-level tech created by XCOM, including Laser weaponry and Carapace armor.
7. Genetic Volunteer - You apply to be the next soldier subject to genetic implants. Next rank up, you will receive a genetic enhancement in place of this perk and the one normally received at the new rank.
1. Gregarious ---> Natural Leader - Your squad likes you and some of them look up to you. You know what to say and what to do to encourage your team to victory. You provide a +1 bonus on your squad's rolls in the first post of every engagement.
2. Martial Artist ---> Grapple Expert - You've specialized your hand-to-hand ability to focus on holds and chokes. Whenever you succeed at a melee attack, an enemy is automatically disabled in some way (bone breaking, tripping, disarming, bull rushing, repositioning, grappling). Cannot have Striker Expert.
3. Martial Artist ---> Strike Expert - You don't see the point in disabling an enemy and always go for pressure points or vital areas to kill. Your martial artist bonuses increases to +6 and can now apply against any organic creature not more than three times bigger than you. Cannot have Grapple Expert
4. Weapons Expert ---> Firearm Aficionado - Your technical expertise with weaponry has gained you a spot on Dr. Chen's engineering team. You can now custom-design weapons of your choosing (subject to GM's approval).
5. Pilot ---> Demon Fighter - The latest and most advanced weaponry from XCOM is a hovercraft fighter codenamed, "Demon." You've received extensive simulation training and have been certified to fly one when required.
6. Mechanic ---> New-Age Engineer - Due to your expertise, you've been trained with the latest XCOM technology. You can make, fix, or repair all mid-level tech created by XCOM, including Laser weaponry and Carapace armor.
7. Genetic Volunteer - You apply to be the next soldier subject to genetic implants. Next rank up, you will receive a genetic enhancement in place of this perk and the one normally received at the new rank.
FINAL NOTE: This is just the beginning and I will add more, but I still highly encourage you all to come up with your own perks for your characters at creation if you want a special kind of uniqueness!
Alien Index (will expand as aliens are encountered... kind of like a pokedex I guess!)
Spoiler (click to show/hide):
Sectoid - http://tf3dm.com/imgd/l81910-sectoid-soldier-95212.jpg
4 1/2ft tall, weakest kind, always travel in groups, possess some psychic ability, only carry plasma pistols. Recent reports say they've evolved 9 inch phallic members.
Muton - http://s.cghub.com/files/Image/327001-328000/327527/520_max.jpg
8ft tall, made of pure muscle, sometimes travel in groups, other times act as leaders among lesser aliens like sectoids. The main frontline infantry of the alien invaders. Under their crotch plates, which can detach with a single button on their armor, is a 15 inch thick member.
Seeker - http://img1.wikia.nocookie.net/__cb20130901044844/xcom/images/0/0b/XCOM_EW_Seeker.png
A half-metal hovering octopus, it has the power to cloak and become completely unseeable to the naked eye. It has long tentacles that have phallic tips that impregnate or poison an individual. It also uses its cloaking power and tentacles to asphyxiate enemies.
Floater -http://img4.wikia.nocookie.net/__cb20140117230703/xcom/images/thumb/e/e1/Concept_-_Floater.jpg/500px-Concept_-_Floater.jpg
A flying torso, half-metal half-flesh, it has incredible maneuverability from its jetpack and is usually tries to flank an enemy, or more recently, to snatch. It has three tentacles that come out of its back to "pleasure" or "torture" (depending on who you ask) whomever it manages to grab.
Chrysalid - (http://s.pro-gmedia.com/videogamer/media/images/pub/large/xcomchrysalid.jpg)
A four legged stalking-melee creature about 7ft tall, it seems animalistic in nature and the debate is still going whether or not it has intelligence. It has incredible speed and strength and some reports have allocated that men killed by this creature return as walking, cannibalistic, corpses, but these new chrysalids seem more intent on breeding human women and the end result of this is still unknown.
Berserker - (http://images.wikia.com/xcom/images/archive/6/6f/20121025045057!Concept_-_Berserker.jpg)
These massive muton-looking creatures are a full foot taller than their green armored counterparts at 9ft and they have seemingly extraordinary strength and toughness, capable of taking anti-armor rounds to the face and heart and still fighting on. They have been seen to tear vehicles in half and run straight through concrete walls without slowing. Their only weapon are their gauntlets which produce three-pronged two foot long claws. They've been much more known for their recent rape escapades, using incredibly thick cocks that top out at nearly 2ft in length and they fuck with absolute animal rage and fury.
Thin Man - (http://img2.wikia.nocookie.net/__cb20120612205520/xcom/images/a/a1/Thinman.jpg)
These human-looking aliens are often used to infiltrate and scout before a major attack, almost seamlessly blending in at a glance and they're the only aliens with a full head of hair.
They're 6ft tall, always wear suits, and only carry plasma pistols. Reports have shown that when they die, their bodies instantly decompose into a cloud of poisonous gas. However, even more recent reports have shown they have 11 inch long and thick penises under their suits and when they die, it's no longer poisonous gas. It's a toxin that causes those nearby to reach uncontrollable levels of lust and arousal.
Hybrid - These come from mating between a human female and an alien. Their powers and abilities vary depending on which alien the human female mated with, but they are humanoid-like and otherwise seem completely human except for a lack of body air and varying skin colors.
Cyberdisk - http://img3.wikia.nocookie.net/__cb2013 ... erdisc.png
An immense hulk of machine and flesh that comically looks like a car-sized flying saucer with its hovering capability. However, when in firing mode, it opens up and unleashes its main rapid fire plasma guns. It also possesses artillery capability and explodes upon death.
Elite Muton - http://img3.wikia.nocookie.net/__cb20140122200054/xcom/images/e/e3/XCOM(EU)_MutonElite.png
These mutons are the creme of the crop. Bigger than normal mutons and as big as berserkers, their skill and toughness is nearly unmatched. Their immense strength allows them to use their favorite plasma cannon with one hand when necessary. They're usually only found protecting sectoid commanders or ethereals; if you run into elite mutons, there's a chance an ethereal is around.
Ethereal - http://conceptartworld.com/wp-content/u ... an_05a.jpg
The highest ranking alien known to XCOM forces. Their physical power is next to nothing judging by their frail bodies, but their psychic ability is unparalleled. Reports have shown soldiers being turned to shoot one another, by the whim of an ethereal, and it can also lift single, possibly multiple, bodies or soldiers at a time. Their psychic whiplashes have caused soldiers to have critical aneurisms and die outright. It has also been reported that they can directly reflect a certain amount of firepower back at enemies.
Mechtoid - http://img4.wikia.nocookie.net/__cb2014 ... tNight.png
The half-machine half-sectoid stands about 10ft tall and weighs around a half-ton. Both of its arms are massive plasma rail guns combined with incredible mechanical strength. Sectoids and other semi-psychics can mentally enhance the mechtoid's combat capability by forming a telekinetic shield against gunfire and melee attacks, as well as super-charging its rail guns.
Outsider - http://www.ufopaedia.org/images/2/20/Outsider_(EU2012).jpg
These aliens stand a little over six feet in height and are made of pure energy and steel. XCOM is unsure whether the construct is actually alive or not, but it is known that Outsiders captain lesser scout ships and more or less act as corporals or sergeants among the lesser aliens, such as sectoids. They provide a psychic link to higher ranked aliens, such as sectoid commanders and ethereals. More or less, it is a skilled soldier with a conduit to the greater war plan that it relays to those beneath them.
Sectopod -http://i1-news.softpedia-static.com/images/news2/2K-Marin-The-Bureau-Has-Sectopod-Link-to-XCOM-Enemy-Unknown-376287-2.jpg
This hulk of steel walks on two gigantic metal legs and weighs in the thousands of pounds and topping out at 15 feet in height. It usually travels with two or more repair drones capable of self-defense. The sectopod has several plasma turrets underneath its alloy shell and is nigh-impenetrable to lead-based weaponry. Even more dangerous still, it's arsenal includes plasma based artillery and a massive ionized rail gun that can level entire buildings in one blast. Close encounters to disable it are met with an electrical charge capable of instantly burning out the nervous systems of those too close. When defeated, it initiates a self-destruct mechanism that will also kill anyone too close. It is the apex of the alien arsenal and is not to be engaged without a team on hand. Heavy weaponry and hit and runs are the best way to defeat a sectopod. In rare cases, they travel in groups of two or three.
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(Yes, this is the amount of different alien types, though 3 or 4 are just slight variations)
Sectoid - http://tf3dm.com/imgd/l81910-sectoid-soldier-95212.jpg
4 1/2ft tall, weakest kind, always travel in groups, possess some psychic ability, only carry plasma pistols. Recent reports say they've evolved 9 inch phallic members.
Muton - http://s.cghub.com/files/Image/327001-328000/327527/520_max.jpg
8ft tall, made of pure muscle, sometimes travel in groups, other times act as leaders among lesser aliens like sectoids. The main frontline infantry of the alien invaders. Under their crotch plates, which can detach with a single button on their armor, is a 15 inch thick member.
Seeker - http://img1.wikia.nocookie.net/__cb20130901044844/xcom/images/0/0b/XCOM_EW_Seeker.png
A half-metal hovering octopus, it has the power to cloak and become completely unseeable to the naked eye. It has long tentacles that have phallic tips that impregnate or poison an individual. It also uses its cloaking power and tentacles to asphyxiate enemies.
Floater -http://img4.wikia.nocookie.net/__cb20140117230703/xcom/images/thumb/e/e1/Concept_-_Floater.jpg/500px-Concept_-_Floater.jpg
A flying torso, half-metal half-flesh, it has incredible maneuverability from its jetpack and is usually tries to flank an enemy, or more recently, to snatch. It has three tentacles that come out of its back to "pleasure" or "torture" (depending on who you ask) whomever it manages to grab.
Chrysalid - (http://s.pro-gmedia.com/videogamer/media/images/pub/large/xcomchrysalid.jpg)
A four legged stalking-melee creature about 7ft tall, it seems animalistic in nature and the debate is still going whether or not it has intelligence. It has incredible speed and strength and some reports have allocated that men killed by this creature return as walking, cannibalistic, corpses, but these new chrysalids seem more intent on breeding human women and the end result of this is still unknown.
Berserker - (http://images.wikia.com/xcom/images/archive/6/6f/20121025045057!Concept_-_Berserker.jpg)
These massive muton-looking creatures are a full foot taller than their green armored counterparts at 9ft and they have seemingly extraordinary strength and toughness, capable of taking anti-armor rounds to the face and heart and still fighting on. They have been seen to tear vehicles in half and run straight through concrete walls without slowing. Their only weapon are their gauntlets which produce three-pronged two foot long claws. They've been much more known for their recent rape escapades, using incredibly thick cocks that top out at nearly 2ft in length and they fuck with absolute animal rage and fury.
Thin Man - (http://img2.wikia.nocookie.net/__cb20120612205520/xcom/images/a/a1/Thinman.jpg)
These human-looking aliens are often used to infiltrate and scout before a major attack, almost seamlessly blending in at a glance and they're the only aliens with a full head of hair.
They're 6ft tall, always wear suits, and only carry plasma pistols. Reports have shown that when they die, their bodies instantly decompose into a cloud of poisonous gas. However, even more recent reports have shown they have 11 inch long and thick penises under their suits and when they die, it's no longer poisonous gas. It's a toxin that causes those nearby to reach uncontrollable levels of lust and arousal.
Hybrid - These come from mating between a human female and an alien. Their powers and abilities vary depending on which alien the human female mated with, but they are humanoid-like and otherwise seem completely human except for a lack of body air and varying skin colors.
Cyberdisk - http://img3.wikia.nocookie.net/__cb2013 ... erdisc.png
An immense hulk of machine and flesh that comically looks like a car-sized flying saucer with its hovering capability. However, when in firing mode, it opens up and unleashes its main rapid fire plasma guns. It also possesses artillery capability and explodes upon death.
Elite Muton - http://img3.wikia.nocookie.net/__cb20140122200054/xcom/images/e/e3/XCOM(EU)_MutonElite.png
These mutons are the creme of the crop. Bigger than normal mutons and as big as berserkers, their skill and toughness is nearly unmatched. Their immense strength allows them to use their favorite plasma cannon with one hand when necessary. They're usually only found protecting sectoid commanders or ethereals; if you run into elite mutons, there's a chance an ethereal is around.
Ethereal - http://conceptartworld.com/wp-content/u ... an_05a.jpg
The highest ranking alien known to XCOM forces. Their physical power is next to nothing judging by their frail bodies, but their psychic ability is unparalleled. Reports have shown soldiers being turned to shoot one another, by the whim of an ethereal, and it can also lift single, possibly multiple, bodies or soldiers at a time. Their psychic whiplashes have caused soldiers to have critical aneurisms and die outright. It has also been reported that they can directly reflect a certain amount of firepower back at enemies.
Mechtoid - http://img4.wikia.nocookie.net/__cb2014 ... tNight.png
The half-machine half-sectoid stands about 10ft tall and weighs around a half-ton. Both of its arms are massive plasma rail guns combined with incredible mechanical strength. Sectoids and other semi-psychics can mentally enhance the mechtoid's combat capability by forming a telekinetic shield against gunfire and melee attacks, as well as super-charging its rail guns.
Outsider - http://www.ufopaedia.org/images/2/20/Outsider_(EU2012).jpg
These aliens stand a little over six feet in height and are made of pure energy and steel. XCOM is unsure whether the construct is actually alive or not, but it is known that Outsiders captain lesser scout ships and more or less act as corporals or sergeants among the lesser aliens, such as sectoids. They provide a psychic link to higher ranked aliens, such as sectoid commanders and ethereals. More or less, it is a skilled soldier with a conduit to the greater war plan that it relays to those beneath them.
Sectopod -http://i1-news.softpedia-static.com/images/news2/2K-Marin-The-Bureau-Has-Sectopod-Link-to-XCOM-Enemy-Unknown-376287-2.jpg
This hulk of steel walks on two gigantic metal legs and weighs in the thousands of pounds and topping out at 15 feet in height. It usually travels with two or more repair drones capable of self-defense. The sectopod has several plasma turrets underneath its alloy shell and is nigh-impenetrable to lead-based weaponry. Even more dangerous still, it's arsenal includes plasma based artillery and a massive ionized rail gun that can level entire buildings in one blast. Close encounters to disable it are met with an electrical charge capable of instantly burning out the nervous systems of those too close. When defeated, it initiates a self-destruct mechanism that will also kill anyone too close. It is the apex of the alien arsenal and is not to be engaged without a team on hand. Heavy weaponry and hit and runs are the best way to defeat a sectopod. In rare cases, they travel in groups of two or three.
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(Yes, this is the amount of different alien types, though 3 or 4 are just slight variations)
CO-GM: Meep Meepersons
Squad List
Spoiler (click to show/hide):
SQUADS
Alpha Squad
1. Nym Sarkisian (Sgt)
2. Sarah Valero (Sqa)
3. Motoko Takono (Sqa)
4. Diana Rogers (Sqa)
5. Sarina Song (Sqa)
Bravo Squad
1. Jessica Smalls (Sgt)
2. Kelly Black (Sqa)
3. Eva Ridgefield (Sqa)
4. Michelle Clearwater (Sqa)
5. Anahita Lowe (Sqa)
Charlie Squad
1. Ciera Skullheart (Sgt)
2. Luna Kerchevcoy (Sqa)
3. Naomi Rivers (Sqa)
4. Jessica Hardy (sqa)
5. Rynth Legacy (Sqa)
Unassigned
1. Flurisha Guilderson (Sqa)
2. Madison Forde (Sqa)
3. Tess DeWitt (Sqa)
SQUADS
Alpha Squad
1. Nym Sarkisian (Sgt)
2. Sarah Valero (Sqa)
3. Motoko Takono (Sqa)
4. Diana Rogers (Sqa)
5. Sarina Song (Sqa)
Bravo Squad
1. Jessica Smalls (Sgt)
2. Kelly Black (Sqa)
3. Eva Ridgefield (Sqa)
4. Michelle Clearwater (Sqa)
5. Anahita Lowe (Sqa)
Charlie Squad
1. Ciera Skullheart (Sgt)
2. Luna Kerchevcoy (Sqa)
3. Naomi Rivers (Sqa)
4. Jessica Hardy (sqa)
5. Rynth Legacy (Sqa)
Unassigned
1. Flurisha Guilderson (Sqa)
2. Madison Forde (Sqa)
3. Tess DeWitt (Sqa)
XCOM Base
East Wing, Barracks Overview
Spoiler (click to show/hide):
West Wing, Engineering Wing
Spoiler (click to show/hide):
West Wing, Research Center
Spoiler (click to show/hide):
Mission Control
Spoiler (click to show/hide):
Infirmary Bay
Spoiler (click to show/hide):
Hangar
Spoiler (click to show/hide):
Lower Levels, Genetics Lab
Spoiler (click to show/hide):
Lower Levels, Cybernetics Lab
Spoiler (click to show/hide):
Lower Levels, Satellite Uplink (Currently three such rooms)
Spoiler (click to show/hide):
Lower Levels, Alien Containment Cells (Entire floor or floors made of up cells, number only known to Vahlen)
Spoiler (click to show/hide):
Barracks, Armory
Spoiler (click to show/hide):
Barracks, Common Area
Spoiler (click to show/hide):
Barracks, Lounge and Dining Area
Spoiler (click to show/hide):
Barracks, Fitness Area
Spoiler (click to show/hide):
Upper Levels, Commander's Office (Occupied by Officer Bradford)
Spoiler (click to show/hide):