Special Thanks to Beiarusia for allowing me to reboot his concept.
>>IC<<
OP: Anowa
Co-OP(s): Kentucky Fried Land
In the year 1947 an unidentified flying object crashed near Roswell, New Mexico. Official reports state that the object was a failed USAF surveillance balloon, but in actuality it was mankind's first contact with lifeforms not of this planet. The UFO and its deceased occupants were transferred to the Groom Lake facility for further research and study. Additional sightings would occur shortly thereafter. In 1962 the Bureau of Strategic Command was signed into action by president John F. Kennedy. Though originally tasked with countering potential Soviet movements on the American continent, the Bureau would instead find itself the first and foremost line of defense during an isolated alien incursion into America's heartland in what would become a serious of publicly unexplained and under-reported events. Soon after the then director of the Bureau, Myron Faulke, would seize control of the organization and would establish the precursor to the Extraterrestrial Combat Unit, or XCOM, with significant aid from the United States government. Following the Height 611 incident in Russia's Primorsky Krai province, and the collapse of the Soviet Union several years later, an international body of nations convened to discuss the possible event of hostile alien contact. This in turn would lead to the signing of the Black Accords in 1993 and the formation of the Council.
Alien sightings would continue throughout the close of the 20th century and afterwards but no further contact would take place until 2014 when a UFO landed in Pretoria, South Africa in what would become an international crisis. SA Recces would manage to contain X-Ray forces to a single city block, they themselves took mass casualties, including 48 civilian deaths. This event, while making known the existence of alien life, would lead to XCOM being activated in full force. Two additional incidents would 'successfully' be countered by XCOM operatives that same year. Following a brief hiatus of activity the threat of another incursion is again present and XCOM is on high alert.
The year is 2017 and war is coming.
XCOM: First Contact is an RP that loosely follows the events of Enemy Unknown/Within but is by no means a direct relation to either. While the general story and a number of characters will remain the same to it's source material, there are a number of unexpected changes that should be noted. SHort story shorter, expect change, and don't be surprised when I toss something in to throw you for a loop.
In First Contact you will control a highly trained soldier (while Special Forces are preferred, they aren't a requirment). that has been recruited into the XCOM organization. The existence of aliens is now known to a slight degree after the incident in South Africa, but the existence of XCOM is not widely publicized, which is to say that this is by all accounts a covert UN task force. You will be sent across the world to counter the ever growing threat of the alien menace, and though some structure of a plot exists your actions and failures can very much affect the outcome.
There is no set mechanic to how you participate as this RP will be very much story focused. That being said I, the OP, will have a simple method of deciding how effective the enemy is in countering your actions (Dice Rolls/Coin Flips). You may do something similar if so desired, however, this is not required but recommended if one tends to succeed at every twist and turn. Death is a very real possibility and will happen at some point with little remorse. Characterization is key, but enjoyment is the ultimate goal.
That being said, your character should act like a soldier, not a babbling idiot. Actions that would be declared unprofessional in the armed forces of any nation will be the same here. Punching an officer in the face/Shooting a civilian/disobeying too many orders ICly will require you to app another character, no ifs ands or buts.
Prior knowledge of XCOM is recommended but not required.
• OP/Co-OP have final say. No exceptions.
• OP/Co-OP reserve the right to deny any application for whatever reason.
• No God-modding or Meta-gaming.
• No directly controlling another player character unless given permission to do so. Minor NPC's, and aliens to a small degree, may freely be controlled within reason. When in doubt, ask.
• Posts are to be a paragraph minimum. One-liners are completely unacceptable.
• Try to use correct grammar and spelling. No walls of text that are not broken into discernible paragraphs.
• Be courteous to one another in the OOC. Be as much of a jerk in the IC as you so desire.
• Be active should you apply. No need to be online 24/7 (as I certainly will not be) but don't join only to become inactive. If you will be gone for any significant amount of time please leave a message stating that you will be gone. Those who do not will simply be killed off at OP's whim.
• No overpowered characters. You can die and every challenge should be just that, a challenge. Everything has a consequence, and I dispense said consequences with sadistic joy.
• Have fun.
• Delete everything contained within parenthesis.•
- Code: Select all
[floatright]ImageGoesHere500x500PixelsOrUnder[/floatright]
[b]Name:[/b]
[b]Nickname:[/b] (optional)
[b]Age:[/b] (must be over 18)
[b]Sex:[/b]
[b]Nationality:[/b]
[b]Appearance:[/b] (Things not obvious in the photo you provide, or the description if you cannot find a photo)
[b]Rank:[/b] (Squaddie or Corporal)
[b]Class:[/b]
[b]Weapon:[/b]
[b]Gear:[/b] (two items)
[b]Previous Assignment:[/b] (military experience required)
[b]Psychological Evaluation:[/b] (How their previous experiences affects the character, and what they think f their new assignment)
[b]Bio:[/b] (two paragraphs minimum)
[b]RP Example:[/b] (If you don't have one, your bio will be used)
[b][color=#FF0000][size=50]DO NOT REMOVE: 4242564[/size][/color][/b]• Higher ranks will be on a first come, first served basis and will otherwise be earned.•
• ASSAULT
Specializes in aggressive reconnaissance, flanking, and drawing enemy fire. The first into combat and often the last out, these adrenaline junkies are not afraid to get close and personal and are quite willing to take on the greatest risks. Uses the SHOTGUN and ASSAULT RIFLE.
• COMBAT MEDIC
Perhaps the most valued asset of any squad. Can treat and stabilize all but the most lethal of injuries, and as such is best kept from danger when at all possible. Uses the SMG.
• HEAVY
Explosives expert with enough firepower to level an entire city block. Can dish out massive amounts of damage in short order at the cost of heavier than average equipment, encumbered movements, and limited effective range. Deadly alone but best utilized as a secondary unit. Uses the LIGHT MACHINE GUN and replaces the sidearm with a potent, multi-purpose ROCKET LAUNCHER.
• MARKSMAN
A soldier for any situation. Uses the DESIGNATED MARKSMAN RIFLE.
• RECON
Prefers stealth over direct combat and is a master of asymmetrical despite how unfavorable the odds may be. Great at intelligence gathering and often works away from other conventional units. Uses the SMG.
• RIFLEMAN
A soldier for any situation. Uses the ASSAULT RIFLE.
• SNIPER
An angel with a rifle. Can hit any target with pinpoint accuracy. Uses the SNIPER RIFLE.
• SUPPORT
The seldom admired grunt. Carries the extra ammo and is responsible for various roles within a squad, both combat and non-combat related. Uses the ASSAULT RIFLE or SMG, and may often replace the sidearm with a GRENADE LAUNCHER. Two additional non-lethal grenades may be carried.
• All XCOM weapons are custom made variants of some of the best units on the market. •
• ASSAULT RIFLE
A slightly modified (and modifiable) FN SCAR-H chambered in 7.62x51mm NATO with modular construction, a sturdy composite frame, and a reasonably light weight. Twenty round magazine standard. Selective fire between 3-round burst and full auto. General purpose weapon that is best suited for mid-ranged encounters.
• DESIGNATED MARKSMAN RIFLE
Like the above, a variant of the FN SCAR-H with a semi-auto trigger group and a 20 inch barrel, the variant utilized by XCOM is both compact yet highly accurate. Chambered in 7.62x51mm NATO rounds in any configuration. Useful addition to any squad.
• GRENADE LAUNCHER
The Milkor MGL was chosen for its flexibility in combat, being capable of firing explosive, smoke, and other grenade types. Makes use of the 40x46mm grenade. Is a potential sidearm for the SUPPORT.
• HANDGUN
Standard issue. A simple yet powerful sidearm that is useful in a variety of situations. Based on the HK45 Tactical and chambered in .45 ACP. Poor range and limited effectiveness against armored targets.
•REVOLVER
An optional sidearm with more bang per buck, Based off the S&W .460, it has more stopping power than a few of the long guns in XCOM's arsenal. But given it's low ammunition count and chambering in .454 Casull, it'll do comparable damage to one's wrist after a day of firing.
• LIGHT MACHINE GUN
Custom variant of the US Army's MK-48. Belt fed, chambered in 7.62x51mm NATO, and is capable of shredding most anything caught in its path. Increased rate of fire at the cost of accuracy at longer ranges. Attempts have been made to lighten the frame without compromising the weapon's integrity but the LMG remains quite heavy. Can quickly run dry on ammo and is slow to reload. Best used from an entrenched position.
• MACHINE PISTOL
A rapid-fire sidearm, this modified PP-2000 offers great stopping power for uncomfortably close situations.
• ROCKET LAUNCHER
The AT4 was chosen for its rugged nature, relatively light weight (for its size), and its ability for rapid deployment in urban environments. XCOM has upgraded the weapon system to make it even more capable, however, the launcher remains a single-shot weapon. The missile is pre-loaded and is inert until armed, thus lowering the risk of accidental detonation. Is a sidearm for the HEAVY.
• SAWED-OFF SHOTGUN
A powerful sidearm based on the Kel-Tek KSG, the weapon has been shortened as much as possible to allow ease of handling though at the cost of limited range and ammo capacity. 12 gauge slugs can turn a bad situation into an advantage.
• SHOTGUN
Pump-action shotguns were chosen for their reliability in the field. The Mossberg 500 was chosen as the base and, after extensive modifications, is a potent weapon with modular compatibility. 12 gauge slugs can make quick work of anything so long as it's in range.
• SNIPER RIFLE
The AWM, chambered in .338 Lapua Magnum, is capable of stopping all but the largest and most armored of targets. Bolt-action, and modified for increased range and accuracy, the weapon is unwieldily and ill-suited for close-ranged engagements, and as such is best utilized at a safe distance.
• SUBMACHINE GUN
Though not as popular a weapon as the assault rifle, the SMG is a great choice for close engagements when rapid fire is a must. The UMP45 serves as the base for the XCOM variant and little work has been needed to make it a capable weapon.
• All soldiers can carry two items. Class items are limited to that specific class. List will be updated as needed. •
• COMBAT STIM
A powerful drug cocktail that can temporarily boost a soldier's performance by limiting pain reception, increasing adrenaline output, and improving reaction time. This boost may last upwards of fifteen minutes though exact time varies between individuals of differing body compositions. Severe exhaustion and muscle aches may persist for several days after use. Experimental and potentially addictive.
• C4
A useful plastic explosive that can decimate most structures and anyone or anything unfortunate enough to be caught in the blast radius. Enough material is carried in-field for two sizable explosions or, if so desired, one major blast capable of leveling a small building. Wireless remote detonated. Used by the HEAVY.
• GRENADE x1
Pull pin, count to three(ish), throw.
• GRENADE, FLASHBANG x1
Temporarily blinds and disorients any organic enemy (or ally) caught in it's surroundings.
• GRENADE, SMOKE x1
Quickly disperses a thick smoke screen that makes target acquisition nearly impossible by obscuring line-of-sight. Useful for covering squad movements while under hostile fire. Affects both hostile and ally targeting capabilities. Easily countered by strong winds.
• GOGGLES, NIGHT VISION
Night vision goggles that are best used in low-light situations, whether it be at night or in darkened structures. Sudden flashes of bright light can be detrimental to the wearer.
• GOGGLES, THERMAL
Thermal imaging goggles that are best used in situations with limited visibility. Enemy heat signatures may vary.
• GRAPPLING HOOK
A simple but exceedingly useful tool that can allow for easy vertical movement, especially so in urban environments. A sturdy hook is propelled up to 30 meters straight up using electromagnetic force with a powerful winch allowing quick movement. Battery life is good for three uses at full charge. Used by the RECON and SNIPER.
• ENHANCED GRENADE LAUNCHING MODULE (EGLM)
An under-barrel grenade launcher based on the German AG-C/EGLM and used exclusively for the XCOM ASSAULT RIFLE. Grenades are compact and lacking overall effectiveness compared to thrown varieties but can be launched further. Useful addition to any squad. Fires 40x46mm grenades of various types (up to 6 carried). Used by the SUPPORT
• MEDKIT
Well stocked for almost all situations. Used by the COMBAT MEDIC.
• NANO-FIBER VEST
Lightweight and offers additional protection against energy projectiles.
• RIOT SHIELD
A specially made shield whose polymer makeup can withstand high levels of heat, however, repeated exposure can and will lead to melting and diminished effectiveness after a brief amount of time. Heavy and not widely seen in the field. Provides mobile cover. Used by the SUPPORT.
• S.C.O.P.E.
Advanced fiber-optic scope that aids in target acquisition. Multiple units can allow for sight-lines through obstructions. Delicate internal systems limits effectiveness to a degree.
• REAPER ROUNDS
Incendiary rounds that substantially increases a weapon's lethality against unarmored targets at the cost of lower effective range. The ammo can potentially lead to hazardous situations including but not limited to jamming, extreme heating of the barrel, and misfires. Can only be used with conventional ballistics.
• RESPIRATOR
A modified respirator unit that can filter out most airborne toxins and can help to prevent strangulation as an unintentional benefit. Limits head movement.
• Database will be updated as aliens are encountered. •
• BLACK EYED CHILDREN
/ / DATA CLASSIFIED / /
• CHRYSSALID
/ / DATA CLASSIFIED / /
• CYBERDISK
/ / DATA CLASSIFIED / /
• DRONE
/ / DATA CLASSIFIED / /
• ETHEREAL
/ / DATA CLASSIFIED / /
• FLOATER
/ / DATA CLASSIFIED / /
• FLOATER, HEAVY
/ / DATA CLASSIFIED / /
• MECHTOID
/ / DATA CLASSIFIED / /
• MUTON
/ / DATA CLASSIFIED / /
• MUTON, BERSERKER
/ / DATA CLASSIFIED / /
• MUTON, ELITE
/ / DATA CLASSIFIED / /
• OUTSIDER
/ / DATA CLASSIFIED / /
• SECTOID
A somewhat weak alien that is reminiscent to Hollywood's take on little green men. Often found in groups of three or more and possesses limited psychic ability that most often entails one Sectoid increasing another's strengths at the cost of connecting their nervous systems, which at times can be more so a hinderance than a help. Low intelligence and with a pack mentality of sorts when left without a competent leader. Uses the PLASMA PISTOL.
• SECTOID, COMMANDER
/ / DATA CLASSIFIED / /
• SECTOPOD
/ / DATA CLASSIFIED / /
• SEEKER
/ / DATA CLASSIFIED / /
• STRIDER
/ / DATA CLASSIFIED / /
• THIN MAN
/ / DATA CLASSIFIED / /
• ZOMBIE
/ / DATA CLASSIFIED / /
• the COUNCIL
A group of sixteen countries that created and fund the XCOM organization. Little else is known about the powerful individuals behind this venture as their identities and source of capital remains unknown. Represented by an unknown spokesman that periodically checks in.
• the BUREAU of STRATEGIC EMERGENCY COMMAND
The precursor to the current XCOM organization. Created in 1962, the Bureau was an American anti-Soviet task force that saw considerable deployment during a small alien incursion during the later 1960's and early 1970's. After the signing of the Black Accords in 1993, the Bureau would break away from the control of the United States government to become a founding part of a new international entity on the behest of the Council.
• EXALT
A radical group that appeared shortly after the Munich incident espousing transhumanist ideals. This organization is currently under investigation by several governments for terrorist activities.
• EXTRATERRESTRIAL COMBAT UNIT (XCOM)
A covert organization that is the premiere anti-alien task force. Given the most advanced equipment, superior funding, and consisting of the most elite of soldiers drafted worldwide, XCOM is a potent force to be reckoned with and stands as the only bastion against this new extraterrestrial threat.
• GROOM LAKE
Groom Lake has been a hotbed of conspiracy since its opening during the Second World War. A secret installation for the development and testing of advanced aircraft, Groom Lake would become the primary base for the Bureau of Strategic Command following its restructure in the 1970's. Today it serves as the main HQ of XCOM and houses some of the most advanced research and production facilities in the world. Additional auxiliary bases can be found in numerous Council countries.
• RAVEN
An advanced interceptor designed to engaged and destroy enemy UFO's. Utilizing a pulse-engine, the Raven is capable of reaching extremely high altitudes and reaching speeds unheard of in commercial aviation. Carries Avalanche missiles that have so far proven effective against alien armor.
• SKYRANGER
A supersonic VTOL that serves as the workhouse of XCOM. Is capable of deploying troops anywhere in the world in only a matter of hours.
• Additional questions will be answered here. •