X-COM: Frontlines (An XCOM x Girls Frontline Quest)

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[ACCESSING LOGS]
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[INPUT ACCEPTED. STANDBY.]
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[SYSTEM ONLINE, RETRIEVING SELECTED...
Briefing

NuclearNickel

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Location
Bootes Void
[ACCESSING LOGS]
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[INPUT ACCEPTED. STANDBY.]
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[SYSTEM ONLINE, RETRIEVING SELECTED DATA PACKAGES]
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[WELCOME, COMMANDER]

X-COM: Frontlines




The world, as it stands, is in a state of subjugation.

No one really expected our visitors. And when they finally got here, no one really expected their intentions either. Coalitions formed, nations allied, and they even funded a central initiative to repel these invaders. XCOM was to be humanity's sword and shield, directed toward the stars as our enemies descended upon our little blue planet like an endless stream of locusts. War broke out, nations shut their borders, and all that was on the news was where the next UFO was landing. XCOM had done it's best, killing off these Aliens by the hundreds, raiding bases, disrupting the enemy in the most efficient ways possible, and making damn well sure the world knew about it. For a while, XCOM seemed like it was going to win. It looked almost as if humanity had made it's presence known as an impregnable fortress, ready to take on the galaxy if need be.

That was before XCOM was disbanded, of course.

The council nations had deemed their defense force's results as "inadequate". In truth, the could have been. XCOM didn't win every battle they fought, and considering the magnitude of power their enemy possessed, it seemed that a flawless track record would be what was needed. The slightest slip ups turned into cracks in the armor, and the council couldn't risk funneling funds into a failing hope. XCOM was ordered to disband, and the world was forced to cooperate with their alien oppressors now that they lacked any true means of resistance.

Slowly but surely, humanity became docile. The Aliens even went as far as to install a puppet administration, ADVENT, to seem like peaceful visitors that were met with unfounded aggression. The world was hooked on the drivel, and ADVENT seized near total control all across the globe. All that was left, all that is still left, were resistance cells and small settlements hiding beyond the borders of ADVENT's new shining cities. And with the promises the Aliens gave those who submitted to their rule, all forms of retaliation became terrorist acts in the eyes of humanity. ADVENT was the way forward for them, and the Aliens would light the way.

However, there was one thing that the Aliens feared. That they still fear.

Mankind's innovation and the creations it wrought.

One such creation was the T-Doll. The T-Doll, or tactical doll, was a bio-mechanical, highly advanced, and very sophisticated multipurpose android. Capable of anything from cooking to killing a 4 Man squad of ADVENT troops alone, these strikingly capable machines brought fear to the Aliens' minds, and a reason to be wary of humanity as well. With the development of the Etching theory and ASST (Advanced Statistic Session Tool), these girls became even more lethal. Unfortunately, T-Dolls took a lot of time and resources to create. And when ADVENT found the source of this threat, they wasted no time in leveling I.O.P Lab 16 to nothing but rubble. When the end of the war came, ADVENT ordered all T-Dolls be destroyed. Thankfully, any of the girls they attempted to capture destroyed themselves before the Aliens got their slimy fingers on them. The only T-Dolls left are scattered to the wind...except the one that resides in your custody.

The Aliens have taken too much from us. Our freedom, millions of our people, and even our world. We can no longer stand in the dark waiting for the end to find us. We must fight back. You have one T-Doll, and a handful of men, but they will have to be enough for now. Get more. Raise an army. Take back our planet.

Remind ADVENT of what they've long forgotten. Remind the Aliens. Remind the world.

XCOM Lives.


You stare down at the floor as the VTOL aircraft shudders a bit, rocking you back and forth. You look out over the side, a small slit window giving you a slight view of the skyline. It's midday now, and they picked you up a few hours ago. You should be getting close to the Avenger now....

You look down at the dossier in you lap, the manila folder bearing a few words such as "TOP SECRET" and the XCOM emblem. You open it up. It's your dossier, so, you already know everything about it. And XCOM already has a copy. You just need to make sure it's all in order...

Your name is first.
[] Name?

Gender is second.
[] Male
[] Female

Then age.That's just fill in the blank, but their is a minimum requirement of 20. Guess they need to make sure the guys the pluck out of the resistance camps are old enough.
[] Age?

Combat strategy. How you've handled ADVENT attacks in the past. It's all under code, for some reason though. Chess piece names for security padding. Odd.
[] Rook. Defensive and keen to make your attacks decisive when you see an opening. Not very flexible, but good in your specialization. (Bonuses to defensive maneuvers and skills. Less actions per turn.)
[] Bishop. Highly offensive but you tend to leave yourself vulnerable sometimes. Good at high speed low drag assaults, and somewhat flexible. (Buffs to offensive actions, debuffs to defensive actions.)
[] Knight. Flexible and balanced between defense and offence. You're good at keeping your options open, but you have no specializations. (No bonuses, but no penalties either).

Background...
[] Anarchist. You always were open about your hatred of ADVENT and the Aliens. When you finally struck back, you did a number on them. Your enthusiasm to fight the menace was good for moral in your resistance settlement and is what caught XCOM's attention.
[] Guardian. You never went after ADVENT. You always focused on defending your settlement and the people within. You had a need to preserve human life. People always looked to you as their hero. XCOM was paying attention too.
[] Agent. You lived inside one of the ADVENT safe zones, of their cities. You fed information out to resistance groups, XCOM included. When you orchestrated a daring coup to disrupt ADVENT forces within the area, XCOM took notice of your innovation and planning skills.
[] Survivor. You were the last man standing after an ADVENT retaliation strike. You survived, directing other resistance members to defense positions. You weren't born a leader, you made yourself into one that day. Your will to live and quick thinking convinced XCOM to bring you aboard.

Right, everything seems to be in check.

You shut the folder and continue your trip.

Well, that took a while.

Hello, your new QM here. Forgive me if this seems sloppy or poorly put together, but I'm not the best writer around, and i'm not to good with quests either. Total novice, so, help is appreciated.

If you have any questions, just tag me. I'll handle the votes tonight when I return home.

Also, a massive thanks to @Nottheunmaker. His help was great to have, and he helped plan out a lot of the background in this.
 
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[X] Salem Church
[X] Female
[X] 40
[X] Knight. Flexible and balanced between defense and offence. You're good at keeping your options open, but you have no specializations. (No bonuses, but no penalties either).
[X] Guardian. You never went after ADVENT. You always focused on defending your settlement and the people within. You had a need to preserve human live. People always looked to you as their hero. XCOM was paying attention too.
 
[X] Bishop. Highly offensive but you tend to leave yourself vulnerable sometimes. Good at high speed low drag assaults, and somewhat flexible. (Buffs to offensive actions, debuffs to defensive actions.)

[X] Anarchist. You always were open about your hatred of ADVENT and the Aliens. When you finally struck back, you did a number on them. Your enthusiasm to fight the menace was good for moral in your resistance settlement and is what caught XCOM's attention.

Can't think of a catchy name, so Imma just wait n' see.
 
[X] Sheperd MacTavish (100% British)
[X] Male
[X] 32
[X] Knight. Flexible and balanced between defense and offence. You're good at keeping your options open, but you have no specializations.
[X] Survivor. You were the last man standing after an ADVENT retaliation strike. You survived, directing other resistance members to defense positions. You weren't born a leader, you made yourself into one that day. Your will to live and quick thinking convinced XCOM to bring you aboard.

Survivor x Survivors, this should be good.
 
[X] Archer P(rice) Arkright
[X] "26" (But certainly looks older. Or younger, if bothering to clean up fully... oh and fuck chronic stress and overwork. No wonder you'd look older.)
[X] Knight. Flexible and balanced between defense and offence. You're good at keeping your options open, but you have no specializations. (No bonuses, but no penalties either).
[X] Agent. You lived inside one of the ADVENT safe zones, of their cities. You fed information out to resistance groups, XCOM included. When you orchestrated a daring coup to disrupt ADVENT forces within the area, XCOM took notice of your innovation and planning skills.
 
[x] Name: Samantha Serelana Chase
[x] Female
[x] Age: 26
[x] Knight. Flexible and balanced between defense and offence. You're good at keeping your options open, but you have no specializations. (No bonuses, but no penalties either).
[x] Survivor. You were the last man standing after an ADVENT retaliation strike. You survived, directing other resistance members to defense positions. You weren't born a leader, you made yourself into one that day. Your will to live and quick thinking convinced XCOM to bring you aboard.
 
[X] Harold Whistler
[X] Male
[X] Age: 40
[X] Bishop. Highly offensive but you tend to leave yourself vulnerable sometimes. Good at high speed low drag assaults, and somewhat flexible. (Buffs to offensive actions, debuffs to defensive actions.)
[X] Agent. You lived inside one of the ADVENT safe zones, of their cities. You fed information out to resistance groups, XCOM included. When you orchestrated a daring coup to disrupt ADVENT forces within the area, XCOM took notice of your innovation and planning skills.
 
[X] Name: Howard Chase
[X] Male
[X] Age: 34
[X] Knight. Flexible and balanced between defense and offence. You're good at keeping your options open, but you have no specializations. (No bonuses, but no penalties either).
[X] Survivor. You were the last man standing after an ADVENT retaliation strike. You survived, directing other resistance members to defense positions. You weren't born a leader, you made yourself into one that day. Your will to live and quick thinking convinced XCOM to bring you aboard.
 
[X] Name: Ernest Rook
[X] Male
[X] Age: 36
[X] Rook. Defensive and keen to make your attacks decisive when you see an opening. Not very flexible, but good in your specialization. (Bonuses to defensive maneuvers and skills. Less actions per turn.)
[X] Guardian. You never went after ADVENT. You always focused on defending your settlement and the people within. You had a need to preserve human live. People always looked to you as their hero. XCOM was paying attention too.

A true guardian until the end. Besides we all know that Overwatch is the most powerful command. Followed by Grenades.

More seriously though uh, how much of a bonus are we talking here GM, because losing actions is a fairly hefty downside. (Which is probably why I'm the only one who's voted for it so far).
 
Gonna wait for a few more votes until I do anything. Still, happy even a few people felt like stopping by.
 
[X] Sheperd MacTavish (100% British)
[X] Male
[X] 32
[X] Knight. Flexible and balanced between defense and offence. You're good at keeping your options open, but you have no specializations.
[X] Survivor. You were the last man standing after an ADVENT retaliation strike. You survived, directing other resistance members to defense positions. You weren't born a leader, you made yourself into one that day. Your will to live and quick thinking convinced XCOM to bring you aboard.
 
[X] Harold Whistler
[X] Male
[X] Age: 40
[X] Bishop. Highly offensive but you tend to leave yourself vulnerable sometimes. Good at high speed low drag assaults, and somewhat flexible. (Buffs to offensive actions, debuffs to defensive actions.)
[X] Agent. You lived inside one of the ADVENT safe zones, of their cities. You fed information out to resistance groups, XCOM included. When you orchestrated a daring coup to disrupt ADVENT forces within the area, XCOM took notice of your innovation and planning skills.
 
[X] Salem Church
[X] Female
[X] 40
[X] Knight. Flexible and balanced between defense and offence. You're good at keeping your options open, but you have no specializations. (No bonuses, but no penalties either).
[X] Guardian. You never went after ADVENT. You always focused on defending your settlement and the people within. You had a need to preserve human live. People always looked to you as their hero. XCOM was paying attention too.
 
[X] Salem Church
[X] Female
[X] 40
[X] Knight. Flexible and balanced between defense and offence. You're good at keeping your options open, but you have no specializations. (No bonuses, but no penalties either).
[X] Guardian. You never went after ADVENT. You always focused on defending your settlement and the people within. You had a need to preserve human live. People always looked to you as their hero. XCOM was paying attention too.
 
[X] Salem Church
[X] Female
[X] 40
[X] Knight. Flexible and balanced between defense and offence. You're good at keeping your options open, but you have no specializations. (No bonuses, but no penalties either).
[X] Guardian. You never went after ADVENT. You always focused on defending your settlement and the people within. You had a need to preserve human live. People always looked to you as their hero. XCOM was paying attention too.
 
[X] Sheperd MacTavish (100% British)
[X] Male
[X] 32
[X] Knight. Flexible and balanced between defense and offence. You're good at keeping your options open, but you have no specializations.
[X] Survivor. You were the last man standing after an ADVENT retaliation strike. You survived, directing other resistance members to defense positions. You weren't born a leader, you made yourself into one that day. Your will to live and quick thinking convinced XCOM to bring you aboard.
 
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