Legacy of XCOM: Resistance

EQandcivfanatic

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Legacy of XCOM: Resistance​

The year is 2035, and it has been twenty years since Earth’s 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 humanity’s 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, it’s 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.
 
The Laboratory: Research and Development​



Technologies Available for Research​

Alloy Weaponization
Description: While lasers are a belated advance in weapons technology, ADVENT and the aliens have defenses for them already prepared. We could instead begin deploying ballistic weapons that use aliens alloys as munitions. These could be extensively more damaging to enemy forces.
Cost: 500 Credits, 100 Alloys
Effect: Unlocks Different Types of Alloy Weapons for research
Completed By: None

Alloy Defenses
Description: They say a good defense is the best offense and we believe we could adapt alien alloys into better defensive capabilities.
Cost: 500 Credits, 100 Alloys
Effect: Unlocks Different Types of Alloy Defenses for reseach
Completed By: None

Elerium
Description: Elerium is a material not found naturally on earth and could hold unbridled energy or abilities if we have the chance to study it.
Cost: 200 Credits, 20 Elerium
Effect: ???
Completed by: None

Laser Canons
Description: After achieving success in small arms, we believe we can scale up the damage our laser causes and use them as effective anti-ship weaponry on our interceptors.
Cost: 2,000 Credits
Effect: unlocks Laser Cannons for construction
Completed By: None

Completed Alien Autopsies​

If an autopsy has been completed by your faction, you receive bonuses when taking missions the aliens are present in if you use the appropriate type of squad.

Sectoid
Description: A small alien more used to mental warfare than physical warfare.
Autopsied by: XCOM Asia Remnants, Attrition
Strong Against: None known
Weak Against: Heavy

Viper
Description: A larger alien that takes on the appearance of a cobra or other snakes. Known to be effective at detecting and disabling infiltrators. Scientists believe a genetic connection to the “Thin Man” used during the invasion.
Autopsied by: Attrition
Strong Against: Infiltration
Weak Against: Assault

Muton
Description: Front line battle type of alien, wearing heavy armor and trained for open combat.
Autopsied By: Free Terran Army
Strong Against: Support, Assault
Weak Against: Heavy, Infiltration
 
State of the World’s Regions

Spoiler :

North America
Rebellion Rating: 0

Central America
Rebellion Rating: 0

Grand Colombia
Rebellion Rating: 0

Brasilia
Rebellion Rating: 0

Western Europe
Rebellion Rating: 1
-Free Terran Army: 1

Eastern Europe
Rebellion Rating: 1
-Greek Defense Force: 1

Russia
Rebellion Rating: 0

Middle East
Rebellion Rating: 0

North Africa
Rebellion Rating: 0

Central Africa
Rebellion Rating: 0

South Africa
Rebellion Rating: 0

Subcontinent
Rebellion Rating: 0

Indochina
Rebellion Rating: 1
-Attrition: 1

China
Rebellion Rating: 0

East Asia
Rebellion Rating: 0

Oceania
Rebellion Rating: 0


Weapons and Structures​


All structures and weapons can be recycled for a 25% return on the resources invested in their production. New weapons and structures will be unlocked as research progresses.


Vehicles and Weaponry
Spoiler :

Skyranger (Transport): A relic from the shattered XCOM, but still a formidable transport craft in its own right. Can carry one squad to anywhere in the world. Costs 1,000 Credits

F-40 Interceptor (Interceptor): The last advanced fighter aircraft used by XCOM prior to their collapse. Can just barely take on the lightest of alien aircraft. Costs 500 Credits.

Kevlar (Squad Armor): The last advanced body armor produced before the Great Invasion. Doesn’t do much against alien weapons but it might keep a soldier alive against a glancing blow from the ADVENT firearms. Costs 200 Credits to outfit a squad.

Laser Weapons (Squad Weapons): Advanced laser based weaponry equivalent to what average ADVENT troopers deploy. Costs 400 Credits to outfit a squad.


Structures
Spoiler :

Fusion Reactor: Pre-Great Invasion energy technology, enough to power three other buildings. Provides 3 Energy and costs 750 Credits

Barracks: Allows deployment of two addition squads per barracks constructed. Costs 1,000 Credits.

Hangar: Allows deployment of two additional aircraft per hangar constructed: Costs 1,500 Credits.

Defensive Systems: A series of automated machine gun nests and other protective systems to guard your base against attack. Costs 2,000 Credits.
 
Player Resistance Movements

Attrition: arya126
National Origin: Vietnamese
Notoriety: 40
Bunker: Fansipan Mountain
Power: 0/0
Structures: None
Credits: 400
Alloys: 70
Elerium: 40
Aircraft: 1/2
Spoiler :

Transport 1 (No Damage)
-Model: Skyranger

Squads: 4/4
Spoiler :

Minh: Heavy (No Damage)
-Experience: 5
-Weapons Type: Conventional
-Armor Type: Kevlar
Mongol: Assault (No Damage)
-Experience: 2
-Weapons Type: Conventional
-Armor Type: Kevlar
Song: Heavy (40% Damage)
-Experience: 2
-Weapons Type: Conventional
-Armor Type: Ballistic
Viet Cong: Infiltration (No Damage)
-Experience: 1
-Weapons Type: Conventional
-Armor Type: Kevlar


Black Eagle: KaiserElectric
National Origin: German
Notoriety: 6
Valkyrie (Spaceship): Vienna
Power: 0/0
Structures: None
Credits: 900
Alloys: 0
Elerium: 0
Aircraft: 1/3
Spoiler :

Transport 1 (No Damage)
-Model: Skyranger

Squads: 2/2
Spoiler :

Phantom Squad: Infiltration (No Damage)
-Experience: 1
-Weapons Type: Conventional
-Armor Type: Ballistic
Wolf Squad: Assault (30% Damage)
-Experience: 2
-Weapons Type: Conventional
-Armor Type: Kevlar


Free Terran Army: TheLastJacobite
National Origin: Irish
Notoriety: 9
HMS Ambush (Submarine): Coast of Norway
Structures: None
Credits: 500
Alloys: 0
Elerium: 0
Aircraft: 1/1
Spoiler :

Transport 1 (No Damage)
-Experience: 4
-Model: Skyranger

Squads: 2/2
Spoiler :

Antrim Squad: Infiltration (No Damage)
-Experience: 2
-Weapons Type: Conventional
-Armor Type: Kevlar
Dublin Squad: Assault (20% Damaged)
-Experience: 2
-Weapons Type: Lasers
-Armor Type: Kevlar


Greek Defense Force: christos200
National Origin: Greek
Notoriety: 3
Hellenic Flagship (Spaceship): Northern Greece
Power: 0/0
Structures: None
Credits: 900
Alloys: 20
Elerium: 0
Aircraft: 1/3
Spoiler :

Transport 1 (No Damage)
-Model: Skyranger

Squads: 1/2
Spoiler :

1st Greek Defense Battalion: Assault (40% Damage)
-Experience: 3
-Weapons Type: Conventional
-Armor Type: Ballistic
2nd Greek Defense Battalion: Heavy (No Damage)
-Experience: 0
-Weapons Type: Conventional
-Armor Type: Ballistic


Her Majesty’s Secret Service: Greek Analyzer
National Origin: British
Notoriety: 1
Bunker: Cliffs of Dover, Western European Region
Power: 0/0
Structures: None
Credits: 500
Alloys: 0
Elerium: 0
Aircraft: 1/2
Spoiler :

Transport 1 (No Damage)
-Model: Skyranger

Squads: 2/4
Spoiler :

Squad 1: Assault (No Damage)
-Experience: 0
-Weapons Type: Conventional
-Armor Type: Ballistic
Squad 2: Infiltration (No Damage)
-Experience: 1
-Weapons Type: Conventional
-Armor Type: Ballistic


Judean People’s Front: Shadowbound
National Origin: Israeli
Notoriety: 13
Tannin (Submarine): Central Atlantic Ocean
Structures: None
Credits: 0
Alloys: 0
Elerium: 0
Aircraft: 1/1
Spoiler :

Transport 1 (No Damage)
-Model: Skyranger

Squads: 2/2
Spoiler :

Sayeret: Infiltration (60% Damaged)
-Experience: 2
-Weapons Type: Conventional
-Armor Type: Kevlar
Yamam: Assault (40% Damaged)
-Experience: 3
-Weapons Type: Lasers
-Armor Type: Kevlar


Juliet-7: Omega124
National Origin: Greek
Notoriety: 10
Dodekatheon Base: Mount Olympus
Power: 0/0
Structures: None
Credits: 0
Alloys: 0
Elerium: 0
Aircraft: 1/2
Spoiler :

Blue Falcon (No Damage)
-Model: Skyranger

Squads: 2/4
Spoiler :

Epée: Infiltration (No Damage)
-Experience: 1
-Weapons Type: Conventional
-Armor Type: Ballistic
Gladius: Assault (50% Damage)
-Experience: 4
-Weapons Type: Conventional
-Armor Type: Ballistic


Northern Alliance: <nuke>
National Origin: Afghani
Notoriety: 7
Bunker: Northern Afghanistan, Subcontinent Region
Power: 0/0
Structures: None
Credits: 500
Alloys: 0
Elerium: 0
Aircraft: 2/2
Spoiler :

Stanley (No Damage)
-Experience: 1
-Model: F-40
-Weapons Type: Missiles
Transport 1 (No Damage)
-Model: Skyranger

Squads: 1/4
Spoiler :

Black Flag Squad: Infiltration (60% Damage)
-Experience: 2
-Weapons Type: Conventional
-Armor Type: Ballistic


Phoenix Brotherhood: Terran Emperor
National Origin: Georgian
Notoriety: 0
Vulture (Spaceship): Alum-Kuh, Middle East Region
Power: 0/0
Structures: None
Credits: 0
Alloys: 0
Elerium: 0
Aircraft: 2/3
Spoiler :

Phoenix 1 (No Damage)
-Experience: 0
-Model: F-40
-Weapon Type: Missiles
Carryall 1 (No Damage)
-Model: Skyranger

Squads: 2/2
Spoiler :

1st Reapers Squad: Infiltration (10% Damage)
-Experience: 2
-Weapons Type: Conventional
-Armor Type: Ballistic
1st Confessors Squad: Support (No Damage)
-Experience: 0
-Weapons Type: Conventional
-Armor Type: Ballistic


REDACTED: SamSniped
National Origin: Russian
Notoriety: 11
Bunker: Caucuses Mountains
Power: 0/0
Structures: None
Credits: 150
Alloys: 0
Elerium: 50
Aircraft: 2/2
Spoiler :

Interceptor 1 (No Damage)
-Experience: 1
-Model: F-40
-Weapons Type: Missiles
Transport 1 (No Damage)
-Model: Skyranger

Squads: 2/4
Spoiler :

Squad 1: Infiltration (40% Damaged)
-Experience: 1
-Weapons Type: Conventional
-Armor Type: Kevlar
Squad 2: Assault (50% Damage)
-Experience: 3
-Weapons type: Conventional
-Armor Type: Kevlar


Redentores: Golden1Knight
National Origin: Brazilian
Notoriety: 8
A Toca (Bunker): Nova Friburgo, RJ, Brazil
Power: 0/0
Structures: None
Credits: 0
Alloys: 0
Elerium: 0
Aircraft: 1/2
Spoiler :

Transport 1 (No Damage)
-Model: Skyranger

Squads: 1/4
Spoiler :

The Prying Snakes: Infiltration (60% Damage)
-Experience: 2
-Weapons Type: Conventional
-Armor Type: Ballistic


Republic of Singapore: Southern King
National Origin: Singapore
Notoriety: 0
RSS Sky Dragon (Spaceship): Borneo
Power: 0/0
Structures: None
Credits: 500
Alloys: 0
Elerium: 0
Aircraft: 1/3
Spoiler :

Transport 1 (No Damage)
-Model: Skyranger

Squads: 2/4
Spoiler :

1st Republican Guards: Assault (No Damage)
-Experience: 1
-Weapons Type: Conventional
-Armor Type: Ballistic
2nd Republican Guards: Infiltration (No Damage)
-Experience: 0
-Weapons Type: Conventional
-Armor Type: Ballistic


Royal Canadian Mounted Police: Thomas.berubeg
National Origin: Canadian
Notoriety: 11
HMS Sam Steele (Spaceship): North Sea, Western Europe Region
Power: 0/0
Structures: None
Credits: 0
Alloys: 0
Elerium: 0
Aircraft: 1/3
Spoiler :

Transport 1 (No Damage)
-Model: Skyranger

Squads: 1/2
Spoiler :

Coeur de Saint Andre: Assault (50% Damage)
-Experience: 1
-Weapons Type: Lasers
-Armor Type: Ballistic
Whiplash Squad: Infiltration (60% Damage)
-Experience: 3
-Weapons Type: Lasers
-Armor Type: Ballistic


Sanctissimi Custodes Helvetici: Calgori
National Origin: Vatican
Notoriety: 8
Bunker: Mt. Titano
Power: 0/0
Structures: None
Credits: 400
Alloys: 0
Elerium: 0
Aircraft: 1/2
Spoiler :

Transport 1 (No Damage)
-Experience: 2
-Model: Skyranger

Squads: 3/4
Spoiler :

Dues Vault: Assault (50% Damage)
-Experience: 2
-Weapons Type: Lasers
-Armor Type: Kevlar
Guardia Vecchia: Support (No Damage)
-Experience: 0
-Weapons Type: Conventional
-Armor Type: Ballistic
Omnipraesenti: Infiltration (No Damage)
-Experience: 1
-Weapons Type: Conventional
-Armor Type: Ballistic


Western Resistance Front: Bestshot9
National Origin: American
Notoriety: 2
Bunker: Gannet Peak, WY, USA
Power: 0/0
Structures: None
Credits: 0
Alloys: 0
Elerium: 0
Aircraft: 1/2
Spoiler :

Eagle 1 (No Damage)
-Model: Skyranger

Squads: 1/4
Spoiler :

Apache Squad: Infiltration (No Damage)
-Experience: 2
-Weapons Type: Conventional
-Armor Type: Ballistic


XCOM Asia Remnant: NinjaCow64
National Origin: Australian
Notoriety: 9
XCOM Emergency Bunker #469: MacDonnell Ranges, Australia
Power: 0/0
Structures: None
Credits: 0
Alloys: 0
Elerium: 0
Aircraft: 1/2
Spoiler :

Transport 1 (No Damage)
-Model: Skyranger

Squads: 2/4
Spoiler :

Frag&#8217;s Finest: Assault (10% Damage)
-Experience: 2
-Weapons Type: Lasers
-Armor Type: Kevlar
ZX Golden Ops: Infiltration (20% Damage)
-Experience: 2
-Weapons Type: Conventional
-Armor Type: Kevlar
 
You may now post your factions. You can even do first turn orders. All factions will have a single starting squad (You pick the type of) and a single Skyranger to start at their base plus 1,000 Credits. I will be doing the first update tomorrow morning. This game will move at an insane speed (not as insane as Traveler, but close). Good news is even if you don't send in orders, I won't delete any faction, and your people will just sit around doing nothing forever if you don't participate. Try and keep up!
 
Organization Name: Western Resistance Front (AKA "The Second to None", or "The Second")
Nationality: US of American
Starting Base Type: Bunker
Starting Base Location: Gannet Peak, WY, USA
Starting Squad Type: Infiltration ("Apache Squad")
Background (optional): The survivors of a US Army infantry brigade that was stationed in Fort Lewis, WA and sent to counterattack the initial west coast Alien invasion of California. Their division was quickly outnumbered and overrun and the survivors were given the order to retreat east, into the Rockies. For the past twenty years the unit, which took over an old, secret bunker in Wyoming, has been conducting covert recon of the alien threat while they've awaited orders from higher command to retake land that never came. With the recent death of the former commander, the newly appointed commander (who self-promoted himself from Lieutenant Colonel to Full Bird) Colonel Salter, has decided to take the unit's fate in his hand and once again resume overt operations with the few soldiers still remaining in the bunker.

First Turn Orders:


Spending:


Spend 1000 credits on Laser Weapons

Mission:


Conduct a reconnaissance mission targeting Salt Lake City, utilizing Apache Squad (Infiltration Squad).
 
Organization Name: Royal Canadian Mounted Police
Nationality: Canada
Starting Base Type: The HMS PLACEHOLDER - Spaceship
Starting Base Location: Canadian Arctic
Starting Squad Type: Infiltration
Background (optional): Twenty years ago, the Canadian government, in the person of PM Stephen Harper officially surrendered the sovreignty of the Canadian People. Not everyone took that well. One part of the RCMP, reacting quickly in the days before the official surrender, carefully prepared an evacuation. Seizing the shuttle with which the aliens arrived to accept the surrender and facilitate the transfer of power to ADVENT, they piloted the vessel back to a larger alien vessel. Working quickly and efficiently, they disabled the crew and the tracking device, returning to Ottawa to evacuate important documents, and, much more importantly, countless civilians.


Turn 1 Orders:
Spend 1000 Credits to develop laser weapons.
Perform an Infiltration mission in Washington D.C, Sending "Whiplash Squad."
 
Organization Name: The Free Terran Army
Nationality: Irish
Starting Base Type: Submarine- HMS Ambush
Starting Base Location: Celtic Sea
Starting Squad Type: Assault
Starting Aircraft: Transport
Background: A highly trained IRA team infiltrated the British shipyard in Belfast, with the goal of sabotaging and hopefully sinking the British submarine HMS Ambush, which had just been moved out of dry dock after costly and lengthy repairs. Finding themselves on board the sub and about to begin their mission, alarms throughout the city suddenly sounded. Alien craft descended from the sky and began attacking Belfast and the other cities of Earth. Seizing the opportunity, the team cast off the lines and headed out to sea. From their new base, they have been waging a guerrilla war against the invaders for the past 20 years, sowing terror among ADVENT forces around Europe. Working closely with contacts on land and picking up new recruits along the way, the FTA now seeks to do more than simply harass the invaders and start doing real damage.

First Turn Orders:

Equip Dublin Squad with Kevlar for 200 Credits.

Have Dublin Squad conduct a Robbery mission upon Cardiff, Wales
 
Organization Name: Judean People's Front
Nationality: Israeli/Palestinian
Starting Base Type: Submarine - Tannin
Starting Base Location: Israel
Starting Squad Type: Infiltration - Sayeret
Background (optional): While the nations of the Earth may have surrendered, a crack division of IDF soldiers have continued to fight the good fight against the alien invaders. Not to be confused with the People's Front of Judea, the JPF carries out hit and run raids against ADVENT, preparing for the day when their elite "Suicide Squad" is unleashed.

Orders

Recruit an Assault squad - The Yamam for 500 credits

Launch a Recon mission in Tel Aviv with the Sayeret
 
All current factions have been put on the list. Quick reminders of two things:

1. Squads can all be nicknamed if you choose.

2. First turn orders can be sent in, all new factions have 1 squad, 1 transport, and 1,000 credits to undertake whatever mission they choose. For Update 1 that can only be either recon or robbery.
 
Organization Name: Republic of Singapore
Nationality: Singapore
Starting Base Type: RSS Sky Dragon (Spaceship)
Starting Base Location: Borneo
Starting Squad Type: Assault - 1st Republican Guards
Background (optional): The leaders of the Republic of Singapore openly defied Earth's surrender, and activated their covert backup plan; when the enemy came to them, they fled in a spaceship they had been constructing for the past several years.

First Turn Orders

Recruit an Infiltration Squad - 2nd Republican Guards

Perform a Robbery mission in Hong Kong with the 1st Republican Guards
 
Organization Name: (REDACTED)
Nationality: Russian
Starting Base Type: Bunker
Starting Base Location: Caucasus Mountains
Starting Squad Type: Infiltration
Background (optional): (REDACTED)

Orders:

Infiltration mission into the Middle East

Recruit an Assault squad
 
Organization Name: XCOM Asia Remnant (Beagle's First and Last)
National Origin: Australia
Base: XCOM Emergency Bunker #469
Starting Base Type: Bunker
Starting Base Location: MacDonnell Ranges, Australia
Starting Squad Type: Assault - Frag's Finest

Background:

The XCOM Asia Remnant, also known as Beagle's First and Last, are a group of ex-XCOM operatives lead by Commander John "Beaglerush" Teasdale. Teasdale used to run the Asian division of XCOM, when their base was attacked they barely got out alive. After twenty long years on the run, these hardened veterans are now ready to bring the fight back to these xenos.

Squad Information:

Frag's Finest: This squad, named after their commander who died heroically on the infamous Operation Crimson Summer, is made up of the surviving members of that mission and an antiquated weapons' platform named after their commander. These XCOM veterans utilize their experience to the fullest to help the revolution. However, these soldiers are long past their prime, their old bodies dulling their senses. They also work badly with those they consider to have not yet proven themselves worthy to work alongside them, doubly so for people not involved in the original XCOM Project. Still, they may be humanity's greatest chance at freedom...

ZX's Golden Squad: When Commander Teasdale made contact with Agent ZX, an XCOM agent who specialized in EXALT infiltration and who was long believed to be dead, he jumped at the chance to get revenge against the aliens. He now commands a squad of young and eager resistance fighters who have shown promise in the area of espionage and infiltration, ZX's Golden Squad, who are now the Remnant's first infiltration squadron.

OOC: This group is based off of the excellent XCOM LPer Beaglerush and his soldiers. You should really watch his stuff!

Orders:

Operation Brutal Daze: Secure funds for the reconstruction of XCOM Asia by liberating funds from ADVENT-controlled Sydney. Send the Skyranger and Frag's Finest to complete this operation.

Recruitment: Attempt to find any other XCOM veterans in the region and see if they would be willing to provide assistance in rebuilding the XCOM project. (Recruit Infiltration Squad (ZX Golden Ops), 500 Credits)

Black Market: As squad survivability is a priority for the Commander, we will use our contacts in...low places to gain access to Kevlar for all of our soliders. (Spend 400 Credits on Kevlar for both Frag's Finest and ZX Golden Ops)
 
Organization Name: Juliet-7
Nationality: Greek
Starting Base Type: Bunker
Starting Base Location: Dodekatheon Base (Mount Olympus)
Starting Squad Type: Assault (Gladius)
Background (optional): As part of a settlement with the European Union, the Greek government secretly leased Mount Olympus to the EU so they could build a military bunker for Juliet-7, an elite all-European counterterrorism group. However, the alien invasion meant the base wasn't completed, and the documents about the transfer were destroyed. However, survivors of Juliet-7, refusing to surrender, continue to hide in Mount Olympus, doing quick but brutal strikes against the alien invaders.

Spending:

Spend 1000 credits on getting laser weaponry

Movement: Gladius Squad should do recon in Athens
 
Name: Attrition
Nationality: Vietnamese/Chinese
Bunker (Fansipan Mountain in North Vietnam)
1st 'Viet Cong' Infiltration Squad
In the face of Earth's surrender, Vietnamese and Chinese authorities quickly scrambled together a last minute force of their best special forces and elite military units to rendezvous with a heavy construction team at Fansipan mountain on the Vietnam-China border. Together they hollowed out what was to be the base of operations for Humanity in Asia. However they knew they had no chance of taking on the aliens head to head. If they did, then Earth wouldnt have surrendered. They anmed themselves 'Attrition' because each soldier was one more weapon in this war of attrition, a war of waiting games to see who would blink first. Wait, Blink, Strike, Kill became the motto of the group.

Use 1000 credits to buy the 2nd 'Mongol' Assault Squad, and the 3rd 'Minh' Heavy Squad.

Use the 3rd 'Minh' Heavy Squad on a robbery in Hong Kong.
 
Update 1: Week 1, March 2035​

ADVENT DENIES REBEL INFILTRATION IN SALT LAKE CITY. (Western Resistance Front Recon Mission Success!)

DUBIOUS REPORTS CLAIM SPIES STEAL INFORMATION IN WASHINGTON, D.C. (Royal Canadian Mounted Police Recon Mission Success!)

ADVENT SECURITY DEFEND CARDIFF BANK FROM RAID BY RUTHLESS GUNMEN. (Free Terran Army Robbery Mission Failure!)

ADVENT PATROL DETAINS MULTIPLE SUSPECTS IN REBEL CELL IN TEL AVIV AFTER GUN BATTLE. (Judean People&#8217;s Front Recon Mission Failure!)

ROBBERY SUSPECTS FLEE ON FOOT AFTER VIGILANT ADVENT POLICE RESPOND TO BANK IN HONG KONG. (Republic of Singapore Robbery Mission Failure)

REBEL SPIES CAUGHT ATTEMPTING TO STEAL SECRETS IN BAGHDAD. (REDACTED Recon Mission Failure)

WARY CITY GUARDS PREVENT VITAL DATA THEFT IN ATHENS. (Juliet-7 Recon Mission Failure)

BANDITS USING OLD MILITARY EQUIPMENT SHATTER BANK IN HONG KONG. (Attrition Robbery Mission Success!)

SYDNEY BANK REPORTS ARMED ROBBERY MAKES AWAY WITH PILES OF CREDITS. (XCOM Asia Remnants Mission Success!)

New Mission Roster

Capture Mission: A major collaborationist leader is vulnerable in Salt Lake City. He likely has even more valuable information than a simple recon mission would be able to provide. Capturing him would likely help us learn more about ADVENT&#8217;s plans.
Location: Salt Lake City, North America Region
Base Chance of Success: 30%
Notoriety: +5
Reward: Intelligence
Specialist Squad(s): ???

Assassination Mission: A former United States Congressman has been actively campaigning in favor of ADVENT. Assassinating him will lead to a loss of ADVENT Support in North America.
Location: Washington D.C., North America Region
Base Chance of Success: 30%
Alien Guards Present: Sectoids
Notoriety: +5
Reward: +1 Rebel Agitation in North America Region
Specialist Squad(s): ???

Capture Mission: A major collaborationist leader is vulnerable in Sydney. He likely has even more valuable information than a simple recon mission would be able to provide. Capturing him would likely help us learn more about ADVENT&#8217;s plans.
Location: Sydney, Oceania Region
Base Chance of Success: 30%
Alien Guards Present: Sectoids
Notoriety: +5
Reward: Intelligence
Specialist Squad(s): ???

Heist Mission: Informants in China have reported that a major shipment of Alloys is being transported through the city of Hong Kong. A clever raid could clear out those resources for the resistance.
Location: Hong Kong, China Region
Base Chance of Success: 30%
Notoriety: +3
Reward: 40 Alloys
Specialist Squad(s): ???
 
RCMP orders:

Move the Placeholder into orbit above Greenland.

Launch Mission: Northern Noxious Wind: Assassinate Senator Flanigan, Quisling that he is. Our recent missions in DC should provide us with a slight insight into the security there.
 
In case it isn't clear the missions in the update are in addition to the regular recon and robbery missions that you could undertake at any time.
 
FTA Orders:

Move the sub south and recruit a new Squad (Antrim-Infiltration) and equip them with Kevlar. Have them perform Recon on the French city of Bordeaux.
 
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