Legacy of XCOM: Resistance
The year is 2035, and it has been twenty years since Earths governments surrendered to the alien attackers. The first, and last, line of defense was an organization known as XCOM, consisting of the finest soldiers and minds the planet had to offer. They achieved numerous successes on the battlefield, but none of it was enough as the headquarters came under attack. Betrayed from within, XCOM collapsed upon itself and the base was destroyed by the aliens assault. Its commander was slain along with all those in authority. Without XCOM, no one was left who could resist the invasion and surrender was the only option.
The world is united and theoretically at peace. An organization backed by the aliens known as ADVENT leads the world and promises to bring unity through biological enhancement. Most humans have fled into the cities, which have been built by the aliens to bring everyone together. These shining cities are beyond what anyone in the early twenty-first century could have ever imagined in technology and standards of living. The aliens are a constant presence on the streets and the government is iron-fisted in its management of the population. You are the leader of an underground resistance movement seeking to bring about the collapse of the ADVENT regime and alien overlords. Your organization operates on the fringes of the world, always in desperate need of weapons and resources. You are the only hope for humanitys freedom. Good luck, commander.
Faction Setup
Follow the format below to setup your resistance organization.
Organization Name:
Nationality: Any Existing Nation as of 2015
Starting Base Type: Choose between Bunker, Submarine, or Spaceship
Starting Base Location: Choose anywhere physically possible with your base type (Bunkers require mountains)
Starting Squad Type: Choose between Infiltration, Assault, Heavy, or Support
Background (optional): Tell us about your faction and how they came to be.
The Rules of the Game
Sample Stats
NESIOT: EQandCivfanatic
National Origin: United States of America
Notoriety: 10
Base: The Avenger (Spaceship; Grand Canyon)
Power: 2/3
Structures 3/10: Fusion Reactor, Foundry, Barracks
Credits: 800
Alloys: 200
Elerium: 50
Aircraft: 2/3
Spoiler :
Transport 1 (10% Damage)
-Experience: 2
-Model: Skyranger
Interceptor 1 (No Damage)
-Experience: 3
-Model: Conventional
-Weapon Type: Missiles
Squads: 2/4
Spoiler :
The NESers: Infiltration (60% Damage)
-Experience: 4
-Weapons Type: Conventional
-Armor Type: None
The IOTers: Assault (10% Damage)
-Experience: 2
-Weapons Type: Conventional
-Armor Type: Kevlar
Victory Conditions
The most important part of a game is knowing how to win. The overall war being waged is against the alien occupation of Earth and their puppet human regime called ADVENT. All players still in the game win if the aliens are driven out of every Region on Earth. There is a secondary victory. The player who is the largest influence in the most regions at the time the aliens are driven out will be declared the total game winner over the other resistance groups. Therefore while the defeat of the aliens is the goal, remember, there can only be one voice for who will lead humanity after the victory.
Regions
The world has been divided into administrative regions by ADVENT. The people in these regions have been forced to abandon their national identities and their old way of lives under the oppression of the monolithic alien regime. On the regions post below, every Region has a revolt meter which shows how close they are to open rebellion against the aliens. This meter goes from 0 to 10. When the meter reaches 10, the whole region revolts against ADVENT and new missions will open up to help them succeed. If the region succeeds in their rebellion against ADVENT, they immediately become independent and will start providing direct funding and support to whichever organization(s) helped liberate them. There are sixteen regions that need to be liberated before victory is achieved. Here is the guide to the regions as they are laid out by ADVENT:
Spoiler :
North America: Consisting of Canada and the continental United States + Eastern Pacific Islands
Central America: Mexico to Panama + Caribbean Islands
Grand Colombia: Bolivia Peru, Ecuador, Colombia, Venezuela and the rest of northern South America
Brasilia: Brazil, Uruguay, Paraguay, Argentina, and Chile
Western Europe: Europe west of Poland + Scandinavia
Eastern Europe: Poland, Balkans, Ukraine, Baltic States, Finland
Russia: Russia + Kazakhstan, Kyrgyzstan, Turkmenistan, and Uzbekistan
Middle East: Arabian Peninsula, Turkey and everything in between + Iran
North Africa: Sudan to Mauritania and everything above that in Africa
Central Africa: Everything between North and South Africa
South Africa: Tanzania and everything south of it, exception Democratic Republic of Congo
Subcontinent: Everything between India and Afghanistan
Indochina: Bangladesh to Vietnam + Indonesia
China: China + Mongolia
East Asia: Japan, Korea, Taiwan, Philippines and all Pacific Islands not mentioned elsewhere
Oceania: Australia, New Guinea, New Zealand and all Southern Hemisphere Pacific Islands outside of Indonesia
Nationality
All organizations that currently exist have their roots in a particular nation or region. All of the money and materials available to your group had to come from somewhere, and your Nationality is that place. Your nationality does not mean that everyone you recruit comes from that nation, but it does affect how you will do you in the field. If your nationality is in a particular region you will have an advantage when it comes to combat in that region. If you are from the United States of America, for example, your organization will have a combat bonus in any operations or missions that take place in North America.
Notoriety
As you conduct more and more operations you will become better known to the people you are trying to protect and the aliens you are trying to fight. This is a double-edged sword in many respects. On one hand, the higher your notoriety, the more likely you are to find missions and operations you could conduct on behalf of other people. On the other hand, once you reach a certain point, both ADVENT and the aliens will begin to act aggressively to stop you before you get started. If you reach 100 Notoriety, they will stop at nothing, including orbital bombardment, to destroy you. If you are outside of a friendly region at 100 Notoriety (A Region that has already been liberated), you will be quickly detected and destroyed. Therefore, it is in your best interests to occasionally keep a lower profile. Your notoriety goes up as you conduct more missions. The more spectacular the mission (whether win or lose), the higher your notoriety increases.
Base Types
The most important decision you make as a beginning commander is exactly what sort of base you have. Every base has different advantages and disadvantages that will help you make tactical decisions and bring about victory over the alien threat. The three types of bases are Bunker, Submarine, and Spaceship. The latter two are mobile and can be relocated if you are discovered or have a high notoriety among ADVENT and the population. Moving your base will reduce your notoriety by 1, helping you keep a low profile. Bunkers cannot be relocated. If your base is destroyed by the aliens or by another faction, your organization has been destroyed and ADVENT is one step closer to destroying humanity. The details of the base types are as follows:
Bunker
-Immobile
-Unlimited Space for new structures
-Increased mission effectiveness in region Bunker is located
-Moderate Protection against detection
-Initially allows space for 2 Aircraft
-Initially allows space for 4 Squads
Submarine
-Hardest base for aliens to detect, notoriety declines double each turn
-Only five structures can be built
-Structures do not require Energy
-Initially allows space for 1 Aircraft
-Initially allows space for 2 Squads
Spaceship
-Easy for aliens to detect and must be kept constantly moving
-Only ten structures can be built
-Capable of flight and travel to any landmass quickly to escape pursuit
-Initially allows space for 3 Aircraft
-Initially allows space for 2 Squads
Power and Structures
Regardless of which type of base you have, your base will be focused around the structures you build within. There are a number of structures, and you certainly will not be able to construct all of them if you do not start in a bunker. Even then, its very unlikely you will ever have the resources to build everything available. The types of structures available for construction are listed in the post below and others will be unlocked as you research or receive new technologies. Every building requires one unit of power to maintain its operations, so you will have to build a reactor of some kind before new structures are built if you are capped out on power. The exception to the rule is the submarine which does not require power for any structures built within.
Resources
There are three resources for the purposes of this game: Credits, Alloys, and Elerium. Credits are the standard currency of the ADVENT-run world and you will need them in order to pay for labor and buy needed items on the black market. Credits are gained from rewards from various missions. Alloys and Elerium are salvageable materials seized when you either raid an alien research facility or bring down one of their spacecraft. Both of these materials are used in research and the construction of new structures, armor, and weapons.
Aircraft and Squads
The heart of your army and resistance against the alien invasion comes down to the firepower you can bring to bear against your enemies. This firepower comes in two forms: aircraft and squads. Aircraft have two different types, transports and interceptors. The types that you can build are listed in the below post detailing available ones for construction and purchase. Transports are required for deploying squads on missions, so may heaven help you if you do not have any, as you would be limited to targets within walking distance of your base. Interceptors are used to bring down enemy spacecraft. Both transports and interceptors can be upgraded with new armor and weapons, respectively. Similarly, there are newer models that can be researched and deployed.
Squads on the other hand are the ground forces that actually complete all missions besides aircraft interception. There are four different types of basic squads, with more that could be unlocked as research is conducted. Deploying the right squad for the right mission is essential, as it will greatly increase the probability your mission will be successful. The more you use a squad, the more experience it will gain, and experience will also help you increase the probability of victory in a mission. The two other key parts of a squad are weapons and armor. Weapons are used to diminish the effectiveness of enemy forces you will face on missions. Armor is used when a mission goes badly. The better armor you have, the lower amount of squad damage you will receive from a failed mission. The types of available squads are as follows:
Infiltration Squad: Specialists in stealthy operations in dense population centers.
Assault Squad: Specialists in quick, but overt, attacks against enemy forces.
Heavy Squad: Specialists in killing everything in a given area, but they are not particularly subtle.
Support Squad: Specialists in defensive missions, like escorts or recovery, also base defense.
All squads cost 500 Credits to recruit.
Missions and Combat
Missions are the heart of the game. Every update will present missions that could be completed by the player organizations. You may only attempt a mission if you have an available transport and squad to reach it. All missions have a certain percentage chance of success. This percentage chance is decreased and increased by various factors and decisions you make when assigning a squad or squads to the operation. For example, if you assign an appropriately specialized squad to the right kind of mission, it will increase the chance of success by 10%. More experienced units will also improve the odds of completing a mission successfully and without casualties. Most different types of missions will be provided in each update, but there are two basic missions that you can undertake. These missions can be taken at any point, without needing to be presented in the update.
If two different organizations are going for the same mission presented in an update, the faction that is geographically closest will be the one who conducts it. The other faction will be incapable of completing the mission. Only one resistance group may complete a mission at any given point, unless specifically stated in the mission description otherwise. Some more complex missions may allow multiple organizations to participate.
Reconnaissance Mission: Send a unit into one of the ADVENT cities and recover any possible information about alien or ADVENT movements in that Region. Select any major city to launch a mission.
Base Chance of Success: 40%
Notoriety: +1
Reward: Intelligence
Specialist Squad(s): Infiltration
Robbery Mission: Send a unit into an ADVENT controlled city to rob a bank or other civilian institution to increase your credits. This operation will decrease rebel influence in a region. Select any major city in which to launch the mission.
Base Chance of Success: 40%
Notoriety: +3
Reward: Random amount of Credits
Specialist Squad(2): Heavy or Assault
Research and Autopsies
The aliens will not be complacent and have an agenda of their own. What this agenda is, however, is part of your mission to discover. Due to the aliens own activity, you need to keep up with your own research before they begin mopping the floor with your squads using giant death robots or things similar to that. In a below post, all available items for research and their costs are listed. There is no research time, everything is available as soon as you can pay for it. Research can be shared among different resistance organizations.
Another form of research are good old-fashioned alien autopsies! ADVENT soldiers are typically assigned to the basic missions, with little to no alien assistance. They are only human and cause no penalty towards the percentage the mission has to succeed. Unfortunately, on missions provided by updates, there are often alien guards. These aliens will diminish the chance of success of the mission, especially if they happen to be strong against the type of squad sent on the mission. On the other hand, if you deploy a squad that happens to be strong against the type of alien on the mission, you will gain additional points towards the chance of victory in that operation. The only way you can discover these strengths and weaknesses is by conducting a mission against them, and emerging victorious. Your researchers will then automatically conduct an autopsy and their strengths and weaknesses will be revealed on the same post as the other research is located.
The Map
The map for this game is the entire world. To make things go quicker with the updates and the game in general, there will be no mod-created world map for you to look at. Instead you will have to rely upon tools like Google Maps to figure out exactly where you are and where the Mission objectives are located. If you are in a mobile base, this will also help you determine better places for concealment or redeployment. Any valued targets will be listed on the update with a local that can be easily searched in Google.