And the Sky Opened Up

Tyo

HANDS HIGH TO THE SOUND
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On April 16, 1961, man reached heaven - and heaven looked back. Aboard a Vostok 3KA, Yuri Gagarin made first contact with extraterrestrial life. Unfortunately for him, it would be the last contact he would have with anything. He went missing, and the mysterious beings descended on the Earth. As major cities came under siege, a world-wide push for agencies capable of holding the invaders off became strong.

You are the leader of one of these agencies. Armed with some of the best technology available, you must organize defenses against the invaders and find a way to stop their onslaught.

Agency Creation

As said above, you are playing the role of a leader of an organization. This organization can have its own goals and can be as international or closed as you want. Just follow the signup format.

Agency Name: Simple enough, right? Only requirement is that it cannot be XCOM. Be a little original, please.
Base Location: The country that houses your agency.
Alignment: Alien invasion aside, the world is embroiled in the Cold War. You can be aligned with the West(NATO and other US allies) or the Communists(Warsaw Pact and the rest of the USSR sphere) or be neutral. This only dictates your starting relations, and you can cozy up to anybody if you wanted - with possible repercussions of course. Also note, You can align yourself with the invaders - PM me for details. You do not want to put that information in your signup, but I won't disallow it.
Background: This is entirely optional, but it would help flesh your faction out and you may be rewarded for a job well done in this respect. Do note I may have biases.

Stats and Explanation

Player: Tyo
Agency Name: XCOM
Base Location: The United States of America
Alignment: The West
Fame: A
(This is a scale of how much countries around the world like and respect your organization. This is the key to more funding opportunities and deals. If your organization is confirmed to be alien sympathizers, this stat becomes "Infamy" and will be explained when/if it happens.)
Power: 7/15
(Power limits how many buildings you can operate. Each building drains power at different rates{aside from power plants, which just generate power}. If you reach your power limit or if your power stations are destroyed/disabled, you may not construct any more facilities before you construct more power plants.)
Structures[6/10]: Combustion Power Plant, Barracks, Engineering Workshop, Laboratory, Central Command, Runway
(You can build structures for your base. These structures have unique effects - we'll go over specifics later. You can only have 10 structures max to start with, and must pay to expand your base further. You start with the structures above.)
Funding: 1000
(As said earlier, your finding is based on how much countries decide to send you. You can increase funding by making deals with countries, such as promises of protection or sharing alien tech. Funding has a wide array of uses. It pays for your research projects, your soldiers, your equipment, and the expansion of your base.)
Alien Alloys: 0
(This limits your creation of equipment derived from alien technology. For example, to develop alien-based armor for your troops, you must have alloys to spend. You obtain alien alloys by winning assaults against aliens, securing their equipment.)
Alien Equipment
Spoiler :
N/A

(You can salvage specific equipment after missions against aliens. This equipment can be researched and reverse-engineered for your own use. This is discussed further on.)
Squads: 1/3
Spoiler :
Echo 1
  • Assault Rating: D
  • Infiltration Rating: E
  • Heavy Rating: C
  • Support Rating: C
  • Experience: 3
(You start with one squad. The starting stats for this squad are semi-randomized. You can name your squads whatever you would like. As above, squads have different stats. The assault stat dictates how well the squad handles strike missions, such as taking on invaders int he field. The infiltration stat describes proficiency in stealth operations, such as sneaking aboard enemy ships or finding dirt on other agencies. The heavy stat describes proficiency in anti-armor or anti-base operations. The Support stat describes proficiency in defensive missions and troop mortality. Squad stats can be upgraded with better technology and passively increase through experience, although this increase is more long-term. In order to obtain more squads, you must recruit them. Post/PM me about what you want in a squad [High infiltration rating for example] and I will give you some options for recruitment along with price tags. The number of squads you can house depends on how many barracks/holding facilities you have.
Aircraft: 3/3
Spoiler :
Interceptor 1:
  • Experience: 0
  • Weapons: Anti-aircraft missiles
  • Engine Rating: D
  • Aerodynamics: D
  • Squad Capacity: 0
Transport 1:
  • Experience: 0
  • Weapons: N/A
  • Engine Rating: E
  • Engine Rating: E
  • Squad Capacity: 1
Bomber 1:
  • Experience: 0
  • Weapons: Small Aerial Bombs
  • Engine Rating: D
  • Aerodynamics: E
  • Squad Capacity: 1
(Aircraft are used to engage enemy UFOs, provide air support for your ground troops, and quickly transport your troops across the globe. They, like your troops, can be upgraded with better equipment as you reverse engineer alien technology. The number of aircraft you can house depends on your number of runways/aircraft structures.)

Structures

There are six structures you may build at the beginning of this game.
Combustion Power Plant[600 F]: A miscellaneous power plant that generates power by burning a fuel. Provides 15 power.
  • Laboratory[450 F]: Quickens the time research is completed. At least one required to do research. Uses 2 power.
  • Engineering Workshop[350 F]: Quickens the time to build facilities and equipment, also makes building facilities and equipment cheaper. You can build facilities without one, but you cannot build equipment. Uses 2 power.
  • Barracks[300 F]: Required to house and recruit squads. Houses 3 squads. Uses 1 power.
  • Runway[350 F]: Required to store and build aircraft. Stores 3 aircraft. Uses 1 power.
  • Central Command[500 F]: Required to undertake expeditions, including missions and your own activities. Comes with a built-in Medical Unit. Only one allowed. Uses 1 power.
  • Officer Training School[400 F]: Unlocks one-time upgrades for experienced squads for purchase. Uses 2 power.
  • Medical Unit[250 F]: Increases number of squads that can be actively healed by 1. Uses 1 power.
  • Base Expansion[500 F]: Increases by 500 each time you wish to expand. Increases structure capacity by 10. Uses no power, but requires one Engineering Workshop per expansion (third expansion requires 3 workshops).

Worldwide Stability

Each turn, I will update the stability for countries around the world. A country's stability is color-coded - Blue-Green-Yellow-Light Red-Dark Red-Black, where blue is perfect and black is collapsed. Blue countries won't have any current alien presence. From there, alien presence builds and you may send expeditions to try to erases their presence. Note that more stable countries can provide bigger paychecks. Collapsed countries are not salvageable within the scope of this game, but their land is likely full of aliens to assault and perhaps people to save. For simplicity's sake, all countries will start green.

Missions and Expeditions

I will refer to all your undertakings in general as Expeditions. Expeditions, outside of Missions, will have whatever goal you want them to and are almost completely open-ended. Expeditions can be against aliens, countries, or agencies alike. Missions can range from assassination and demolition to stealing research data and disrupting alien supply lines.
Note that in order to attack an agency, you must do enough espionage/information gathering against them to find out where their base is. No matter what their signup says, no agency has free knowledge on the whereabouts of other agencies if not told in an in-character setting.
Though you may want to take on your own exploits, I will also have missions posted each update commissioned by a country in the world. These missions are often commissioned specifically for alien control, but they can also be for the purpose of undermining another country. For example, the USA may commission an assassination mission on a leader that is leaning towards the Soviet Union. There will never be missions targeted towards undermining an agency directly UNLESS they have been confirmed to be aligned with the aliens publicly.

Research and Development

As you obtain alien equipment, you will be able to do research into and reverse-engineer them. To start a research project, throw me a pitch. For example, if you have an intact alien flight computer, you may ask to do research into it and I will green-light the project - giving you a cost and estimated time-for-completion. When completed, I will PM you the benefit and you can share these secrets at your leisure.

You can also gain research by making deals with countries/agencies that have it studied. Or by going on expeditions to steal research materials so you don't have to go out in the field yourself. In the end, your methods and the repercussions of those methods are on you.
 
Stability Map
Spoiler :
AI3wOsP.png

Alignment Map
Spoiler :
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Reserved
you may now post
 
Moar XCOM?

Moar XCOM.

Agency Name: Swiss Covert Office of Reconnaissance, Protection, and International Operations (SCORPIO)
Base Location: Outside of Geneva, Switzerland
Alignment: More neutral than a Swiss bank.
Background: soon.jpeg
 
Agency Name: SCALPEL
Base Location: America
Alignment: The West
Background: Later
 
Agency Name: Project X
Base Location: Canada
Alignment: NATO
Background: The post World War 2 days were a hard time for the Canadian intelligence network. With the rapid polarization of the world, decolonization, and general chaos of those years, some groups fell through the cracks. Project X was a division of RCMP Security Service until the post war reorganization, until somewhere, somehow, the documentation was lost. Project X still receives black book funding, and recruits, but, as far as they can tell, no one really knows about them. Despite that, or, rather, because of that, they are still dedicated to the destabilization of the East.
 
Tropas_Logo.png


Agency Name: Tropas
Base Location: Havana, Cuba
Alignment: WarPact best Pact
Background: In 1959, the Cuban Revolution successfully overthrew the Bastillia regime and installed a new communist nation, with the help of the Soviet Union. Castro, beliving in the concept of world revolution, roped the Soviets to help set up a covert-ops organization to help the revolution in Africa. Known as the Tropas, they were barely activated when there were reports of the CIA attempting to attack airfields across the country. A trial by fire saw the Tropas engage against the CIA agents, and soundly defeating the Americans in a national embarrassment. The Cubans figured out that the Americans were planning on invading soon, and the Tropas would be instrumental in the covert side of the war. However, a day before the planned invasion, a different one happened, by aliens. The enemy has changed, but the mission is the same: protect Cuba and international communism at all costs.
 
200px-UtJR_flag.gif

Agency Name: FINISH, or Finnish Invasion Neutralisation Initiative Strike Holdouts
Base Location: Finland, with primary HQ in Helsinki and a backup in REDACTED
Alignment: Neutral. You invade Finland, you come back dead.
Background: The Cold War was a turbulent time. Especially if you also happen to be a shot over the strongest Communist power, and that power also happened to invade you just a few decades ago. To combat that, in 1950, Simo Hayha, the great Finnish sniper from the Winter and Continuation Wars, formed FINISH, or the Finnish Invasion Neutralisation Strike Holdouts, a specialised organisation whose purpose is to rescue Finland when all has failed...Or, at the very least, to make the bastards bleed a bit more.

It was however not until 1961 that the Alien Invasion began with Yuri Gagarin's flight into the heavens that the organisation became something far more than a last resort. It became the ONLY resort as the government collapsed and the army scattered to the four winds. In this dark age, FINISH is Finland, or what remains from it...
 
insignia soon

Agency Name: English Strategic Observation Council (ESTOC)
Base Location: England
Alignment: Neutral
Background: Later
 
Hey,

Agency Name: GHOST, Global Headquarters. Organization for Security & Termination.
Base Location: Japan, Miyabi Caslte near Tokyo
Alignment: West
Background: Once a Scientific Black Project of a joint US Airforce / JDF. It got lost in the many folds of redundant programs & slowly became a independent organization through its own machinations.



EDITED: background.
 
Stability and alignment maps added to one of the reserved posts.
 
Agency Name: Greek Intelligence (GI)
Base Location: Greece
Alignment: West
Background: Formed after the Greek Civil War, initially it's job was to find out and destroy the remnants of the Communists. After the Alien invasion, however, it took on the role of organizing the Greek resistance against the Aliens.
Doctrine: Stealth and deception.
 
Agency Name: Defiant Tigers (DT)
Base Location: Bangladesh
Alignment: Un-alinged
Background:The tug of war between the two super powers, revealed its ugly head in the tiny country of Bangladesh, that was fighting for its freedom from their western masters. i.e Pakistan. While Pakistan was an ally of the US of A, Bangladesh's neighbor, India, the supporter for an "independent Bangladesh" were aligned with the USSR.
As supplies and funds poured from opposite factions, each trying to flex its own muscles, the general populace suffered, millions were forced to flee while an equal number of unfortunate souls accepted death. As the new threat of the xeno-forces descended on us, and the flow of funds subsided, the hostiles among the humans subsided, creating the newly formed nation of Bangladesh.
However, its misfortunes were far from over, as the alien creatures descended upon one of the most populated regions of the world. Our outworld masters used the slave manpower as a source of energy extracting fluids that processed their bio mechanic equipment. It is suspected that some of their own people are working for these aliens.
The Defiant Tigers are a rug tag group of mercenaries that had fought for the independence of Bangladesh. They don't have any official base, no infrastructure, just feeding off the land. Raiding the smaller outposts and releasing the experimental subjects is their current prisons.
(We are okay with Alternate history I am hoping)
Flag/ Emblem : DT doesnt have enough funds to print flags.
 
Agency Name: سازمان دفاع فرازمینی و تحقیقات (Organization of Extraterrestrial Defense and Research)
Base Location: The Imperial State of Persia (Iran)
Alignment: Neutral; the OEDR stands ready to defend Persia and its interests.
Background: When the beings from beyond the stars attacked Earth, Persia was one of the nations targeted. Alien ships launched raids against Tehran and other cities, abducting citizens and reaping havoc. Clerics opposed to the Shah decried the attacks as punishment for the Shah's socioeconomic policies. In an effort to preserve order, Mohammad Reza Shah Pahlavi established the OEDR as a branch of SAVAK, the secret police, to counter the alien menace.
 
Agency Name: EAGLE (East German League)
Base Location: East Germany
Alignment: Warsaw Pact
 
Agency Name: البحث الباطنية الجمهوري - خارج الأرض
Republican Esoteric Research - C (RER-C) or Republican Esoteric Research - Extraterrestrial
Base Location: Egypt
Alignment: Neutral
Background: RER (البحث الباطنية الجمهوري) is the name of a sequence of special research divisions commissioned by the orders of Egyptian president Gamal Abdel Nasser to investigate into supernatural or otherwise paranormal phenomena, such as psychic research (RER-A) and the investigation of magic (RER-B). (They are sometimes known as the "railroaders" by those in the know because their research is supposedly so secret that it takes place in derelict train cars) RER-C is the best-funded of the RERs so far, and was commissioned to investigate extraterrestrial phenomena.
 
Agency Name: SPEAR
Base Location: Switzerland
Alignment: Neutral
Doctrine: SPEAR focuses on stealth, infiltration, and the quick and quiet removal of key targets. SPEAR is, very much, intended to be used as a surgical instrument.
 
Added some neat stuff to the rules. Give it a gloss over. I certainly have enough signups, so the game should begin by Sunday. I would start earlier but finals.

I want to ask anybody without a backstory(and hell, if you have a backstory) to write up a sort of military doctrine that tells me what kind of starting squad you're looking for, without specifically telling me any values.
 
The Holy Guard
The Vatican
Neutral
 
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