A Certain Scientific XCOM Project

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Throughout your time in Academy City, law enforcement has always been a joke.

For starters...
OP | XCOM Project Activation

Skarmory

Girl from the Black Lizard Planet
Location
Case Western Reserve University
Throughout your time in Academy City, law enforcement has always been a joke.

For starters, there's Judgement, a cabal of do-gooder teenage girls who freeze up whenever the action gets tough. Then there's Anti-Skill, a bunch of off-duty teachers handed assault rifles who would lose to a level 3 with a reasonable amount of combat training. And let's not get started on the 'special forces'. which have their own problems other than being corrupt tools of Academy City's dark side. Both Multi Active Rescue and Hound Dog were given truly ludicrous amounts of funding to accomplish their goals of civilian protection and top secret black ops missions respectively, and what did they do with it?

MAR blew their funding on a bunch of blatantly militarized power armor and used it to terrorize the city until they were brought down by a level 0 girl with a baseball bat. But that's nothing compared to Hound Dog, who employed their entire force in a misguided attempt to steal the Ace of Tokiwadai's panties, only to be easily defeated by Tokiwadai's dormitory supervisor. Not the Electric Princess, nor the Queen of Tokiwadai, nor even Mitsuko Kongou or Kuroko Shirai. A glorified RA took down Academy City's most highly trained warriors without breaking a sweat.

So when the aliens first arrived, it was natural that Academy City was caught horrifically unprepared.

They fell from the sky in green-glowing pods, which cracked open to reveal beings like you had never seen on this earth before. That in itself was truly remarkable, considering you were living in a city filled with beings able to subconsciously rewrite reality around them. But what was more remarkable was how easily the alien threat was able to terrify the city's espers into submission. With their plasma pistols and psionic esper abilities, they made short work of first Anti-Skill, then the remnants of Multi Active Rescue, all while Judgement frantically evacuated everyone within five blocks of the alien incursion.

It was Accelerator who stopped the first alien incursion, having accidentally wandered into alien occupied territory while looking for a clothing store where he could buy edgy black T-shirts and skinny jeans. The aliens had opened fire upon Accelerator, only to see all of their plasma blasts reflected back down the barrels of their shiny alien weapons. The incident was covered on the news-the first time Academy City's most powerful esper had done something that was actually worthy of praise in all of his meticulously documented existence.

The next day, members of Anti-Skill arrived at your residence. They may be incompetent at fighting serious espers, but they sure caught you by surprise. Within moments you were blindfolded, stuffed into the back seat of a minivan, and being driven to an undisclosed location.

That was how you had ended up here, listening to a disembodied voice talk to you.



"Given the recent...ineptitude...of Academy City's existing law enforcement organizations, we are activating the XCOM project immediately to better protect our citizens from the extraterrestrial threat," the darkened bald shape on the screen said, its hands neatly folded in front of it. "As commander of XCOM, we expect you will use your resources more intelligently than Academy City's existing law enforcement. We look forward to seeing your progress, Commander."

You cut off the communication and turn to your staff, who are waiting expectantly for orders, standing at attention at various computer consoles around the room.

"So, does anyone else have any idea what's going on here?" you ask. "Someone just showed up at my house, stuffed me in a minivan, and dragged me over here. That happen to everyone else too?"

The technicians and paramilitary personnel scattered around the room hesitated for a second, then muttered a scattered chorus of 'yes'.

"Great," you muttered. "Just fantastic. I'm leading Academy City's twenty-thousandth black ops organization, and nobody has any idea what's going--"

"Hello, Commander!" a high-pitched voice cheerily says from somewhere on the other side of the massive holographic map of Academy City that occupies the center of the room. You crane your neck around, trying to see where the voice is coming from.

"Is there a ten year old girl in the room?" you yell, throwing a sheaf of blank papers and forms to the ground.

"'MISAKA is only biologically ten years old!'" the girl explains, rounding the corner of the holotable in a wheelchair. With her brown eyes and light brown hair possessing a single strand that stands straight up like a tree in the middle of a desert, you know you're not dealing with the brightest tool in the shed. "'More accurately, MISAKA is one year old chronologically, but has the body and mind of onee-san when she was at the age of ten. Or at least that's what the scientists around here tell MISAKA,' MISAKA explains as she wheels herself into view from the shadows," the girl finishes.

"And...what purpose could you possibly serve here?" you snap. If the girl is bothered by your harsh tone of voice, she doesn't show it.

"'MISAKA is the controller of Project Radio Noise, and can issue commands to Radio Noise units', MISAKA explains. 'Furthermore, MISAKA has already familiarized herself with XCOM's facilities, and can give Commander a tour if she so wishes,' MISAKA continues politely," said 'MISAKA'.

You sigh and flop back in your chair, looking at the ceiling with all your might. You suppose you should have expected to be surrounded by idiots given the state of Academy City's other law enforcement programs, but you didn't expect it to be this bad.

"Of course, if the Commander would prefer to assume control immediately, now would be an opportune time. MISAKA is currently monitoring a field team of four Radio Noise units as they pursue an extraterrestrial task force in the Garden of Knowledge. With the Commander's orders, MISAKA can display the video feeds of MISAKAs 10032 through 10035 in the Command Center and prepare for direct relaying of orders from Commander to the MISAKAs. Alternatively, as MISAKA has previously said, there should be enough time before Radio Noise units make contact with the alien forces for the Commander to familiarize themselves with the facility, including the location of bathrooms and the specific method by which to assault the facility's vending machines in order to---"

"Stop!" you say. "I get it, I get it. We're going to be in combat in a few minutes here, but I have time to look around if I want."

"'Precisely,' MISAKA says," says MISAKA.

[OPTION SELECT]

Plurality voting is currently in effect. Votes shall be counted separately for each category separated by spoiler tags.

Who are you, Commander?

[ ] Kiyama Harumi

The original creator of the Level Upper who abandoned Academy City's dark side after their actions caused a number of students under your care to fall comatose. However, you refused to give in, and fought for years against Academy City's dark side until you managed to restore your students' health.

Selecting Kiyama Harumi will cause the following effects:

Caring Commander: Soldiers gain increased morale when visited by the Commander.
Level Upper: Soldiers develop their Esper powers at an increased rate.
Morality: Research involving Human or Esper subjects progresses at a decreased rate.

[ ] Tsuchimikado Motoharu

A former member of both Necessarius and GROUP, you have experience working in numerous fields, in addition to your place as the only known magician-esper hybrid. Your knowledge of the arcane arts and of the major magical factions may prove useful if they ever become a threat.

Selecting Tsuchimikado Motoharu will cause the following effects:

Covert Operations: Increased chance to successfully obtain genetic material or magical knowledge when 'interviewing' Academy City residents.
Forbidden Knowledge: All magical research and development occurs at an accelerated pace.
Outsider: XCOM's starting funding is reduced, and failures increase panic at a greater rate.

[ ] Kihara Gensei

A well known figure of Academy City's dark side, you have worked in the shadows for years to ensure the city was prepared for events like these. Now that the opportunity has arrived, you will use every scientific tool at your disposal to defend Academy City. And if you can get someone to hit level 6 while you're at it, all the better.

Selecting Kihara Gensei will cause the following effects:

Scientific Method: All scientific research and development occurs at an accelerated pace.
We Have Ways: Interrogations and genetic harvesting of captured aliens and espers finish instantly.
Infamy: Espers are guaranteed to resist providing genetic material to XCOM.

[ ] Kamijou Touma

Simultaneously the least powerful and most powerful esper in Academy City, you have a unique talent for ending up in terrible, dangerous, or plain awkward situations. Since your ability is so powerful as to negate your own luck, it is doubtful what utility you would possess as the Commander of XCOM, but Academy City may have decided that since they can't beat you, they might as well join you.

Selecting Kamijou Touma will cause the following effects:

Harem Master: Female espers other than Kuroko are significantly more likely to agree to donate genetic material, and significantly more likely to agree to aid XCOM in missions on a temporary basis.
Trouble Magnet: Missions occur more frequently, increasing the number of opportunities soldiers have to hone their skills.
Misfortune: All soldiers have an decreased chance to hit shots, a decreased chance to crit, and an increased chance to be critted by enemies.

[ ] Hamazura Shiage

A truly talentless level 0 who has fought against the Dark Side of Academy City for years, you've played many roles in your life, including leading Skill Out's crusade against espers and founding the Hamazura Brigade. Even though you're working for the man now, you'll use the power vested in you as Commander to protect the people you love and the city you love to hate.

Selecting Hamazura Shiage will cause the following effects:

Capacity Down: XCOM starts with deployable Capacity Down devices that neutralize all esper and psionic powers within a large radius. Capacity Down units can be recovered and reused so long as they are not destroyed in battle.
Construction Expertise: Facilities are constructed more quickly at lower cost.
Skill-Out: Espers develop their powers at a slower rate, and are more hesitant to donate genetic material.

[ ] Heaven Canceller

A mysterious doctor and scientist, you have developed an unusual expertise at saving lives. You have been responsible for numerous espers surviving injuries they had no right whatsoever to survive. However, your lack of operational expertise may prove detrimental to XCOM's efforts.

Selecting Heaven Canceller will cause the following effects:

Dark Legacy: Soldiers whose HP is depleted are more likely to be incapacitated or critically wounded instead of killed, and recovery time for all injuries is decreased.
Advanced Genetics: XCOM starts the game with a Genetics Laboratory.
Good Samaritan: XCOM will always accept any mission where civilians are in immediate danger, regardless of the risk to XCOM operatives.

[ ] Other Canon Character (must be approved by QM)
-[ ] Write in

[ ] Original Character
-[ ] Write in name and appearance

Selecting an original character will cause the following effects:

???
??? (Two buffs)
??? (One debuff)

How mechanics-heavy would you like this quest to be?

[ ] Visual Novel

There are no mechanics to speak of. Instead, I will determine the results of all votes as I see fit, with most provided options having a pre-planned outcome.

[ ] Moderate Mechanics

There will be a dedicated but simple combat system, and some resource management elements in the strategic layer. For the most part, though, everything will stay fairly simple so that it's easier for new players to get into the quest.

[ ] XCOM

The mechanics of the quest will be around as involved as the actual XCOM games, and will require debate and discussion in the strategic layer. Combat will be brutal but fair.

What would you like to do now?

[ ] Take command of your field unit immediately.

[ ] Visit the Science division.

[ ] Visit the Engineering division.

[ ] Visit the Barracks.

[ ] Write in
 
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Reserved Post 1 | ???
A Certain Scientific XCOM Project

[cover image goes here, eventually]​

  • Follow all of SV's existing rules.
  • Hilarity is greatly appreciated and puts the QM in a good mood. You want the QM in a good mood.
  • In real life, a little bit of salt can add a lot to a dish, but too much and it becomes disgusting. The same is true for salt in quest threads. A little bit of salt is hilarious. A ton of salt turns into a thread-locking flame war.
  • If you have to ask if something is a spoiler, it probably is and you should put it behind spoiler tags to be safe.
  • That said, spoilers for the Raildex universe and spoilers for XCOM 1 and 2 are fair game.
  • For new players: I recommend reading the most recent update and the discussion section first. If you like what you see, then go back to the beginning and read through in order.
  • Please don't just vote and run away until the next update. This quest thrives on discussion and requires a fairly large amount of coordination between players, especially during combat updates. If you vote without participating in the discussion, you might hurt the chances of the best vote winning.
  • It is highly recommended that you have watched at least the first season of A Certain Scientific Railgun, as well as either the second season of Railgun or the first season of A Certain Magical Index. Either one will give you the necessary context for events occuring in this quest, but Railgun is by and large more important.

Combat Mechanics

Stats

Each unit will have a stat bar that looks something like this:

HP: 4 | Armor: 1
AIM: 70
WILL: 45
DEFENSE: 10

HP is the amount of health the character has. When a unit's health is depleted through taking damage, they are either critically wounded or killed outright, depending on the context.

Armor represents the amount of protection a character is wearing. Armor points act as extra HP that must be depleted in order for a character to take damage; overflow damage from armor spills over as regular HP damage to the unit. If a character's armor is destroyed but they take no further wounds, they do not require medical leave following mission completion.

AIM represents the character's skill with their weapon and how accurately they can shoot. Each point of AIM corresponds to a 1% increase in hit chance with a firearm under ordinary conditions; for example, the unit displayed here would have a 70% chance to hit an enemy target outside of cover at medium range. For more information on how aiming is resolved, see the sections below.

WILL represents the character's spirit and determination to prevail despite terrible odds. Each point of WILL causes the following effects:
  • Decreases the chance to panic after the unit is wounded or a squadmate is killed by 1%.
  • Decreases the chance of an enemy's mind control attempt succeeding by 1%.
  • Increases the chance of some Esper abilities succeeding by 1%.

DEFENSE represents the character's ability to avoid enemy gunfire and dodgeable attacks. Each point of DEFENSE decreases the chance that the unit will be hit by enemy gunfire by 1%.
Accuracy/Success Rates


Weapon accuracy and success rates of some Esper abilities use a similar formula, as detailed here:

Attacker's AIM - Defender's DEFENSE - Other bonuses = % Chance to Hit

The three bonuses that apply most frequently to hit chance for gunfire are Range bonuses, Cover bonuses, and Height bonuses. In general, shots get more accurate the shorter the distance, it's always better to have the high ground, and cover always favors the defender.

Esper abilities use a similar formula, but calculate using WILL instead. For example, the chance of a mind control or forced panic ability succeeding might look like this:

Attacker's WILL - Defender's WILL - Other bonuses = % Chance to Succeed
Damage Calculation

Each weapon has a listed damage range, and the damage dealt on a successful hit can be anywhere within that range, with the exception of critical hits. Critical hits occur when the attacker's accuracy roll is greater than 95 AND said roll would be sufficient for the attack to hit normally.

If a critical hit occurs, the damage roll is carried out normally, and the resulting damage is then increased by 50%, rounded up. For example, if a weapon had a damage range of 3-5 under normal conditions and a critical hit occurs, it could deal anywhere from 4.5 (rounded up to 5) to 7.5 (rounded up to 8) damage.


Base Mechanics

To be revealed later.
 
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Reserved Post 2 | Unit Dossiers
UNIT DATABASE

SCIENTIFIC UNITS

MISAKA



MISAKA-class General Purpose Unit

HP: 5 | Armor: 1
AIM: 72
WILL: 50
DEFENSE: 10

Gender: F
Source Esper: Misaka Mikoto (Level 5 Electromaster, ranked third in Academy City)

Standard Equipment:
  • Assault Rifle: An effective weapon for most ranges of engagement, although specialized weapons are more useful at short and long range. Deals 3-5 damage following a successful hit. Fires 3 bursts before reloading is required, and is capable of suppressive fire.
  • Fragmentation Grenade: A grenade that is especially useful for damaging unarmored enemies. Deals 4 damage at the center of its blast radius, decreasing depending on distance and cover relative to the location of detonation.
  • Ballistic Vest: Absorbs 1 point of damage the first time the wearer is damaged. If only the vest is damaged, the wearer requires no recovery time after the mission.
Esper Ability: Level 2.25 Radio Noise (derivative of Electromaster)
  • Spark: Fires a lightning bolt in a straight line at the target, dealing 2-3 damage. More accurate at short and medium range then a firearm. Damage is increased by 4 on hit against wet targets and mechanical units.
  • Arc Thrower: Attempts to stun a nearby enemy, disabling them for the rest of the mission and allowing them to be interrogated at headquarters. Requires close range and is more likely to succeed against wounded targets.
  • Remote Serial Bus: Allows hacking attempts on electronic equipment from a short to moderate distance away. Success rate is determined by the unit's WILL and the level of complexity of the target system. Enemy units may not be hacked in this manner.

SHIRAI


SHIRAI-class Maneuver Warfare Unit

HP: 4 | Armor: 1
AIM: 50
WILL: 45
DEFENSE: 20

Gender: F
Source Esper: Kuroko Shirai (Tokiwadai Middle School student and Judgement member)

Standard Equipment:
  • Shotgun: A specialized close range weapon that loses effectiveness rapidly at longer ranges. Deals 2-5 damage on hit, with increased critical hit chance at close range. Can fire four rounds before reloading; is not capable of suppressive fire.
  • Fragmentation Grenade: A grenade that is especially useful for damaging unarmored enemies. Deals 4 damage at the center of its blast radius, decreasing depending on distance and cover relative to the location of detonation.
  • Ballistic Vest: Absorbs 1 point of damage the first time the wearer is damaged. If only the vest is damaged, the wearer requires no recovery time after the mission.
Esper Ability: Level 2 Spatial Noise (derivative of Teleporter)
  • Telefrag: Teleports a live grenade or other weapon to a target location within 20 meters and within SHIRAI's line of sight. 2 turn cooldown.
  • Teleport: Teleports SHIRAI to a target location within ten meters in place of her normal move. SHIRAI may only teleport to locations she can see, but does not trigger Overwatch or Suppression upon arrival, and can act as if she had made a single move afterwards. 2 turn cooldown.


Other units currently hidden.

MAGICAL UNITS

Units currently hidden.

ALIEN UNITS

Sectoid




HP: 3 | Armor: 0
AIM: 65
WILL: 10
DEFENSE: 0

Gender: ???
Source: ???

Standard Equipment
  • Plasma Pistol: A lightweight, easy to use weapon that has dealt up to 4 damage to XCOM soldiers in the past. Seems to be capable of sustained suppressive fire, suggesting a large number of shots available before reloading. As with all alien weapons, seems to self destruct upon the death of its owner.
  • ???
Esper Ability: ???
  • Sectoids have been witnessed using some sort of psionic esper-type ability in footage of the first alien incursion, but XCOM cannot be certain of its effects at this time.
Drone




HP: 3 | Armor: 1
AIM: 60
WILL: 0
DEFENSE: 10

Gender: Robotic
Source: Unknown

Standard Equipment
[*] Plasma Caster: A weapon directly integrated into the drone that fires small bolts of low-energy plasma. Damage is unknown, as no XCOM unit has yet been struck by this weapon.
[*] Hover Drive: A device of alien creation that allows the drone to fly unassisted, with no visible exhaust. Requires further research.


Other units currently hidden.
 
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Reserved Post 3 | Collected Documents
COLLECTED LOGS
Research Reports
as compiled by Research Director Heaven Canceller

You haven't done any research yet!

Engineering Reports
as compiled by Lead Engineer [REDACTED]

You haven't built anything yet!

Mission Reports

Operation Electric Dawn

Aliens Defeated: 8
  • Sectoid x4
  • Drone x2
  • Thin Man x2
Aliens Captured: 2
  • Sectoid x1
  • Drone x1
Allies Killed
  • MISAKA 10034 (Thin Man plasma rifle)

Allies Wounded
  • MISAKA 10035

Resources Gained
  • Money (from Council): +$50
  • Sectoid Corpse x3
  • Live Sectoid x1
  • Drone Wreck x1
  • Intact Drone x1
  • Thin Man Corpse x2
  • Weapon Fragments x30
  • Alien Alloys x20
  • Plasma Pistol x1 (requires research to use)


Council Reports

You haven't finished a month yet!
 
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Aaaand joined.

[X] Kiyama Harumi
[X] Moderate Mechanics
[X] Accept MISAKAs offer of a tour.

Oh dear, Kihara Gensei as a potential leader option. Yeah, that would go well.
 
[X] Kiyama Harumi
[X] Moderate Mechanics
[X] Accept MISAKAs offer of a tour.
 
You know as a crack choice we could have Kuroko as she hoards all the clones to herself.

Unfortunately, you may not make Kuroko Shirai the commander of XCOM, because she hasn't even graduated middle school yet.

You can, however, harvest her genetic material and make teleporting XCOM soldiers from her DNA. This is Academy City, after all.

EDIT: Also, would you guys like a Discord channel or Skype group or some other way to communicate outside the thread? I can set one up, if you'd like.
 
[X] Kiyama Harumi
[X] Moderate Mechanics
[X] Visit the Science division.

Kiyama Harumi seems to be the morally safe choice.
 
[X] Kiyama Harumi
[X] Moderate Mechanics
[X] Accept MISAKAs offer of a tour.

I like getting attached to my squad.....then suddenly crying because they died.
 
[X] Kiyama Harumi
[X] Moderate Mechanics
[X] Accept MISAKAs offer of a tour.

I like getting attached to my squad.....then suddenly crying because they died.

This one time I made my second unit with invisibility. Then my cousin got her killed because he was helping me out and suggested that I use her as bait, terribu plan.
 
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