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

[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.
 
Mechanics
The way shit works round' these parts
The mechanics in this quest are going to be a demented bastard child of Girls Frontline and XCOM 2. They will intersect and smash together to form how you're going to be handling the various clusterfucks you must deal with.

Combat

Fighting here is pretty, kinda, sorta simple. You have a set number of units, 6 can be deployed at once, and they each have certain specializations. I'm going to do this by mixing GFL and XCOM's class systems into a ball of shooty-wooty stuff.

SMGs- These girls are your tanks. They come with pretty solid HP, and high evasion stats, along with abilities that debilitate enemies, or buff themselves. Good scout due to good movement range. These girls are your Rangers.

Sniper Rifles- Pretty obvious, but these girls are your alpha dealers and snipers. They keep at range, and pick things apart with high damage hits that are almost always accurate to a pin-point. Keep these girls in the back. They have bad evasion and not very high HP. These girls are your Marksmen.

HGs- Handguns. These girls are your buff specialists. Possessing fairly average combat skills, their perks are their movement speed and range. But the main perk to them, is that they can passively buff your girls with their proximity to them. Useful to have as support, but, not entirely necessary.

ARs- Assault Rifles. These girls are your DPS. Sustained damage dealers with average defense capabilities. Keep these girls in the middle of your formation. These girls double up as your Specialists.

MGs- Machineguns. These girls fill the odd role of being three things at once. DPS/Alpha/Tank. They fire concentrated bursts of somewhat inaccurate, high damage fire. While possessing virtually no evasion, their HP is pretty good. They can take some hits, but SMGs are still better at this.

Further more, combat will not be determined by dice. It will be determined by the decisions you make. Choose wisely, this will be pretty tactical.

Buffs and Debuffs are divided into tow broad categories. Offensive, and Defensive. Offensive usually has weapon skills; critical hits, general damage, accuracy, rate of fire, etc. Defensive usually relies on armor buffs, and evasion boosts. Debuffs are usually incurred via the action of enemies, or sometimes your own actions. They can throw off aim, damage a weapon so it does less damage, or slow a girl down so she can't dodge. The environment can be as dangerous as the enemy.

Combat will be turn based, similar to XCOM 2, and you will have turn limits for timed missions. However, there is another mechanic. This one is rather important.

Combat Effectiveness, or CE for short.

Combat Effectiveness/CE is how powerful a team is. The higher your CE, the better chances you have of winning a fight. CE can be increased with buffs, or decreased with deubffs. And if your squad takes hits, or losses, then it drops even further. it is very possible for a squad with lower CE to take on a squad that has the higher number if they play smart.

That's about all I'm covering for now as I am exhausted. I'll handle the votes and everything else come morning.

i'm very happy to have even a handful of voters. Makes me feel proud kind of. Anyway, welcome to the quest, and I hope ya have fun.
 
Arrival.
The Skyranger jolts you as it lands.

Beside you, two armed guard bearing XCOM's ensemble stand up and walk down the ramp as soon as it drops. You follow closely, taking your folder and tucking it under your arm as you exu\it the aircraft and empty out onto the helipad deck of the Avenger.

The sunlight is damn near blinding to you after spending a few hours in the somewhat dark interior of the Skyranger. The midday sun beats down on you like a drum, and youare very, very grateful when the platform start to lower back down into the Avenger's hangar and armory. When XCOM finally sent for you, you got a schematic of the Avenger, giving very detailed instructions on where to go to get to whatever you needed. The Skyranger's hangar doubled up as the ship's arsenal.

But all you really cared about was that it was out of the sun, so, plus for that.

The elevator reached the bottom and the soldiers walked off to the arsenal. Removing their flak vests and replacing rifles. Rather careless of them to leave a guest, one that was their new commander no less, unattended, but you supposed that they were even more tired than you are, so, it's forgivable.

You walk out of the armory and turn a little to get past the various personnel walking down the halls. The Avenger was home to every man and woman XCOM held, so, you expected it to be somewhat busy.

"Ms. Church." A somewhat scratchy, experienced voice says off to you right as you enter the control room.

"Central officer Bradford." You acknowledge as you exchange a hand shake. You knew who this man was. 15 years older than you and it really, really showed. His eyes looked tired, his hair was almost all gray, and one could tell he was exhausted if they looked close enough. He did a very good job of keeping his demeanor up, though. Much better than the people back at the resistance camp you led.

You supposed he had to with everything that was riding on him. And you were also sure that you'd wind up in the same boat soon.

The central command bridge of the Avenger was impressive, you had to admit. the leaders of the other camps would kill for tech like this. You had heard that it was reverse engineered from Alien tech. You also heard that it was a captured Alien supply barge that XCOM re-purposed. With their limited capabilities, they could use every advantage they could get, taking whatever they could steal from the Aliens included.

"I'll spare you any unnecessary formalities and take you to meet your new...assets. They're ready for whatever you can throw at them...well, ready as they can be. Unless there's anything you need to know now?"

[] The situation of XCOM.
[] Your opinion on these so called "assets".
[] Nothing for now.

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Yard work has sapped my energy, but I wanted to give you guys something here. Sorry for the mediocrity of it.
 
[X] Your opinion on these so called "assets".

I mean, common sense would tell me that we'll learn what XCOM's general situation is whether we want to know or not....
 
[X] The situation of XCOM.

First thing first. Ms. Church might want how screwed up things are right now.
 
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Annnnd, i'm home.
Hmm, not as many votes than I hoped for, but, eh, it'll do.
Called, i'll see about a write up tonight. Drove for 5 hours today, so, fun.
 
Finally not sick anymore.
And I have a shred of motivation.
I'll have a thing up tonight, but I won't blame you all if you've already given up on this (because I would have).
 
Okay, finally home after 5 hours of driving, standing around, and more driving.
I'll count up the votes and try to write before i pass out.
 
Huh, personified guns. Not just Rookies, but the guns themselves.

In XCOM.

Are you trying to piss off Mr. Murphy?
 
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Okay, post is mostly done. But I physically cannot hold my eyes open.
I'm very sorry. I have no right to delay this any further on part of my own issues or anything, but sleep calls, and it is loud.
 
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