Craft: 2*Medium?
Location: Canada
Altitude: Medium altitude
Explosions thunder through the sky, and debris rains down upon the small Canadian town. One alien ship, covered in flames, plunges into an apartment complex. The ensuing collapses buries it beneath the debris. The other alien ships sees most of it's outer hull torn apart, before a railgun shot hits it deadcenter. Spinning out of control, it crashes through several houses before skidding through the local park.
In the air, our forces are victorious, but it's costly victory. The aliens launched a total of 8 missiles, and thought the Talon's managed to dodge and weave past the initial wave, the projectiles are relentless. Each Talon is hit thrice, taking more than enough damage to bring down even the hardened craft. The remaining missiles destroyed 2 of the remaining Skyrangers, with severe casualties for the two squads. The last remaining squad deployed on a low building overseeing the alien crash site.
With the high ground secured, our team started effectively eliminating the wounded alien survivors. Sectoids and Mimics spread among the debris were eliminated with relative ease, but a new alien proved considerably more durable. Ignoring their wounds, these 2 meter tall humanods rapidly took cover between the remains of their shattered craft and returned fire.
Our squad attempted to withdraw and regroup with the rest of the team (whose survivors were being brought to the front by Skyranger) but the new contacts proved to faster and more effective with their weaponry. Withering plasma fire from guns and rifles eliminated our squad before reinforcements could arrive.
The new Hunter armor showed it's worth almost immediately. The armor plating rendered the enemy pistols mostly, and greatly reduced the effect of their more powerfull rifles. Relocating quickly, our squad managed to stay out of reach of the new enemies untill we had finally brought them down.
Tactical conclusions: Alien missile weaponry has lost agility, but has gained increased ammunition
Loss of vehicle resulted in significant loss of personal
The new enemy alien is though and fearsome. Standing 2 meter tall, bulging with muscles and with what appears to be subdermal armor plating, they can whistand most infantry weapon short of a handheld railgun.
Mission accomplishedLoot : Alien Alloys, Alien Equipment (Reward reduced : Raging fires, crashes and looting appear to have lead to a loss of equipment, as XCOM was unable to properly secure due to severe losses)
Craft: 2 Small craft
Destination: Australia
Altitude : Boosting to orbit
We let these go. We don't know what they came for, or why, as there are no wounded or reports of alien attacks. Computer analysis of the austalian datasphere suggests a slightly lower than expected amount of anti-alien sentiment than normally seen after alien attacks.
Mission lostVehicles
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. Watchdog protocols usually prevent stimulant dependence and accidentally slamming into grappled buildings. Cost : 2 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
InterceptionPhaseTurn 8AABBCCDD[/quote]