X-COM Rising: Birth of the Goddess (A Hyperdimension X-COM Rising 1.5)

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In the years 2015, Earth had been invaded by an aliens invaders from another planet, lead by the...
Opening Post

BlackThief12

I'm a fucking ninja
Location
Puerto Rico, Vega Baja
In the years 2015, Earth had been invaded by an aliens invaders from another planet, lead by the Ethereals, who - in reality - wish to find a species who are strong in both mind and body. In response to this, the Council of Nations created a multinational paramilitary organization X-COM (Extraterrestrial Combat Unit) to defend the Earth from the aliens threats.

It doesn't matter if it was a losing war, it doesn't matter how hopeless it was to win, it doesn't matter how many obstacles that were impossible to get through, the X-COM organization continued to fight the aliens threat, taking their technologies for reverse engineering, and eventually won the war that they should never supposed to win.

But all of that come with the cost of many lives, million of man and woman who fought against the aliens invasion and gave their lives for victory. Their sacrifice will never be forgotten in the history that will eventually be called "The Alien War".

Using technologies and new resources through the guidance of the X-COM, Earth had been advanced quickly throughout the decades of peace despite the number of skirmishes against the few terrorist force, with EXALT being among them. Although there was a terrorist who almost succeeded in causing a World War 3 and nearly brought down the EXALT organization, but it's a story for another day.

Now, in the years 2035, as the prototype mobile hybrid base began it's patrol through the Caribbean Sea, it was suddenly struck by a storm that threw them off the radar. When it was all over, the Avenger had found themselves in a new world, full of what remained of civilization with humanities on the edge of extinction.

A world that, by all means, need man and woman like X-COM to save their world.

And so humanity's greatest elites will go to save that world, finding home will be delay.
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Downloading "Hyperdimension Rising" Game Build 1.0...
Installing "X-COM Rising" Mod...
Installing "X-COM Long War" Mod...
Installing "X-COM Long War 2" Mod...
Starting Game...

Hyperdimension Rising


Multiple Save Files Detected. Load?
>Yes

Save Files Loading...

Save Files 1 Loaded


Starting Location:
[x] Eopra, Land of Golden Industry

Player Goddess:
[x] Neptune, CPU Purple Heart: The Main Hero

>Loading...

> Loading Complete, have fun! (^-^)

-----
Choose one of the four Leader:


[ ] David "Section" Mason: Formerly a member of SEAL Team Six and JSOC prior to the Alien War, Commander David Mason joined X-COM and had survive through multiple battle against the aliens, cultivating with him and his team taking out the Über Ethereal. And had also captured Menéndez, who was known to be the most powerful drug lord and nearly dealt a blow against the US, X-COM, and even EXALT.
Traits:
- Martial Hero: This Commander can act as a Hero Unit and be deploy.
- Special Unit - J-SOC: Strike Force that the Commander can deploy for very special mission. Usually compose of Hero Units.
- Technology Advantages: Has advantages with technologies.
- Best Driver Without Training: Can drive and pilot anything, even if he never trained to use it.
- Navy Officer: Has bonus advantages in Sea.

[ ] Jane Shepard: One of the best elites soldiers of X-COM that had ever recruited, Commander Jane Shepard led her squad to multiple mission before she became the Commander of X-COM, and survived many situations that would've gotten her killed.
Traits:
- Martial Hero: This Commander can act as a Hero Unit.
- Naval Officer: Have bonus advantages in Sea Battle.
- Psionic Grandmaster: This Commander can use Psionic to the highest level.
- The One who They Feared: Have the abilities to intimate the enemies and, once built enough reputation, have a chance to cause the enemies to either panic or intimidated by the Commander's presence.
- Worst Driver in the Galaxy: Don't let her get behind the wheel, or god have mercy on your soul. Penalties in driving military vehicles.

[ ] Gendo Ikari: The Commander of the X-COM project, he is now the Director of the X-COM organization as a way to make sure that there would not be a repeat of the Alien War and men like the EXALT organization. Although, him being the Director is the official story, as his wife is the one who leading the X-COM organization.
Traits:
- Crazy Prepare: This Commander can make preparations in time of crisis. Reduce all recovering time and production time by 50% during a major event.
- Scientist: Before he was a military leader, the Commander was once a scientist, and so know how to work. All research time will be reduce by 25%.
- Special Unit - EVA Unit: Thank to the new technologies after the Alien War, the Commander created - of all things - a vehicular machine known as EVA Unit, their own version of Sectopod.

[ ] Leonard Church: The Director of X-COM himself, Leonard had fought the Alien War and won with his best of the best. He's a man who... Let's just say he has way to deal with the Aliens and EXALT in a subtle manner.
Traits:
- Cloak and Dagger: On some occasions, the Director would try to sabotage the Aliens plan through subtleties. Get bonus to all intrigues actions.
- Scientist: Before he led X-COM, the Director used to be a scientist due to his poor performance as a soldier. All research time will be reduce by 25%.
- Special Unit - Freelancer: Special team that can be specialize in any kind of missions, and can even take a high-risk operations on themselves. Each one are counted as a Hero Unit.
-----
Note:
This quest is base on an already dead quest made from Swordomantic, who I asked permission to do this. Anyone who was in Swordomantic Quest would know what the quest is and the premises... And you'll probably know how much impact it's going to be because of the X-COM's presence in it.

For those of you who don't know, it's basically a quest where the settings is the Gamindustri equivalent of the Fallout setting... Except MUCH worse than you'll think.

Anyway, don't post yet guys, as I'll be making two more post: one for the X-COM and the other for the Nation, although it won't be fill till after you guys vote (a minimal of 3 vote would be enough).

(PS: I might combine the elements of both the original version and the Re;birth version, even if I only read the original.)
 
Index (X-COM)
The Normandy:
Location: Eopra, Land of Iron Endurance
Population: 850
Vehicle: 400
Morales: 50%
Mood: Cautious
Base Status: Perfect Condition (100%)

- Central David Anderson

Assets
Resources:
- Food: 1,000 (Incomes: 0)
- Supply: 520 (Incomes: 0)
- Alloy: 430 (Incomes: 0)
- Fuel: 300 (Incomes: 0)
- Meld: 40 (Incomes: 0)
- Elirium: 25 (Incomes: 0)
Standard Military Equipment: Ballistic Weaponry (Strength 1), Beam Weaponry (Strength 2), Gauss Weaponry (Strength 3), Tactical Vest (Defense 1), Tactical Armor (Defense 2), Phalanx Armor (Defense 2), Kestrel Armor (Defense 2), Carapace Armor (Defense 3), Aurora Armor (Defense 3)
Advance Military Equipment: Pulse Weaponry (Strength 4), Magnetic Weaponry (Strength 5), Coil Weaponry (Strength 6), Plasma Weaponry (Strength 7), Banshee Armor (Defense 3), Corsair Armor (Defense 4), Aegis Armor (Defense 6), Titan Armor (Defense 8), Seraph Armor (Defense 5), Archangel Armor (Defense 6), Shadow Armor (Defense 6), Vortex Armor (Defense 6)
Food Situation: No Farm, No nothing.(0 income)
Strategic-Level Assets:
- Research Laboratory (Normandy): Reduce 10% of research time.
- Hangar (Normandy): Grant access to air vehicles.
- Engineering Laboratory (Normandy): Reduce 10% of production time.
Tactical-Level Assets:
- MEC Exoskeleton (x40):
-- MEC-1 Paladin (x5) - Advance Military Equipment, Strength 4, Defense 4
-- MEC-2 Defender (x10) - Advance Military Equipment, Strength 4, Defense 5
-- MEC-3 Valiant (x10) - Advance Military Equipment, Strength 5, Defense 4
-- MEC-4 Dauntless (x4) - Advance Military Equipment, Strength 5, Defense 5
-- MEC-5 Devastator (x2) - Advance Military Equipment, Strength 8, Defense 8
-- MEC-6 Vanguard (x6) - Advance Military Equipment, Strength 6, Defense 5
-- MEC-7 Vindicator (x3) - Advance Military Equipment, Strength 8, Defense 6
Military
Class: Infantry
Force:
- 1st Company: 200/200
-- 1st Platoon: 50/50
-- 2nd Platoon: 50/50
-- 3rd Platoon: 50/50
-- 4th Platoon: 50/50

Standard Equipment: Gauss Weaponry (Strength 3)
Readiness: Skilled - Martial 20 (Training 4)
Organisation: Trained (Cohesion 5)
Defense: 3 (Carapace Armor)
Toughness: 2 (Heavy Conditioning)
Traits:
- Paratroopers: Can be deployed in air.
- Unflappable: Will not be affected by unnatural things.

Class: Infantry
Force:
- 1st Company: 100/100
-- 1st Platoon: 50/50
-- 2nd Platoon: 50/50

Standard Equipment: Gauss Weaponry (Strength 3)
Readiness: Proficient - Martial 25 (Training 5)
Organisation: Trained (Cohesion 5)
Defense: 4 (Corsair Armor)
Toughness: 2 (Heavy Conditioning)
Traits:
- Trained in Stealth: Effective 20 Intrigued
- Paratroopers: Can be deployed from the air
- Adapt: Does not incur penalties on the environment.
- Sharpshooter: May initiate Call Shot on Enemies Unit.
- Unflappable: Will not be affected by unnatural things.

Class: Hero Unit
Forces: 50/50

Standard Equipment: Plasma Weaponry (Strength 7)
Readiness: Elite - Martial 35 (Training 7)
Organisation: Well Trained (Cohesion 6)
Defense: 4 - 8 (Corsair Armor, Seraph Armor, Archangel Armor, Shadow Armor, Vortex Armor, Aegis Armor, Titan Armor)
Toughness: 2 - 4 (Heavy Conditioning, Heavy Training, Higher Constitution)
Traits:
- Trained in Stealth: Effective 20 Intrigued
- Anti-Armor Loadout: May engaged armored Unit without penalties.
- Sharpshooter: May initiate Called Shots on Enemy Units.
- Elite: May Critically Hit, Perfect Morale, Increased Upkeep.
- Unflappable: Will not be affected by unnatural things.

Class: Heavy Unit
Forces: 40/40

Standard Equipment: Railgun (Strength 5)
Readiness: Skilled - Martial 20 (Training 4)
Organisation: Trained (Cohesion 5)
Defense: Varies from MEC Exoskeleton
Toughness: 4 (High Constitution)
Traits:
- Unflappable: Will not be affected by unnatural things.
- Iron Endurance: Reduce all critical damage by 25%.
- Light Artillery: May attack at range with Strength 4.

Class: Heavy Unit
Forces: 150/150 (3 Platoon)
1st Platoon: 50/50
2nd Platoon: 50/50
3rd Platoon: 50/50

Standard Equipment: Gauss Weaponry(Strength 3)
Readiness: Skilled - Martial 20 (Training 4)
Organisation: Trained (Cohesion 5)
Defense: 8 (Titan Armor)
Toughness: 2 (Heavy Conditioning)
Traits:
- Anti-Armor Loadout: May engaged armored Unit without penalties.
- Unflappable: Will not be affected by unnatural things.

Class: Combat Engineer
Forces: 25/25

Weaponry: Gauss Weaponry (Strength 3)
Readiness: Skilled - Martial 20 (Training 4)
Organisation: Trained (Cohesion 5)
Defense: 3 (Carapace Armor)
Toughness: 2 (Heavy Conditioning)
Traits:
Combat Engineer: Allows the construction of fortifications, mine clearing, vehicle repairs, and other options related to the purview.
- Unflappable: Unnatural Things have No Effect.

Class: Security
Force: 235/235 (Split off by 5 Platoon)
1st Platoon: 47/47
2nd Platoon: 47/47
3rd Platoon: 47/47
4th Platoon: 47/47
5th Platoon: 47/47

Standard Equipment: Gauss Weaponry (Strength 3)
Readiness: Skilled - Martial 20 (Training 4)
Organisation: Well Trained (Cohesion 6)
Defense: 3 (Carapace Armor)
Toughness: 3 (High Constitution)
Traits:
- Security: Effective 25 Intrigued against Stealth unit.
- Bioelectric Skin: All Enemy unit will be spotted immediately within certain distance. Nullified all Stealth capability.
- Unflappable: Will not be affected by unnatural things.
Vehicle
Class: Aircraft
Forces: 75/75 (1 pilot per Interceptor)

Standard Equipment: Pulse Cannon (Strength 7)
Readiness: Skilled - Martial 25 (Training 5)
Organisation: Trained (Cohesion 5)
Defense: 5 (Light Armor)
Toughness: 6 (Standard Aircraft Durability)
Traits:
- Aircraft: Flying Unit that provide air support and airstrike.
- Airstrike: May strike ground enemy in range with Strength 6.

Class: Aircraft
Forces: 25 (1 pilot per Firestorm)

Standard Equipment: Plasma Cannon (Strength 9)
Readiness: Elite - Martial 30 (Training 6)
Organisation: Well Trained (Cohesion 6)
Defense: 8 (Alloy Armor)
Toughness: 10 (Unnatural Durability)
Traits:
- Aircraft: Flying Unit that provide air support and airstrike.
- Airstrike: May strike ground enemy in range with Strength 6.
- Elite: May Critically Hit, Perfect Morale, Increased Upkeep.

Class: Heavy Tank
Forces: 25/25

Standard Equipment: Pulse Cannons (Strength 7)
- Heavily Armored: Immune to Critical Hit, Gauss Weaponry and below.

Class: Light Tank
Force: 50/50

Standard Vehicle Equipment: Pulse Cannon (Strength 7)
Readiness: Skilled - Martial 25 (Training 5)
Organisation: Trained (Cohesion 5)
Defense: 5 (Light Armor)
Toughness: 5 (Standard Vehicle Durability)
Traits:
- Artillery: May attack in range with Strength 6.
- Siege Vehicles: May occasionally destroy building.

Class: ATC
Forces: 100/100

Standard Weaponry: Magnetic Turrets (Strength 6)
Readiness: Skilled - Martial 20 (Training 4)
Organisation: Trained (Cohesion 5)
Defense: 6 (Heavily Armored)
Toughness: 6 (Standard Vehicle Durability)
Traits:
- Armored Troop Carrier: May transport squads to another location, provide cover fire.
- Heavily Armored: Immune to Critical Hit, Gauss Weaponry and below.

Class: Scout Vehicle
Force: 175/175

Standard Vehicle Equipment: Gauss Turrets (Strength 6)
Readiness: Skilled - Martial 20 (Training 4)
Organisation: Trained (Cohesion 5)
Defense: 5 (Light Armored)
Toughness: 6 (Standard Vehicle Durability)
Traits:
- Scout Vehicle: May deployed for reconnaissance operation.
Character Attributes, Stats, Abilities, and Traits
Attributes
Martial: 42
Stewardship: 25
Intrigue: 10
Learning: 30
Diplomacy: 10

Stat
HP: 25
Will: 150
Aim: 87
Class: Psi Operative
Defense: 10
Melee: 5

Abilities (Assault):
Squaddie:
- Run and Gun/Stun
Lance Corporal:
- Slug Shot/Electroshock/Lighting Reflex
Corporal:
- Trench Gun/Arc Pulser/Close and Personal
Sergeant:
- Killer Instinct/Stun Gunner/Fortify
Staff Sergeant:
- Extra Conditioning/Aggression/Formidable
Tech Sergeant:
- Hit and Run/Rapid Fire/Close Encounters
Gunnery Sergeant:
- Bring 'Em On/Close Combat Specialist/Untouchable
Master Sergeant:
- Street Sweeper/Chain Lighting/Lethal

Psi Ability
:
Initiate:
- Soulfire/Quick Study
Acolyte:
- Insanity/Mind Merge
Adept:
- Schism/Solace
Discipline:
- Soul Steal/Fortress
Mystic:
- Stasis/Soul Merge
Warlock:
- Fuse/Stasis Shield
Magus:
- Null Lance/Bastion
Master:
- Void Rift/Dominance

Traits

Brave: +2 Martial, +2 Will, immune to panic
Naval Army: +5 Martial during Sea Battle
X-COM Commander: +5 Martial when taking Martial Action, such as training troops.
Disciplined: +4 Learning
Assault: +4 Martial with close range weaponry, +4 Aim with close range weaponry.
Psionic Grandmaster: +20 Martial when using Psionic, +50 Will against mental attack.
Virtues of Paragon: +4 Stewardship
Expert Gunslingers: +10 Aim on multiple enemies within pistol range, does not incurred penalties from engaging multiple enemies in short range with pistol.
Attributes
Martial: 38
Stewardship: 20
Intrigue: 30
Learning: 24
Diplomacy: 20

Stat
HP: 20
Will: 98
Aim: 85
Class: Specialist
Defense: 5
Melee: 2

Abilities (Specialist):
Squaddie:
- Aid Protocol/Haywire Protocol/Hack
Lance Corporal:
- Revival Protocol/Sentinel/Combat Protocol
Corporal
- Field Surgeon/Covering Fire/Interference
Sergeant:
- Medical Protocol/Scanning Protocol/Trojan
Staff Sergeant:
- Field Medic/Ever Vigilant/Airdrop
Tech Sergeant:
- Savior/Cool Under Failure/Failsafe
Gunnery Sergeant:
- Rescue Protocol/Threat Assessment/Full Overdrive
Master Sergeant:
- Restoration/Kill Zone/Capacitor Discharge

Traits

Brave: +2 Martial, +2 Will, immune to panic
Lieutenant Colonel: +4 Martial
Tech Wiz: +6 Learning, +20 Tech Bonus
Specialist: +2 Learning, +10 Tech Bonus
Hacker: +30 Tech Bonus
Capable Rifleman: +2 Martial, +10 Aim bonus (Rifle)

Attributes
Martial: 26
Stewardship: 10
Intrigue: 10
Learning: 30
Diplomacy: 10

Stat
HP: 25
Will: 92
Aim: 82
Class: Technical
Defense: 10
Melee: 2

Abilities (Technical):
Squaddie:
- Heavy Weapon
Lance Corporal:
- Fire in the Hole/Suppression/Roust
Corporal:
- Biggest Boom/Fortify/Napalm X
Sergeant:
- Concussion Rocket/Shredder/Burnout
Staff Sergeant:
- Tandem Warhead/Formidable/Phosphorus
Tech Sergeant:
- Javelin Rocket/Fire and Steel/Incinerator
Gunnery Sergeant:
- Salvo/Tactical Sense/Quickburn
Master Sergeant:
- Bunker Buster/Rapid Fire/Firestorm

Traits
Technical: +5 Martial
Rocketeer: +10 Martial, +20 Explosive Bonus
Fireman: +10 Martial, +10 Fire Bonus
Rifleman: +5 Martial, +5 Aim bonus (Rifle)
Anti-Armor Loadout: May engaged armored Unit without penalties.

Attributes
Martial: 30
Stewardship: 28
Intrigue: 20
Learning: 26
Diplomacy: 24

Stat
HP: 20
Will: 98
Aim: 86
Class: Ranger
Defense: 15
Melee: 2

Abilities (Ranger)
Squaddie:
- Point Blank/Double Barrel/Light 'Em Up
Lance Corporal:
- Walk Fire/Close and Personal/Ever Vigilant
Corporal:
- Locked On/Pump Action/Covering Fire
Sergeant:
- Aggression/Center Mass/Cool Under Pressure
Staff Sergeant:
- Executioner/Fortify/Suppression
Tech Sergeant:
- Bring 'Em On/Implacable/Grazing Fire
Gunnery Sergeant:
- Rapid Fire/Tactical Sense/Rapid Reaction
Master Sergeant:
- Rupture/Combat Fitness/Kill Zone

Traits
Major: +10 Martial
Ranger: +15 Martial
Infantry: +5 Martial, +10 Firearms Bonus
Capable Rifleman: +2 Martial, +10 Aim Bonus (Rifle)

Attributes
Martial: 30
Stewardship: 10
Intrigue: 35
Learning: 24
Diplomacy: 10

Stat
HP: 20
Will: 92
Aim: 100
Class: Sharpshooter
Defense: 5
Melee: 5

Abilities (Sharpshooter):
Squaddie:
- Holotargeting/Squadsight
Lance Corporal:
- Dead from Above/Rapid Targeting/Snap Shot
Corporal:
- Damn Good Ground/Phantom/Center Mass
Sergeant:
- Precision Shot/HiDef Holo/Lone Wolf
Staff Sergeant:
- Long Watch/Independent Tracking/Low Profile
Tech Sergeant:
- Dead Eye/Vital Point Targeting/Aggression
Gunnery Sergeant:
- Kubikuri/Multitargeting/Hunter's Instinct
Master Sergeant:
- Double Tap/Alpha Mike Foxtrot/Serial

Gene Mods
Brain: Neural Damping
Eyes: ---
Skin: Bioelectric Skin
Chest: ---
Leg: Adaptive Bone Marrow

Traits
Sharpshooter: +5 Martial, +10 Firearms Bonus, +5 Aim
Expert Sniper: +10 Martial, +15 Aim Bonus (Sniper)
Capable Marksman: +10 Martial, +10 Aim Bonus (Marksmanship)
Genetic Modification: +5 Intrigued
- Bioelectric Skin: Auto detect all enemy unit, including stealth unit, within his range.
- Neural Damping: +20 Will, immunity to panic, cannot be Mind Controlled.
- Adaptive Bone Marrow: Regenerate +2 HP each turn (During Combat).

Attributes
Martial: 32
Stewardship: 28
Intrigue: 30
Learning: 28
Diplomacy: 10

Stat
HP: 10
Will: 125
Aim: 94
Class: Psi Operative
Defense: 5
Melee: 20

Abilities (Lancer):
Squaddie:
- Spear Thrust/Slash/Javelin Throw
Lance Corporal:
- Piercing Thrust/Squadsight/Poison Throw
Corporal:
- Searing Thrust/HEAT Ammo/Paralyzing Throw

Psi Ability:
Initiate:
- Soulfire/Quick Study
Acolyte:
- Insanity/Mind Merge
Adept:
- Schism/Solace
Discipline:
- Soul Steal/Fortress
Mystic:
- Stasis/Soul Merge
Warlock:
- Fuse/Stasis Shield
Magus:
- Null Lance/Bastion

Traits
Brave: +2 Martial, +10 Will, Immune to Panic
Former Apprentice: +4 Learning
Lancer: +2 Martial, +5 Melee Bonus (Spear)
Master Yarijutsu: +7 Martial, +25 Melee Bonus (Spear)
Capable Kenjutsu: +4 Martial, +10 Melee Bonus (Katana)
Psionic Magus: +16 Martial from using Psionic, +40 Will against mental attack
Feminine: +5 Diplomacy, might affect certain people
Capable Gunslingers: Remove penalties from engaging multiple enemies unit with pistol
Jaded: -1 Diplomacy, Affects Outlook
Attributes
Martial: 15
Stewardship: 10
Intrigue: 20
Learning: 20
Diplomacy: 15

Stat
HP: 10
Will: 80
Aim: 92
Class: Samurai
Defense: 10
Melee: 10

Ability(Samurai):
Squaddie:
- Slash/Bow Weapon

Traits

Brave: +2 Martial, +2 Will, immune to panic
Cute: May affect people's opinion.
Compassionate: +1 Stewardship, +2 Diplomacy
Petite: -1 Martial, +1 Intrigue, +1 Diplomacy
Samurai: +4 Martial, +5 Melee Bonus (Katana)
Expert Kenjutsu: +7 Martial, +20 Melee Bonus (Katana)
Capable Jujutsu: +4 Martial, +10 Melee Bonus (Unarmed)
Childlike Mentality: -2 Martial, -2 Stewardship, +2 Diplomacy
Kind: -2 Intrigue, Likable
Base Facilities
Power: 6/15
[EMPTY] [EMPTY] [ALIEN DEBRIS]
[ALIEN DEBRIS] [LOCKED] [LOCKED]
[LOCKED] [LOCLED] [LOCKED]
[LOCKED] [LOCLED] [LOCKED]
 
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Gamindustri's World Situation (Present Day)
[accordion]{Slide= Eopra, Land of Iron Endurance (Current Location)}
The Western Continent of Eopra was once the manufacturer center of the First Era, with industry that could only surpassed by Tari. It's advance technology of the Eopra, while prevented from being collapse, had been undone by the catastrophically incident known as The Fall that spread throughout all over Gamindustri.

Now the sky above Eopra is foggy, with mechanical beast roaming the wild while bipedal machines in a shape of man stalk through the once great land of golden industry, hunting survivors until the day that mankind has gone extinct.{/slide}
{Slide= Niihon, ???}
The Northern Land of Niihon, while there's no information about it, was covered entirely in winter for perhaps eternity. Rumor said that Niihon was once an eternal late fall, with only cold as a minor inconvenience, and the once nation of Maidwen was place of magic.

But now, after The Fall, it has become a land of eternal winter, with many settlement throughout the continent and legion of demons seal within the mountains.{/slide}
{Slide= Mercia, ???}
The Eastern Continent of Mercia is... Well amiable to human life, as far as anyone is concerned. It is rich with mineral deep within the Earth, and the fertile soils is pretty damn good. The problem however is that the monsters are fat and their carapace are as hard as steel from such place.

That's as far as anyone from other continent would know.{/Slide}
{Slide= Saian, ???}
The Southern Continent of Saian was a mountainous region from across the sea, compose entirely of grassland and plains. But now Saian became a desert (somehow), with the people within Saian had to not only content with the harsh environment and the monsters out there, but also the many raiders and warlords that prey any undefended settlement and pillage it from the people.{/Slide}[/accordion]

Note: While I would want to make a discussion about certain things, I'll let it off for later. Now all we need is for someone to break the tie, as the vote is now close, and we're good to go.

(Funny enough, only Mercia is what I don't know of the situation, and I don't even read the Re;birth version... Well except for Re;TAKE really.)
 
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Arrival and Ascension 1.0
Your name is Commander Jane Shepard, the legendary hero of the Alien War 20 years ago and now the Commander of the Mobile Hybrid Base called The Normandy, a ship that can house at least 850 personnel including yourself due to the sizes. Currently, you are in a pickle as everyone are attempting to reestablish contact with the nearest X-COM Base, which only met with statics.

It's all began when The Normandy started patrolling the Caribbean Sea for any possible Xenoterrorist activities (terrorist that would use the Aliens technologies, or the species themselves, against the government), and then a sudden storm threw you and your crew off guard, which led to a struggle to keep the Normandy away from the tidal wave until the storm passes. When it was passed, however, two problem had been situated that might give you trouble.

The first was that you lost all contacts from the X-COM Base. And the second was that, somehow, the Normandy found itself in an uncharted sea.

So now all the crew are trying to fix the problem of varying degrees. Unfortunately, it would seem that it'll be impossible.

"Commander Shepard, what should we do now?" One of the crewmen asked as other keep trying to get some contact, no matter how impossible it is. You only turned your head slightly to said crewman, who looked worry at the situation.

You only sighed internally before you gave a response.

"For now, we should get the nearest land and check it out." It's no use for everyone to do nothing but trying to reestablish communication in the middle of the sea after all. "Once we find land, we'll had to secure the area and investigate the situation carefully. There's a chance we might not even be on Earth anymore."

And if they're not on Earth but in another planet, then there's a likely chance to encounter a hostile inhabitants out there. You felt Central Anderson, the only man who you would trust for management whenever you go for a mission, nodded at the order before he commanded to make the mobile base sail.

It didn't take three minutes before you found a land...

... And it's a fucking wasteland.

Like holy shit, you might've thought that you have found yourself in Australia if it weren't for the loss of contact to HQ. Sure Australia was getting better thanks to the new technologies after the Alien War, but it was still dangerous for the most part. This place, on the other hand, would probably made you wonder if Australia was a paradise compared to this, because there's no sign of life... As of yet.

Of course, you would find one eventually; because you doubt that the whole land would not have some life form out there, if there's not a civilization nearby. So you deployed scout drone to find anything out in the wild.

A few minutes later...

"Commander Shepard, we may have detect something out there." One of the navigators spoke as he looked at something on the radar. "I think there might be civilization." Huh, that was fast, you thought as you check the monitor right when it show you...

Select two locations on where you're going to start at:
[ ] Look like a large city of some sort, but the whole place looked as if apocalypse had came to wipe out everyone within. Seem like there's someone out there as the Normandy detected energies signature at the city.(Nacma City, likely encounter hostile)

[ ] A military base you figured, there's multiple defense turrets and a gate where some groups of human came out of.(Vault 101, you will guarantee encounter human settlement and might encounter the scav team)

"What should we do now Commander Shepard?" Anderson asked you while watching the drone stared at the location out there. "Are we going to send in a squad for rec--"

Then suddenly, the monitor turn to statics as the drone gone offline quickly.

"We lost the drone Commander." One of the navigators stated the obvious as you only sighed internally at the lost drones before you adjusted your cap and leave the deck.

"Prepare the Skyranger for deployment." You ordered just as the door opened for you to exit the deck, with Anderson following you behind.

"I'll take it you're planning on going into the field personally?" Anderson asked as the two of you are headed straight for the barrack to see which of the soldiers would be deploy.

Do you seriously wish to be deployed on the fields?:
[ ] Of course you would, as your experience with leading squad would help the team for greater team. Although you would risk yourself in this, you have Anderson and your brother to watch out for the Normandy if something happens to you.[Shepard will participate be participate]

[ ] No, you would be fine staying in the deck, you should send someone else to lead the team.[Shepard stay]
------
The barrack is as lively as you would expected in the Normandy.

"Commander Shepard." One of the soldiers, who looked like a young man in his twenties, greeted as he and the rest saluted you. You nodded in response as your brother came in, who looked like he had just finished training.

Ah, typical John. Always training the young soldiers for battle.

"What brought you here, Commander Shepard?" Your brother asked as you ordered a drink at the bartender.

"I need you to gather some team for recon Lieutenant Colonel Shepard." Your brother nodded at you with a serious expression, already know why you would need one.

"If I can make some recommendations Commander." Your brother spoke to you as the two of you and Anderson, who was quiet the whole time, sat on a seat next to the table while the bartender brought you drink.

Lieutenant Colonel John make some recommendations for a team of four to recon the last area, choose four soldiers(three if Jane Shepard is choose to be deployed):
[ ] Have that soldier, who greeted you before, be in this team. Apparently, he had Meld infused within him, Chrysalis's skin in fact. Kinda gross, but useful for finding any stealthy enemies.[Master Sergeant George "Lockdown" Maldonado]

[ ] There's that kid who was assigned in the Normandy a week before this. You admitted, that boy - despite his odd mentality (who would let someone like him anyway!?) - he's surprisingly damn good with that katana of his, since he has black belt in Kenjutsu and all.[Private Hideaki Miyamoto]

[ ] There's that Psi Magus who you once taught with the psionic abilities that he awaken within. Although he usually use that... Swordspear thingy, he's pretty damn good with any long-range weaponry, preferably a Marksman Rifle.[Corporal Zenko Namikage]

[ ] He thought about going into the mission site, what with him know a lot in engineering drones. Considering that he have a GREMLIN that can function both in support and hacking, you wouldn't complain.[Lieutenant Colonel John Shepard]

[ ] There's that big guy name James who Shepard thought he could be useful due to how much explosion that guy leave, especially when he has a flamethrower with him.[Lieutenant James Vegas]

[ ] He suggest bringing in your best friend in the fields for when everything goes to hell. Considered that said friend is a Ranger, you agreed with that.[Major Ashley William]
-----
Achievement Unlock: Nep Effect:
They can punch like a Rhino Prime, run like an Androwolf, but they'll never be better than Commander Shepard! (Choose Commander Shepard as the leader)

Attributes
Martial: 42
Stewardship: 25
Intrigue: 10
Learning: 30
Diplomacy: 10

Stat
HP: 25
Will: 150
Aim: 87
Class: Assault
Defense: 10
Melee: 5

Traits
Brave: +2 Martial, +2 Will
Compassionate: +1 Stewardship, +2 Diplomacy
Naval Army: +5 Martial during Sea Battle
X-COM Commander: +5 Martial when taking Martial Action, such as training troops.
Disciplined: +4 Learning
Assault: +4 Martial with close range weaponry, +4 Aim with close range weaponry.
Psionic Grandmaster: +8 Martial when using Psionic, +10 Will against mental attack.
Virtues of Paragon: +4 Stewardship
Expert Gunslingers: +10 Aim on multiple enemies within weapon range.

Alright, before we start voting, it should be noted that I'll be mostly using classes from X-COM 2 and Long War 2, with some systems and weapons type from both vanilla and Long War, the first and second.

So with that said, next post will be me listing all the available weapons and armor your soldiers can equip for battlefield.

(Note: Ballistic and Gauss weaponry will be inspired from the Call of Duty series. Be prepared. I also be edit the Index to show you guys about the Normandy.)
 
Arrival and Ascension 1.1
"Alright team, by now you know what the situation here." You spoke as your squadmate follow you to the hangar for their mission. "So I'll say the mission briefing: At approximately 1500 hour, one of the recon droids had found what we believe to be a human settlement when it was suddenly shot down by an unknown assailant."

As you arrived at the hangar, you activated a video feed on their helmet to showcase a video of the drone that was shut down, showing that the drone indeed found a settlement of some sort before being suddenly shot down.

"We have two objectives: locate the downed scout drone and establish contact with the settlement if possible. Any questions?"

None of the three operative had asked you.

"Alright then, let move out." You ordered as your squadmate obeyed and went to the waiting Skyranger that'll take them to the AO with you following behind.
======
Operation: New World

Objective:
- Locate the downed Scout Drone
- If possible, make contact with the settlement

Briefing
: "After having discovered a settlement near our position, Crow-12 had been suddenly shot down before we could react. Your mission is to search for the down drone, starting from where it was last seen, and find out the cause of it. In addition to that, we also want you to establish contact with the settlement that the drone had found if possible. There's a high possibility that the settlement inhabitants are humans like us, but also a possibility that they're might be hostile, so be wary when making contact."
-- David Anderson, The Normandy Central
=====
[Military Time: 1600, Location: Wasteland]


"This is Lighting Bolt, we're at the LZ Commander. Happy hunting." Lighting Bolt told you as the Skyranger parked on the LZ while the door opened for you and the squad to exit. You're the first to get out, followed by Ashley and George by side and Zenko on the rear.

"Lighting Bolt, you're free to fly back to the base. We'll call you in for evac or reinforcements, whichever it is."

"Loud and clear Commander Shepard."

You heard the door closing as the Skyranger flew back to the Normandy. As the ship leave, you place your hand on the earpiece to contact Anderson. "Central, this Shepard. We're at the AO and ready to move." You told your technical superior.

"We read you Commander, the Crow-12 was last seen north of your position, we'll give you the coordinates." You see your visor's HUD flashes and showed you the scout drone's last known location. Seeing that it's not too far, you beckoned the rest to follow you, as you went toward the location.

As you slowly make your way through the wasteland in search for the drone, you inspected your Gauss Rifle to make sure that it's in good condition before doing the same thing to your grapple. After making an inspection, you nodded to yourself as you're getting nearer to the location.

"Lockdown to Normandy, do you have one of our active drones near our position?" Suddenly spoke the black haired man who looked physically twenties despite being older than his look. For some reason he eyeing a certain a spot without turning to face says spot, making you and the rest of the group curious about this.

"Negative Lockdown, only the downed drone near your position."

The sharpshooter of the team looked to have resisted the urge to sigh for some reason.

"Figured as much."

Then he suddenly aim the Alloy Strike Rifle at the spot.

BANG!

Shot fire and you looked at where the bullet went to; you heard the bullet penetrating something metal before a drone suddenly appeared, seemingly being caught off-guard, and immediately tried to escape...

... Keyword being "tried".

Because no sooner that it appeared, you quickly moved your hand - which had started to glow purple - and proceed to immobilizes it, giving the black haired man name Zenko enough time to throw that swordspear thingy at the drone, the forces of the impact being enough to shred through it.

Now curious as to what it is, you went in there to take a closer look at the drones alongside with Ashley, before both of you crouched down to inspect it. The design of the drone is complete different to the X-COM own drones; in fact, it looks nothing like the drones from back home.

"What are we looking at William?" You asked Ashley as your friend inspected the downed drone.

"Not sure, never seen a drone of this making." Ashley spoke as she took a good look at it. "But what I can tell is that this one is made for hunting. Armed with some sort of heavy weaponry and equipped with the optic camouflage." She concluded before shrugging at this and standing up from the ground, followed by you before picking up the weapon and gave it back to your former apprentice.

"Central, are you hearing this?" You asked Anderson by the comlink as you heard George kicking the drone.

"Yeah we heard what Ashley spoke, but we have a problem."

Rolled 16

Just some regular mooks.

"We have detected a small group of unknown signatures heading your way." Anderson warned you as the squad immediately readied themselves for the approaching group. "It look like a human, but the reading is off. Stay alert everyone."

Well great, sounds like whoever they are heard the gunshot from George when he opened fire on the drone. Now they had to hide from them before whoever they are arrived. You looked at your surrounding, noted that despite being a wasteland there's some crude shelters that are either a mere corrugated iron on stilts or a partially destroy building.

But none of them could give them an elevation advantages.

So now what should you do?

[ ] Have the group get to cover in order for an overwatch fire. If they're friendly, then hold your fire, if not... Shoot them down. (Roll for ambush and overwatch fire)
- [ ] You can have someone hide at those crude corrugated iron on stilts, which while give them some cover, are kinda close to where the group might arrived at and might have a chance to get flanked.
-- [ ] Zenko Namikage
-- [ ] Ashley William
-- [ ] George Maldonado
-- [ ] Yourself
- [ ] Have someone take cover on those buildings, they'll give complete cover and prevent flanking, but whoever send there would be away from whoever they are.
-- [ ] Zenko Namikage
-- [ ] Ashley William
-- [ ] George Maldonado
-- [ ] Yourself

[ ] Have everyone take cover and hide from whoever they come. You don't want to waste bullets on something that might be friendly. (Roll for concealment)

[ ] Get everyone into a firing position, you doubt that the incoming group are friendly, and that they might be coming to kill you and your squadmate. (Roll for overwatch fire)
======
Jane Shepard:
- Body: Corsair Armor (Medium Armor, +8 HP, +10 Defense, +8 Armor, Grapple Ability)
- Primary Weapon: Gauss Rifle (Assault Rifle, 4-8 damage, +3 critical damage, +8 Aim Bonus, 5/5 Ammunition, ignore 35% of armor)
- Secondary Weapon: Gauss Stuttergun (SMG, 4-6 damage, +3 critical damage, +8 Aim Bonus, 4/4 Ammunition, ignore 35% of armor)
- Utilities: Grenade
- Utilities: Arc Thrower (2 Charges, stunt or knockout enemies, 3-5 damage against machine)

Ashley William:
- Body: Aegis Armor (Heavy Armor, +15 HP, +5 Defense, +20 Armor)
- Primary Weapon: Heavy Gauss Rifle (Battle Rifle, 5-9 damage, +3 critical damage, +8 Aim Bonus, 5/5 Ammunition, ignore 35% of armor)
- Secondary Weapon: Alloy Mini Cannon (Saw-Off Shotgun, 7-11 damage, +3 critical damage, +8 Aim Bonus, 3/3 Ammunition, ignore 35% of armor)
- Utilities: Grenade
- Utilities: AP Rounds

George "Lockdown" Maldonado:
- Body: Corsair Armor (Medium Armor, +8 HP, +10 Defense, +8 Armor, Grapple Ability)
- Primary Weapon: Alloy Strike Rifle (DMR, 5-9 damage, +3 critical damage, +8 Aim Bonus, 5/5 Ammunition, ignore 35% of armor)
- Secondary Weapon: Gauss Stuttergun (SMG, 4-6 damage, +3 critical damage, +8 Aim Bonus, 4/4 Ammunition, ignore 35% of armor)
Utilities: Smoke Grenade
Utilities: Smoke Grenade

Zenko Namikage:
- Body: Corsair Armor (Medium Armor, +8 HP, +10 Defense, +8 Armor, Grapple Ability)
- Primary Weapon: Gauss Carbine (Carbine Rifle, 4-6 Damage, +3 critical damage, +14 Aim Bonus, 5/5 Ammunition, ignore 35% of armor)
- Secondary Weapon: High Frequency Nagamaki (Nagamaki, 6-10 damage, +3 critical damage, slice of through molecular level)
- Utilities: Grenade
- Utilities: Flashbang

Note: Sorry taking a long time, got busy with stuff. Also, you all got lucky with the difficulty roll, or you would have to face a more dangerous enemies if not.
 
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