Design: Hunter Armor
2 Alien Equipment Tokens, 1 Alien Alloy Token
Hunter Armor is a set of personal armor taking full advantage of the nature of alien alloys. Namely, the fact that alien alloys are really light while being really strong and can somehow absorb blunt forces.
First element is, well, the alloy armor. Armor covers pretty much all of the body; though we want to preserve mobility (even with the lightness of alloy, if you put enough on a person eventually they start getting encumbered) and expense. Regardless, survivability should be up insane levels thanks to the super-miracle material that is alien alloys. We use a Alloy Token to help with the proper integration of alloy into proper personal armor here, which should hopefully free up some time and effort for other parts of Hunter armor.
A helmet incorporates an improved version of the TAV2. Namely "not prone to breakage if someone makes a mean joke about it in its proximity"-improved. The sensors are integrated into the suit and the helmet visor incorporates the HUD, which can be turned on and off at will. This should allow our operatives to always benefit from the TAV2 without suffering from its bulky and fragile nature. Some learning of how aliens make small yet effective devices from alien equipment should help a lot in fitting a TAV into the armor without bugs or increased cost.
A simple system in the back, near the spine, monitors vital signs and distributes various medicines when needed. It's not a huge deal since we don't have medkits yet are just using standard non-bleeding-edge drugs - painkillers, stimulants, anesthetics, etc. - in low quantities, but it should at least be a notable aid. Enough to keep a soldier from death for a couple hours or to keep someone fighting for a few more minutes. That kind of thing. The vital sign monitoring system is also networked with the integrated TAV, meaning the status of Hunter armor-wearing soldiers is visible to all other agents so they may react appropriately and just be better aware of injuries.
Moving past all the hybrid alien groundbreaking technology advancing human knowledge and our view of reality as we know it, we approach the most important feature:
A grappling hook.
It turns out that when your armor is sufficiently light and when you can reinforce the cable with alien alloys, you can create an extremely effective grappling hook. In order to ensure the viability of the grappling hook, we're using some alien equipment parts to more properly integrate the systems, from just getting an idea of how to properly build the grappling hook, to integrating an elerium power supply in order to ensure it has enough power to actually take advantage of the alloy-reinforced cable. The grappling hook will be mounted on the wrist. It shouldn't matter how much horizontal or vertical distance or if there's a wall to support you - if the cable can reach it, it should zip the soldier over there ((read: we're aiming for the same ability as XCOM1 and XCOM2 grappling hooks)).
Imagine. Our soldiers zipping across the sites, confusing aliens, using the integrated TAV to get the advantage on them and always be aware. Never being in one place. Their armor keeping them alive.
Normal : 3 + 1 = 4(Below Average) ( 3 tokens used)
The Hunter Armor is intended to be the next generation of XCOM armor technology, and the design team went all out in exploiting the capability of the large amounts of alien materials and equipment at their disposal. The basic armor consists of a a number of thing alien alloy plates. This provides a significant amount of protection, without turning the soldier into a completely rigid statue. Integrated in the helmet is the TAV2 system, which is now properly secured and reliable.
We've also tried to allow our soldiers some enhanced mobility by including a powered grappling. The design is quite reliable, but it does rely on a somewhat reliable infrastructure on the ground. Attach the hook to a weak balcony, and the balcony will come to you, rather you to the balcony. Nonetheless, it does allow our soldiers some significant mobility advantages in the right situation.
The last new feature is an automatic medicinal system, equipped with a series of livesign monitors and the capability to inject a variety of medicinal drugs, primarily pain killers, stimulants, and other anaesthatics.
On paper, it's a very effective suit. In practice however, the delivered project is the beta version. It's somewhat expensive, and not all features work perfectly. The medicinal system is somewhat sensitive, and the frequent useage of the injections can easily cause addictive issues. The grappling hook works, but inexpertly placed it can slam a soldier a building, or rip loose and send debris flying his way at high velocity. Lastly, the constant networking of the system makes it trivial to pinpoint various soldiers locations, if you know what you're looking for.
Vehicles
Raven (Interceptor) : Way beyond the bleeding edge of technology, the Raven is far beyond any other jet fighter ever build on Earth. With upgraded avionics, adjusted tracking, and advanced pulse detonation engines, the Raven is capable of pursuing even high speed alien craft. If needed, it can use it's avalanche missiles to shoot down any intruders. Cost : 2 VP
- Rockslide Missiles : An upgraded targeting system, that increases missile effectiveness.
- Ground Combat Package : Replaces half of the Raven's Avalanche missiles with high tech air-to-ground SMART missiles
Talon (Interceptor) : Integrating copious amounts of Alien Technology, the Talon is grav-wave propelled, heavily armored interceptor. Has 18 hard points for missiles and 2 nose mounts, fitted with a railgun by default. Cost : 3 VP. (1 Token worth free)
Skyranger (Troop Transport) : World's first supersonic troop transport. The Skyranger is high speed, heavily armored troop transport, capable of deploying and retrieving a single squad of soldiers in various situations. Cost : 1 VP [1 Free Skyranger available]
Equipment
Basic XCOM Rifle : XCOM's standard rifle. Cutting edge, custom designed, yet still affordable. Part of standard equipment.
Cost : 0
XH-3 Railgun Rifle : An effective and versatile rifle. Fires a powerful railgun round with tremendous velocity and penetrative power. Capable of firing in full automatic, semi-automatic and single shots, with progressively stronger shots as fire rate decreases. In addition, it's equipped with a smart SCOPE to allow it to identify enemy drone targets. Best efficiency in semi-automatic mode, with automatic and single shot suffering from capacitor depletion and recoil respectively.
Cost : 1
Basic XCOM Grenade : A simple grenade. Activate, throw, explode. Part of standard equipment.
Cost : 0
BASIC XCOM PISTOL : A simple, highpower pistol. It packs a pretty heavy punch, making it an effective if chalkenging sidearm Part of standard equipment.
Cost : 0
Phoenix railgun pod : A modular gun pod containing a light railgun. Relatively low firerate, but decent armor penetrating capability. Can be attached to Skyrangers and Ravens, though the latter looses 4 of it's missiles to make room. Cost: 1 EP for 3
Rockbreaker Missile: A missile coated in a very thin alien alloy and equipped with a volatile destabilized elerium powercell as warhead. Will detonate if exposed to shock or heat. Cost : 1 EP for 8.
TAV-2: A cobbled together combat visor that can identify and highlight aliens, including disguised ones. Fragile, cobbled together and decidly unergonomic.
Cost : 1 EP
Hunter Armor : An armor consisting out of light alien armor plating with integrated TAV-2 (reliable), grappling hook and medicinal support. Can cause stimulant dependence, and accidentally slamming into grappled buildings. Cost : 2.5 EP
Training Program
Rookie Training Program : A basic introduction to the entire Xcom project. The absolute minimum that any soldier needs to know to operate successfully at XCOM. Cost : 1 Unit Points.
NOTSOFTER training regimen : A hard, effective international training regime, that gives our soldiers the tools and capacity to deal with aliens. Trains forces to a standard marginally higher than that attained by most special force units Cost : 1 Unit Points.
Inter Agency Cooperation teams : As part of ties developed through the NOTSOFTER training regime, we now have the capability of drawing upon special force teams. They're not as well suited to fight aliens as we're however, and nations will object if we keep losing them. Cost 1 Unit Point [SPECIAL : Can't use XCOM GEAR, No vehicle needed for deployment when used in North America/South America or Europe]
Mission Profiles
Interception : A simple mission profile that focuses on intercepting an alien vessel as soon as it's detected, destroying it before it can do any damage to any innocent people.
Down and Capture : A more complicated mission profile that focuses on downing an alien vessel (or waiting for it to land), and then storming it with ground forces.
Combined Arms : A mission profile that integrates air and ground forces to storm UFO's, using aerial bombing, reconnaissance and strafing runs when available to take out enemy strongpoints or UFO armor.
XCOM Resources
Island Mountain HQ [An isolated, hidden underground base on a remote island in the Aegean]
- UFO Power Core
- Railgun Defenses
- Heuristic radar
- Improved production
Brazil Jungle Base [A relatively isolated, partially underground base in the Brazilian Jungle]
- Alien Computing Systems
- Aircraft Maintenance and Hangar facility : +1 VP
- Equipment Production facilities : +1 EP
- Primitive alien containment
Aereal reconnaissance program : A simple program that allows us to requisition drone reconnaissance on suspected UFO sites.
7 VP
3 UP
5+1 EP
1 Alien Equipment Token, 1 Unit experience Token, 1 VP Token, 1 Exalt Intel Token,
Africa
---> Egypt
---> South Africa
---> Nigeria
Asia
--->Australia
--->China
--->India
--->Japan
Europe
--->France
--->Germany
--->Russia
--->United Kingdom
North America
--->Canada
--->Mexico
--->United States
South America
--->Argentina
--->Brazil X
Revision PhaseTurn 8Month end : Gain 1 free VP; UP or EP pointAABBCCDD