Alien Revision TurnCharioteer Identity Fix:
The Charioteer has an unsound mind due to some flawed genetic engineering, but we can fix it. A slight rewiring of brain functions and a mental training programme will serve to make the Charioteer secure in its own identity; proud, even, of its unique status. No longer suicidally inclined to abandon its vessel, it will also no longer sing in such a discordant manner- the more confident song will better harmonise with the Ophanim Choir, the rich bass complimenting rather than clashing with the ongoing melody.
Easy: 2 + 1 + 1 = 4 (Below Average)
In our attempt to resolve the Charioteers issues, we appears to have overshot. No longer crippled by it's own identity, the Charioteers are now certain of their uperiority. They take charge of choirs with dominant voice, and similarly take control of the battle. The Charioteer has little respect for nuance or subtelity, consider all life but itself inferior, and happily exterminating targets. It is smart enough to avoid killing it's allies, but it will not hesitate to sacrifice them as pawns if needed.
OPERATION TITLE: Signal Evaluation[]
VESSEL DEPLOYMENT: 1x Scout
COMBATANT DEPLOYMENT: 1x Sectoid, Ophanim
EQUIPMENT REQUISITIONS: 1x Plasma PDW
TARGET LOCATION: Canada
OPERATION PURPOSE: Infiltration (Information Gathering on Signal)
COST OF OPERATION: 1x VP, 1.5 UP, .5 EP
COMMANDER NOTES: Infiltrate and Evaluating Signal Value
A small bird sits on a tree, singing a song to attract a mate. Unfortunately for the little critter, it attracts something else instead. It's song stops swiftly, the bird paralyzed by the Ophanim that engulfs it. Others of it's kind flit through the trees, hopping from branch to branch as the sectoids below make their way to radio station.
The Ophanim are not the only ones flying through the forest however. An electronic hum penetrates through the fortress, a drone flying above the canopy, peering through the trees to the surface below. One of the Ophanim moves towards it, intent on disabling the mechanical contraption, but a sudden loud explosion tears away the natural forest sounds. The unfortunate Orphanim is reduced to gibblets.
The remainder scatter, taking advantage of their small size to hide behind trees, under bushes or in the canopy. More shots burst through the trees, a branch of tree reduced to splinters every few seconds. With each shot an Ophanim dies, torn apart by bullet or wooden splinters, diminishing their large numbers at steady pace.
Even so, the Ophanim soon flock towards the ridge from where the fire originates, finding a small squad of human soldiers supported by an automated turret. Directed by the Ophanim, the sectoids quickly open with the plasma weaponry, a steady firerate of plasma bolts crashing into the ridge or tearing into the undergrowth, even as the humans returned fire with their own weapons. It quickly became clear however that the humans were the far better shots, and their turret could easily tear through whatever light cover could be found in the forest.
The Ophanim tried to assist, and though they could stun the humans through their odd face concealing gadgets, it rarely lasted long. The human specimens possesed amazing spatial awareness for their species, often acting quickly to support one another whenever one got stunned, if the Ophanim in question wasn't destroyed by the turret first. In the end, our forces were rapidly destroyed before we could gain any information on the signal, and we were forced to retreat.
Thanks to the sacrifice of the remaining Ophanim, our forces managed to reach the UFO and take-off before the enemy could overwhelm them.
Loss : Mission failed
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OPERATION TITLE: SOUTHERN ASIA STOCKPILE ASSAULT
VESSEL DEPLOYMENT: 1x Scout
COMBATANTS DEPLOYMENT: 1x Sectoid, Ophanim
EQUIPMENT REQUISITIONS: 1x Plasma PDW
TARGET LOCATION: India
OPERATION PURPOSE: Acquisition of Ancient DNA
COST OF OPERATION: 1x VP, 1.5 UP, .5 EP
COMMANDER NOTES: Gather DNA Samples from Human Stockpiles; Inside Base’s Zone of Control.
The sleek, shimmering craft pierces through the clouds on it's way down to the surface. Moments later, two missiles erupt from the clouds, plunging after the alien craft. It changes it's course with unnatural swiftness, reversing it's steep decent and plunging back into the clouds. The missiles spin away into the distance, safely detonating in the air. Flashes of green iluminate the clouds as the alien craft returns fire, plumes of plasma tearing through the sky.
The XCOM pilot had the condition of the engagement well, however. Firing through clouds at extreme distance, the plasma bursts lose most of their energy and dissippate before reaching the target. The advantage is shortlived however. The alien vessel is swift and maneuverable, and moves to close the distance as fast as possible. Two more missiles are launched at the advancing craft, and again the craft weaves to evade them.
This time however, it is not enough. One of the missiles comes close enough to strike the craft, leaving a large tear in the hull. Return fire is punishing, a near miss of a plasma blast scorching the XCOM fighter, but failing to destroy it.
However, it seems the UFO has had enough. As the XCOM interceptor regains it's bearings, the UFO blasts past and starts climbing away.
Stalemate : Neither side gained anything
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OPERATION TITLE: WESTERN SA STOCKPILE ASSAULT
VESSEL DEPLOYMENT: 1x Scout
COMBATANTS DEPLOYMENT: 1x Sectoid, 1x Ophanim
EQUIPMENT REQUISITIONS: 1x Plasma PDW
TARGET LOCATION: Brazil
OPERATION PURPOSE: Acquisition of Ancient DNA
COST OF OPERATION: 1x VP, 1.5 UP, .5 EP
COMMANDER NOTES: N/A
The Brazil mission encounters no meaningful resistance. With Ophanim stunning all the guards and miscellaneous civilians, our sectoids have plenty of time to storm the palace and make off with the fossils inside.
Among the gains are a large skull from a fiercesome ancient T-rex, a full skeleton of a saber-toothed cat, some larger herbivores, and more.
Acquired : 2 Ancient DNA Tokens
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OPERATION TITLE: ACQUIRE LIVE SAMPLES FROM OBSCURE AREA
VESSEL DEPLOYMENT: 1x Scout
COMBATANTS DEPLOYMENT: 1x Sectoid, 1x Ophanim
EQUIPMENT REQUISITIONS: 1x Plasma PDW, 1x Meld Container
TARGET LOCATION: South Africa
OPERATION PURPOSE: Abduction
COST OF OPERATION: 1x VP, 1.5 UP, 1.5 EP
COMMANDER NOTES: Inside Base’s Continent Zone of Control.
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Our forces were in the midst of human material recovery operations when an XCOM Skyranger dropped into the village. A small squad of XCOM soldiers dropped into the buildings, before immediately engaging our forces. Unlike Canada, there was no sign of the automated turret, though the flying recon drone was present. Also unusually, the XCOM force was equipped with specific close range combat equipment, that they immediate used to aggressively close in upon our forces.
In confined environments, the PDW easily outmatched XCOM's own equipment, and with the aid of the Ophanim several of our sectoids managed to perform ambushes upon the XCOM forces. However, the XCOM team showed the same strong situational awareness as seen in Canada (something that we tentatively ascribe to their communication visors as well as enhanced training), giving the Ophanim little chance to isolate individual XCOM soldiers.
Even with their drone being taken out early in the fight, the XCOM force managed to retain tactical dominance of the battlefield, allowing them to pin down and eliminate our forces. Our running battle was eventually pushed back into the ship, before our force was finally overwhelmed by the superior XCOM soldiers.
Mission Lost
Another supply ship has arrived, carrying essential supplies and support.
Ethereal Token : One of the Ethereals has offered their assistance, again
Adaptive Genes : These simple genes should aid us develop creatures that can survive in Earth's environment
Simple Cybernetics : Crude and painfull, these cybernetics could yet be usefull
Enhanced Cloning Feedstock : This cloning feedstock should aid in the development of a biological creature
Vehicles
Small scout : One of the tiniest vessels at your disposal, the Small scout is both cheap and reliable. Powered by a single Elerium core, the vessel makes decent speed, while carrying up to 2 units to their destination. It's equipped with a plasma turret for self defense . Cost : 1 VP
Equipment
Plasma Pistols : A basic simple sidearm that has been used in many pacification operations. The plasma pistol is a dependable bit of equipment that is light but not particularly powerful.
Plasma PDW : An enlarged version of the plasma pistol, capable of firing small bursts of plasma bolts. (0.5 EP)
Elerium Grenade : The elerium grenade is powerful handheld explosive. Cost : 1 EP
Meld Container : A container filled with the precious Meld, a substance that consists out of billions of cybernetic nanomachines that automatically capture, catalogue and analyse any foreign DNA they find. Greatly increases the effectiveness of recovery operations. If capture threathens, the container will perform an auto-sterilization cycle. Cost : 1 EP
Aliens
Sectoid : A weak species with a limited capability for the gift. Nonetheless, their simple biology allows to easily clone these creatures and deploy them in great numbers.
Cost 1 UP
Orphanim : A tiny pancake shaped alien with way too many eyes. Floats using the gift, and can stun enemies. Unit cost : 0.5
---Orphanim Choir : In groups, Orphanim can sing, creating a stronger Gift based effect that can stun, disorient or panic enemies.
Chariot : A single tracked armored vehicle equipped with twin Plasma PDW with a 360 degree firing radius. Controlled by a charioteer, a suicidal mutated Ophanim that horifies all nearby Ophanim, even as it seeks to become one of them. [1.5 UP or 1 EP, 0.5 UP]
Misc
Mercurial Shipyards +1 VP next turn, +3 VP thereafter
Mission Profiles
Abduction : A basic mission that focuses on acquiring genetic material by abducting humans
Raid : A basic mission that focuses on spreading fear by engaging in rampant destruction
Infiltration : A basic mission that tries to subtly contact sympathetic elements on Earth
Acquisition of Ancient DNA Samples : A simple smash and grab mission directed at stockpiles of ancient and interesting human DNA.
Alien Resources
3+3 VP
6 UP
3 EP
1 Adaptive Gene
1 Superior Gene
2 Ancient DNA
Bases
Nigeria (Africa)
India (Asia)
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
We have entered the Design PhaseTURNTURNTURN