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It was once said that the sky could not fall.

Then it did, and it was said that the sky could...
Introduction
Location
Somewhere over the rainbow
It was once said that the sky could not fall.

Then it did, and it was said that the sky could not fall twice.

The heavens opened just a crack the first time.






"Now, we delegates of the International United Nations hereby resolve to ensure that the infinite heavens shall, now and forever, be the new horizon for our people!"



A single craft. It matched no known radar signature, manuevering with impossible agility. Its sleek, rounded form struck in the middle of the night, screaming across the borders of seventeen countries without even blinking.

Just as suddenly, it halted in air, vibrating as an ominous green glow gathered in the front of the craft.

A light flashed out.




"Sky Keeper respond! Sky Keeper!"



The green light impacts a plane. The pilot does not have time to scream before she is turned to so much ash.

The Flanker debris tumbles and disintegrates in a fiery ruin.



"Ascalon Squadron, cover the retreat!"



A green bolt lances out. The shot rockets past the flat underside of an F-22. As the bolt passes, the weapon bays open, launching two missiles in retort.



A blue light gathers at the tip of an obelisk. An alien transport ship has landed, unscathed, next to it. Alien fighters are parked around it. The command center has an officer order a notice, as aliens watch on.

"Unidentified aircraft, you are in violation of our airspace. Turn around or we will shoot you down."




"Why are they shooting at us?! Can't they see we're on their side?!"



"All units, retreat from hostile airspace!"



"My missile alert hasn't gone off at all, but my heart still feels like it'll explode any second!"



EXPAND YOUR HORIZONS



A sleek gunmetal gray F-22 rolls of the four man wing, each plane bearing a different paint scheme. Both tailfins on the lead plane prominently feature a claw making Three Strikes.

The other F-22 in formation bears a single line down one wing.

The F-14 is painted pitch-black.

The final F-15 is painted with a white body and blue wingtips.

"Phoenix Squadron, engage!"




"An interesting change of pace. Show me what you got, Squadron Leader!"



"These bastards have a weak point, I just know they do!"



STAND UP



"All planes, prepare for Stonehenge impact!"



Eight massive guns point upwards. Their bullets leave behind flashes of light and concentric rings. The eight impacts upon an airborne battleship flash a brilliant emerald over the desert fields of San Salvacion. The trails of missiles and green plasma fill the air.



LIFT YOUR EYES



"Now we're even. Scratch that. We're ahead now."



"D'you think those aliens give a damn about the borders from up here?"



In high altitude above earth, an asteroid splits and shatters, a thousand comets and meteorites sloughing off. Inside, the supermassive ship comes into focus, shivering in anticipation.



STRETCH YOUR HANDS



Four painted craft fly straight up. Their rounded profile and hint of a forward sweep slice through the air, as the glittering sea-green particles trail behind them. A blue light runs down the starfighters' shivering spines, as if waiting for a signal. The lights point towards the sea of stars high above.

"Unity Squadron, engage!"




GRASP YOUR HEAVEN



Ace Combat XCOM: Enemy Skies


Difficulty Select:
[] Easy
[] Normal
[] Hard
[] ACE

[] ACE OF ACES

Context posts start here.
 
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IUN-PKF-XCOM Resources
IUN-PKF-XCOM Resources

Critical Statistics:
Total Industrial Capacity: 221,725 IC
Personnel: 1800
Base Locations: XCOM USEA, XCOM OSEA, XCOM ANEA, XCOM VERUSA
Overall Commander: Stephen Pulford

XCOM USEA:
Available Industrial Capacity: 106600 IC
Local Industrial Capacity: 9600 [Planes] IC
Personnel: 400
Airbases:
Selatapura Air Command (shared with Selatapura International Airport)
Fort Grays Island Base

Commander: Long Caster
Allied Units: Gunther Bay Emergency Home Defense

Artificial Wonder: International Space Elevator "Lighthouse".

Alien Assets:
0 Alien Fighters.
4x Alien Gunships.
3x Alien Bulb Ships.
5015x Alien Alloys.

Spare Aircraft:
4x Su-33 Flanker
1x Su-37 Terminator
1x F-15 Eagle
6x F-35 Lightning II
7x F-16 Fighting Falcon
5x F-18E/F Super Hornet
3x F-14X XCOM Hellcat II
3x Special Weapons: EMLs.

Selatapura Air Command Base:
Slots: 34/72
Defensibility: B
Airfield (3 Slots)
Barracks (6 Slots)
Hangars (4 Slots) [16/16 Aircraft] {HARDENED}
Storage (8 Slots) [48/48 Aircraft]
Research Labs (1 Slots) {HARDENED}
Engineering Bays (1 Slots) {HARDENED}
Command Center (2 Slots) {HARDENED}
Aerospace Factories (4 Slots)
Defenses: (5 Slots)

Fort Grays Airbase:
Slots: 15/18
Defensibility: C
Command Center (1 Slot)
Airfield (3 Slots)
Barracks (1 Slot)
Hangars (4 Slots) [14/16 Aircraft]
Storage (2 Slots) [11/12 Aircraft]
Docks (2 Slots) [Heavily Damaged]
Defenses: [2 Slots] [Heavily Damaged]

XCOM ANEA:
Available Industrial Capacity: 21,525 IC
Personnel: 250
Airbases:
Gracemeria Air Force Base
Bartolemeo Fortress

Squadrons:
Garuda Squadron
Salamander Squadron
Windhover Squadron

Commander: Raynard Ball
Allied Units: Republic of Emmeria's Armed Forces, Kingdom of Nordennavic's Armed Forces.

XCOM OSEA:
Available Industrial Capacity: 6500 IC
Personnel: ???
Airbases:
Oured Air Command??

Squadron:
Cyclops Squadron
Falco Squadron
Gryphus Squadron
Paladin Squadron

Commander: Kiara Crespo
Allied Units: Osean Self Defense Forces

XCOM VERUSA:
Available Industrial Capacity: 74500 IC
Personnel: 600
Airbases:
The Red Corridor

Squadron:
Albatross Squadron
Shabhaz Squadron
Razgriz Squadron

Commander: Anton Smolaresk
Allied Units: Yuktobanian Army, Verusa's Federal Armed Forces

XCOM USEA RESEARCH:

  • Under this heading are the technologies developed by XCOM's Research and Development divisions, as well as potential projects for later adaptation.

    • Under this subheading is the collection of all research related to aliens - alien biology, alien technology, and anything else.

      • This section covers the basic research into aliens.

        • Our foundational understanding of aliens contains far more questions that it does answers; nevertheless, as scientists, we must seek to answer these questions. What we do know is this: these aliens do not share a genetic history with us, they use materials technology beyond our ken, they have exhibited hostile tendencies, along with some degree of control, and that is all we know.

          Unlocks: Alien Alloy Research, Fighter Analysis.
        • Our first autopsy of an alien that we have confirmed to have killed has resulted in some disturbing conclusions. The first is the functional existence of some degree of telepathy both among aliens and among our personnel on base. The second was that these aliens exhibited far too little genetic variation to be natural; we found less expected variation than between close relatives in between species, let alone drawing from a population. The third was that these aliens were genetically distinct from the material found in alien fighters, indicating multiple species brought to war against us. As part of that, we suspect the machinery we found the aliens in to have some sort of effect, and that a combination of radio waves and magnetic fields have caused distress in some aliens.

          Unlocks: Psi-Jamming Pod
          Research Unlocks: Sectoid Framework, ???
      • This section contains our research specifically into alien technologies.

        • Alien Alloys are one of the aliens' most foundational materials, and for good reason; it is a stable metallic hydrogen alloy that is superconductive from subzero to thousand degree temperatures, it has a melting point likely in the thousands of degrees, an incredible propensity to vibrate, and an ultra-high impact strength. Unfortunately, these properties come with a corresponding weight, and a our efforts to determine tensile strength has found that it does not possess the same sort of ludicrous strength found elsewhere. Use on aircraft should be sparing, due to its strength-to-weight ratio being comparable to steel.

          Unlocks Alien Alloy Utilization (Crude).
          Unlocks Alien Alloy Fabrication.
        • One of the greatest obstacles to our ability to utilize Alien Alloys is the crudeness of our shaping techniques; our only method to shape Alien Alloys at the moment is the bastard child of an induction furnace and an MRI, and as a result we are sharply limited in our ability to utilize this substance.

          Unlocks: Alien Alloy Utilization (Industrial).
        • Our analysis of the alien bulb ships reveals a set of strange machinery that managed to mostly survive what looks like an alien power source explosion; our results of running a current through the strange machinery has resulted in lifting far more mass than the current strength should be able to lift.

          Unlocks: ???
        • Research into the Sectoid Framework in the alien "bulb ships" has revealed that this machinery has the potential to vastly enhance psionic abilities - and has led to some frankly phenomenal findings. It is...astounding. For all that humanity has invested its efforts in searching outside, we have discovered an inner strength that few of us had fathomed possible.

          Unlocks: Psi-Lab (Building)
          Unlocks: Alien Control System Insight
          Unlocks: ???
      • This section contains our analyses of alien craft.

        • With our initial disassembly of the alien fighter craft, we've been able to discover how to properly strip these alien fighters for alloy. We've also found out that while our munitions were likely failing to penetrate the alien craft, all of the ships exhibited serious internal damage. Currently, we don't understand the principles behind many of the alien craft's internal machinery; however, the alien plasma cannon is likely the closest to discovery.

          Unlocks: Fighter Salvage (Alloy)
          Unlocks: ???
        • Comprehensive study of the alien bulb ships has revealed that the bulb ships are C&C vehicles without an obvious transmission vector; our current theories involve the Sectoids we found inside the Bulb Ships.

          Unlocks: Strange Machinery
        • Our study of the gunships, by contrast, have given us some real insight into how the alien plasma cannons function, especially since we now see some larger scale examples of their functionality. Some of the cannons are even functional enough for our own use; however, due to their extreme weight and power requirements, we can only use those for ground-based installations. However, we are still missing pieces in our understanding of how these plasma cannons function; our best guess is that we need more high-energy research.

          Unlocks: Gun Ship Salvage (Cannon)
          Unlocks: ???
    • Under this subheading contains our research on aircraft designs.

      • The F-14X, Charlie Burn's pride and glory. A modification of the F-14 that brings it into the supermaneuverable era, this plane boasts extremely strong capabilities across the board.

        Unlocks F-14X XCOM HELLCAT II.
      • The F-35 Lightning II series aircraft was designed for the modern battlefield, giving advanced stealth, avionics, and supermanueverability at a more affordable price point than the F-22, even with slightly lower theoretical dogfight performance. The F-35D Lightning III intends to adopt the lessons of the hypermanueverable aircraft XCOM has lying around to make the F-35 fully superior the F-22.
        Unlocks F-35D Lightning III
      • One thing that has hampered many of the 5th generation designs is a generally limited production run; there hasn't been the truly awe-inspiring production runs that models like the Mig-21 and F-4s enjoyed, resulting in less production opportunities. Maybe this represents an opportunity to optimize those production lines.

        Unlocks: 5th Generation Aircraft cost reduction.
    • This subheading contains our research into high-energy particle research.

      • One of our foundational pieces to understand on an institutional level how to utilize magnetic fields to accelerate particles in a line within current technology - as well as how to partially utilize alien alloys.

        Unlocks: Alien Alloy Utilization (Linear Accelerators)
        Unlocks: Cyclonic Accelerators
        Unlocks: Toroidal Energy Storage
      • The study of Cyclonic Accelerators has enhanced our own engineering expertise to possess the theoretical framework for manipulating streams of nanoscale particles in orbits hundreds of meters across. Further refinement of this technology will lead to humanity's currently strongest defensive technology: the Active Protection System.

        Unlocks: Cyclonic Shielding (Large)
        Unlocks: Superconductive Accelerators
      • Toroidal energy storage was an idea kicked around when the Alien Alloy's properties were fully considered, allowing for vastly higher amounts of electricity to be stored in smaller installations.

        Unlocks: Distributed Electrical Network (Ultracapacitators)
        Unlocks: ???
      • Cyclonic Shielding is an application of Cyclonic Accelerators made most famous by the Arsenal Bird's APS systems; by forcibly orbiting fundamental particles almost a kilometer away from the point of origin in rapid orbits, hostile matter is destroyed and weaponized light is diffracted into harmless mist, while friendly power and missiles can exploit instantaneous gaps in coverage to leave the bubble.
      • Utilizing magnetic accelerators to accelerate highly radioactive particles into each other, an exceptionally powerful explosion is created. With only an understanding of magnetic accelerators the resulting warhead is too big to be mounted on typical airborne missiles - however, with advances in particle and accelerator technology it may be possible to shrink the warhead.
        NOTE: This technology has international regulations placed on its research, but thanks to a couple of grandfather clauses its usage is not restricted. Proceed with whatever measures you see fit.

        Unlocks: Burst Cruise Missile!
      • Our research into the alien weaponry has given us insights into how we can replicate the technology for our own use. While we still do not fully understand the basic principles behind the cannon's functionality, we believe that with some further research into high-energy physics we may be able to use and produce our own.

        Unlocks: Plasma Cannon!
      • While current testing indicates that our lasers do not appear to deal significant damage to the alien craft, we feel as though there may be some potential along the lines of using lasers to conduct an electrical discharge onto the alien fighters.

        Unlocks: Electrolasers!

  • Under this section is XCOM's Engineering Department, where the engineers bring the full potential of XCOM's Research to life, as well as building capability for XCOM as a whole.

    • The field of manufacturing is a direct line of research for creating what XCOM research can dream up. Improvements to manufacturing carry manifest consequences both for XCOM and for the world as a whole.

      • The fundamental group of engineering talents, this is the process to construct a pipeline for industrial capacity.

        Unlocks: Build Industrial Capacity!
        Unlocks: Aerospace Factory Construction
        Unlocks: Hardened Structures.
        Unlocks: ???
      • A branch of basic industrial development, in exchange for the versatility of the basic factory, the Aerospace Factory greatly increases speed of production of aircraft that XCOM possesses the blueprints for, as well as boosting Aircraft related Research purposes. Each additional 2000IC in Aerospace Factories qualifies as half a Research Lab for Aircraft-related research.

        Unlocks: Build Industrial Capacity [Planes]!
        Unlocks: Aircraft Skunkworks
      • Aircraft Skunkworks are the next natural step in aerospace research; by giving scientists a dedicated space and area to specifically focus on aircraft research, aircraft research can be greatly boosted. It's a combination of placing manufacturing bays right next to the testing range, right next to top-of-the-line computing hardware. Research that would've taken ten weeks to crosscheck between labs scattered across continents can be completed in a ten-hour rapid iteration.

        Unlocks: Build Aircraft Skunkworks.
        Unlocks: ???
      • As part of XCOM VERUSA's gift to you that you somewhat embarassingly never quite managed to fully implement, your structures can be retrofitted for increased resistance to damage - future buildings will implement this automatically at no extra cost.

        All new buildings automatically start with Light Damage Resistance.
        Unlocks: Bunkers [1000 IC, 1 Slot, 1.5 Defenses, and Medium Damage Resistance]
        Unlocks: Structural Hardening [200 IC per Slot, confers Light Damage Resistance]
        Unlocks: Resistant Structures
      • While it would be simple to continue stacking defenses on the outside of buildings, this rapidly runs into difficulties with diminishing returns for increasing cost. Naturally, the next place to turn to is the internals of a building, which can be restructured for improved damage resistance.
      • Normally, it would be the work of the world's best engineers backed by a team of hundreds to even try and optimize a production process, let alone many of them. A group of qualities which you just so happen to now possess.

        Will boost IC production!
      • One of the critical issues facing you is how to rapidly construct or refurbish buildings; as is, there are many delays in the commonly accepted construction methods, methods which your engineers think they can streamline.

        Will reduce build times!
    • There exists a category of project so immense that construction is like nothing else in the world; those are called Megaprojects, and they frequently have rewards to match.

      • The Lighthouse is one of the world's greatest landmarks; a bona-fide space elevator, with power generation capabilities way beyond geostationary orbit providing effectively unlimited power to the entire continent of Usea and beyond. It was damaged in the Lighthouse War, but you have helped to restore the Lighthouse to its former glory.

        Electrical power restored for the Usean continent!
        One-way signals established for the Usean continent!
        Space travel reenabled as an option!
        Unlocks: Usean Lighthouse Network
      • The existence of the Lighthouse as the largest radio tower in the world presents an easy way to beam communications to everyone all over Usea, and possibly the hemisphere. However, it is also so big that it is conceivable that everyone could also beam communications at the Lighthouse without being confused; with some reinforcement and additional hardware, this could prove to be the backbone of an information network that does not rely on satellites.
      • Stonehenge is the quintessential superweapon. Everybody knows about it to some extent - it was one of the greatest anti-Ulysses weapons, repurposed by Erusea to take over the continent before being taken out of commission by Mobius One. You led an effort to protect the Osean army as it reused the last cannon for a shot at destroying one of the Arsenal Birds through its shield; to do the same thing to the aliens, you are planning to repair it and turn its guns to the heavens.
      • The Dashau Resurgence Plan was a plan borne of desperation on multiple fronts; incoming waves of millions of refugees were an imminent crisis, and Selatapura was refusing to host them. Luckily for you, Dashau was a nearby city whose ports mostly dried up in favor of better ports, and as a result there lies much abandoned space in the city that you can repurpose to refurbish into temporary housing for the refugees.
    • Under this heading goes all the projects that don't quite have a place to belong under the other schema; nevertheless, these are all projects that fall within Engineering's remit.

      • Project Neighborhood Watch is a short project that is meant to keep track of hostile capabilities from space without spending an excessive amount or reweaponizing space. In its maiden voyage, it overflew Belka multiple times before being completely totaled by the debris in low earth orbit; repeated visits may not achieve quite the same degree of success.

        Unlocks: Neighborhood Watch Satellite [10 Engineer-Weeks to complete]
      • Project Dove is a project to deal with the satellite debris clogging up low earth orbit by reusing the Pilgrim One and a spare TLS lying around base after the TLS failed to deliver promising results; as a result, the Engineering teams have drafted a plan to slap the TLS onto the Pilgrim One and use it like the Arkbird cleaned up the Ulysses debris.
      • Through some discussion with fighter pilots about the lacking qualities of the current training regimens, your engineers have a proposal on how they might be able to improve the training sims to be more useful for your pilots; however, that remains entirely theoretical as of this moment.
      • One of the possible projects for your engineers to tackle was the question of how to improve fighter autocannons. While many fighter autocannons are naively "optimized" to a large degree, they are optimized for different threats than the alien fighters; therefore, it seems like it may be possible to build fighter autocannon that is optimized for anti-alien work.
      • One idea that your engineers have hit upon, both from the new engineers and the inevitable conclusion upon examining the Stonehenge blueprints, is the idea of using electrothermal chemical firing instead of the traditional gunpowder charge for your large guns and EMLs. The advantage of this system is the potential for higher exit velocities and more consistent output; the downside is that it's cutting-edge status means that there are few suppliers of these type of rounds in the world, if you're not willing to build your own.

  • Under practices is the set of practices adopted by XCOM as an organization. Further projects will improve XCOM's functionality and ability to execute functions.

    • Under this heading lies XCOM's tactical doctrinal thinking, developed off the battlefield so that doctrine can be easily implemented on the battlefield.

      • Hammer and Nail Doctrine is the inital doctrine for XCOM's forces, revolving around long-range Nail troops launching long-range munitions while alien attention is occupied by close-range Hammer troops. This doctrine takes advantage of XCOM USEA's shockingly high concentration of aces as well as willingness to bet on EML technology.

        Unlocks: Jackhammer Doctrine
        Unlocks: Artillery Spotter Doctrine
      • Jackhammer Doctrine is a doctrinal evolution of Hammer and Nail Doctrine that evolves off of Hammer and Nail troops by including intermediaries of varying skills, to better protect the Nail troops as well as providing more support for Hammer troops. As the resulting shape looks like attacks in a continuous wave repeatedly, this doctrine has adopted "Jackhammer" as a codename.
      • Building off of Hammer and Nail Doctrine, Spiderweb Doctrine utilizes the greater networking capabilities of the F-35 and F-14X to ensure complete battlefield vision at all times, allowing the Nail troops to fire to greater effect.
    • Organizational Practices are what keep XCOM as an organization functioning, as well as providing information for the Commanders to use.

      • By delegating one person's tasks to keep track of national news and GDP, Commanders are provided with weekly updates about national industrial capacity as well as notable pieces of information.

        Unlocks: Nation Screen.
        Unlocks: Advanced National Updates.
      • With the formalization of meeting times between Commanders and their subordinates, less time and energy has to be dedicated to each meeting to figure out what the Commander needs to know and when.

        Unlocks: Status Report!
        Unlocks: Abbreviated Report
        Unlocks: Reporting Chain
        Unlocks: Morale Report
      • With great effort and focus the amount of topics that need to be covered in a meeting can be reduced even further, reducing the costs of Status Reports. The only slight issue is that with the increase in efficiency comes a price in exactly how much can be covered in a meeting. While it isn't a problem yet, this is something to keep an eye on.

        Reduces Status Report cost.
      • With the ability to give formalized reports comes the ability to spread this through an established chain of command, reducing the burden on the commander at the expense of the system as a whole.

        Unlocks: Bidirectional Reporting
      • Just as results must flow up to the commander and orders downwards, so too must questions or problems flow up the chain of command so that the commander can do what he can to fix the problem.

        Reports issues that various teams are having in greater detail.
      • One key component of management is figuring out how the various members of the organization are holding up. The Morale report includes reporting the morale of various members of XCOM, to better ensure that XCOM maintains capability well into the future.

        Unlocks: Morale Descriptions!
        Unlocks: Stress Relief [Action]
        Unlocks: Arrange Amenities [Action]
      • Of course, no organization has any real institutional knowledge if it does not record its own lessons. This documentation covers the research performed by this XCOM branch, to preserve its own knowledge.

        Unlocks: Research History!

 
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IUN-PKF-XCOM Member Nations
IUN-PKF-XCOM Nation Map



ANEA
Kingdom of Nordennavic
Kingdom of Nordennavic

Nordennavic is located on the northwest of the Anean continent, near the North Pole. As a result, much of the country is nearly permanently encased in ice, especially in the wake of the 1994XF04 Ulysses Disaster. Nordennavic's economy is greatly buoyed by its thriving machine industry, although its status as a net-food importer has Nordennavic constantly wary. Diplomatically, Nordennavic has remained staunchly neutral for centuries, and insists on having a military only for self-defensive purposes. Recently, it has absorbed many refugees over the course of the past decade, and has considered joining the Republic of Anea initiative, only to break apart when Emmerian and Estovakian tensions have boiled over.

General Stats:
  1. Industrial Capacity: 22,500
    1. 5,000 supporting population, quality of life
    2. 12,250 supplying XCOM ANEA
    3. 5,250 available
  2. Energy Production: 95,300
    1. 90,000 supporting Industrial Capacity
    2. 5,000 supporting Population Quality of Life
    3. 300 available
  3. Population (Est.): 5,000,000
  4. Quality of Life: High
  5. Degree of Support: 7/10
  6. Militarism: 7/10
  7. Alien Support: 0/10
Special Assets:
  1. Macmillan Heavy Industries
Republic of Emmeria
Republic of Emmeria

Emmeria is located on the western side of the Anean continent, close to the North Pole. Officially titled the Republic of Emmeria, it was founded in the mid 1500s by King Aurelius II. Between its natural highlands and high latitude, much of the land is barely fit for human habitation; the regions that are habitable, however, are Anea's best breadbaskets. Naturally, this resulted in Emmeria becoming the preeminent superpower on the Anean continent, boasting a diverse world-class economy and high-living standards throughout. Emmeria's armed forces are considered in a class of their own with regards to combined arms doctrine, if not nearly the size of Osean or Yuktobanian militaries. One of the primary proponents of the Republic of Anea initiative, Emmeria withdrew due to Estovakian aggression. Having recently won the Emmerian-Estovakian War in 2015-2016, Emmeria's economy has largely been focused on internal rebuilding and supporting the Estovakian civilian government.

The recent strike against Emmeria's capital has infuriated the nation.

General Stats:
  1. Industrial Capacity: 102,000
    1. 80,000 supporting population, quality of life
    2. 15,400 supporting XCOM ANEA
    3. 6,600 available
  2. Energy Production: 489,500
    1. 408,000 supporting Industrial Capacity
    2. 80,000 supporting Population quality of life
    3. 1500 available
  3. Population (Est.): 80,000,000
  4. Quality of Life: High
  5. Degree of Support: 7/10
  6. Militarism: 5/10
  7. Alien Support: 0/10
Special Assets:
  • Talisman, an SSR-tier ace.
  • Emmerian Combined Arms Doctrine
Federal Republic of Estovakia
Federal Republic of Estovakia

Estovakia is located on the eastern side of the Anean continent. Officially titled the Federal Republic of Estovakia, Estovakia has undergone much political turmoil recently. With even more of its land occupied by naturally mountainous terrain, Estovakia has even less habitable territory than Emmeria. However, absent any major disasters, Estovakia would have survived. Ulysses 1994XF04's Anean fragments obliterated that dream, destroying much of Estovakia's government and infrastructure. In the ensuing chaos, Estovakia broke out into near total warlordism for a period of seven to eight years, by which point in 2007 established military factions began to form in the ruins of Estovakia. However, these factions soon turned on themselves and began another grueling six or seven year long civil war, before finally unifying under the Eastern Front lead by the military junta of the Generals. In 2015-2016, they conducted a war against Emmeria which they very nearly won before being utterly routed by the Garuda Team's Talisman. Since then, Estovakia has been recuperating from nearly two straight decades of nigh-universal war footing in an incredibly harsh environment.

They are extremely grateful for XCOM ANEA's timely assistance in completing a geothermal plant several weeks ahead of schedule. Understandably, they will continue to focus on ensuring that their own citizens do not freeze; however, they are willing to donate materiel to XCOM's efforts.

General Stats:
  1. Industrial Capacity: 15,400
    1. 9,000 supporting population, quality of life
    2. 6,400 available
  2. Energy Production: 78,800
    1. 61,600 supporting Industrial Capacity
    2. 15,000 supporting population quality of life
    3. 2,200 available
  3. Population (Est.): 15,000,000
  4. Quality of Life: Low
  5. Degree of Support: 1 (4) /10
  6. Militarism: 1/10
  7. Alien Support: 0/10
Special Assets:
  1. Destroyed Superweapon Chandelier
  2. Albastru-Electrice
  3. Strigon Squadron Remnants
OSEA
Osean Federation
Osean Federation

Osea is located in central Osea. Officially titled the Osean Federation, Osea is one of the two strongest nations in the world, boasting both an economy and military with only a single peer. Spanning much of the Northern Hemisphere, Osea has nearly every clime imaginable within its borders, and has the population to match; moreover, most of its citizenry enjoy an extremely high standard of living on top of Osea's incredibly strong Defense Forces. It is a federal presidential republic.

Reports out of Osea are confused, if clear about one thing: Osea is absolutely furious. Whether that will translate to real capability, especially with the trivial destruction of the Arsenal Bird Vigilance, has yet to be seen.

General Stats:
  1. Industrial Capacity: 910,000
    1. 800,000 supporting population, quality of life
    2. 10,000 IC supporting Arsenal Bird Vigilance Refit
    3. 100,000 IC available
  2. Energy Production: 4,627,000
    1. 3,640,000 supporting Industrial Capacity
    2. 800,000 supporting Population quality of life
    3. 180,000 supporting Osean Special Projects
    4. 7,000 available
  3. Population (Est.): 800,000,000
  4. Quality of Life: High
  5. Degree of Support: 0/10
  6. Militarism: 12/10
  7. Alien Support: 0/10
Special Assets:
  1. Grunder Industries
  2. Basset Space Center
  3. Monk 2 "Bodhi" - S-Tier ace.
  4. ???
Democratic People's Republic of Leasath
Democratic People's Republic of Leasath

The Democratic People's Republic of Leasath, or Leasath for short, is currently under the control of Diego Gaspar Navarro. Located near the tropical regions south of Osea, Leasath's fertile lands can support a significant population, but the current economic collapse and civil war has left the vast majority of its population poor and destitute.

General Diego Gasparro Navarro's tentative victory in the civil war promises to change the Leasathian's situation, but to what end is as of yet uncertain. Shockingly, the government appears to be stepping down the jingoist rhetoric, and talking about embracing the rest of the world. This is a tentatively good sign.

General Stats:
  1. Industrial Capacity: 20,000
    1. 12,000 supporting population quality of life
    2. 8,000 supporting ???
  2. Energy Production: 125,000
    1. 80,000 supporting Industrial Capacity
    2. 28,000 supporting population quality of life
    3. 17,000 supporting ???
  3. Population (Est.): 35,000,000
  4. Quality of Life: Low
  5. Degree of Support: 1/10
  6. Militarism: 6/10
  7. Alien Support: 1/10
Special Assets:
  1. ???
Federal Republic of Aurelia
Federal Republic of Aurelia

Aurelia, officially titled the Federal Republic of Aurelia, is located on the southern tip of the Osean continent. It is rich in natural resources and as a result, enjoys a disproportionate prosperity relative to its size. Aurelia employs a modestly-sized military mostly equipped with top-of-the-line equipment, and is one of the leading researchers in the cutting edge field of particle research.

Post Battle of Granada Plains, the Federal Republic of Aurelia is content to bask in the success of their pilots within XCOM OSEA while continuing to mobilize.

General Stats:
  1. Industrial Capacity: 43,000
    1. 30,000 supporting population quality of life
    2. 6,500 supporting XCOM OSEA
    3. 6,500 available
  2. Energy Production: 224,500
    1. 172,000 supporting Industrial Capacity
    2. 50,000 supporting population
    3. 2,500 available
  3. Population (Est.): 30,000,000
  4. Quality of Life: High
  5. Degree of Support: 6/10
  6. Militarism: 5/10
  7. Alien Support: 0/10
Special Assets:
  1. Biggest Aluminum supply
  2. Cyclone Accelerators research
  3. Falco 1 - a S tier ace
  4. Gryphus 1 - an SS tier ace
Principality of Belka
Principality of Belka

Belka, or the Principality of Belka, is located in central Osea, bordering the Osean Federation to the east. A once-mighty industrial nation, the economic collapse of early 1990s and the Belkan War of 1995 brought the Principality of Belka low; stripped of its rich territories and an international pariah for being the only user of nuclear weapons on their own soil, Belka has made clear that it holds the rest of the world in as much disdain as the rest of world holds for it, and that Belka is perfectly comfortable holding grudges until the other party is dead. In the intervening two decades, the Belkan diaspora has rightly and wrongly received reputations for being malicious schemers, but also for an incredible technical capability.

Recently, they have allowed alien ships to land within their borders without contest. The aliens have not fired upon them either. Belkan rhetoric begins to ramp up in intensity; some warn of another Belkan War.

General Stats:
  1. Industrial Capacity: 70,000???
    1. 50,000 supporting population quality of life
    2. 20,000 supporting ???
  2. Energy Production: 330,000???
    1. 260,000 supporting Industrial Capacity??
    2. 55,000 supporting population quality of life??
    3. 15,000 supporting ???
  3. Population (Est.): 70,000,000
  4. Quality of Life: Medium
  5. Degree of Support: 0/10
  6. Militarism: 9/10
  7. Alien Support: 5/10

Special Assets:
  1. Superweapon Wreck Excalibur
  2. V2
  3. Only operational nontreaty uranium mines in the world
  4. Aliens
Federation of Aboriginal Tribes of Osea
Federation of Aboriginal Tribes of Osea

FATO, or the Federation of Aboriginal Tribes of Osea, is located towards eastern Osea, bordering Belka to the west and the Nordland Confederacy to the east. Originally consisting of indigineous tribal nations who by strokes of good fortune managed to industrialize at a pace sufficient to keep up with would-be colonizers attacking into mountainous terrain, FATO has become an established power to be reckoned with; it was not until the Belkan War of 1995 that FATO truly found itself unable to resist Belkan advances. In the intervening years, FATO has focused on internal development, as well as closer diplomatic relations with the other eastern Osean nations to better secure FATO's interests against Osea and Yuktobania.

Belka's invasion is putting their heartlands at risk, just as they did 25 years ago.

General Stats:
  1. Industrial Capacity: 30,130
    1. 30,000 supporting population quality of life
    2. 2000 supporting 1 First Rate Division
    3. 200 available
  2. Energy Production: 171000
    1. 128,800 supporting Industrial Capacity
    2. 30,000 supporting population quality of life
    3. 12200 available
  3. Population (Est.): 30,000,000
  4. Quality of Life: High
  5. Degree of Support: 5/10
  6. Militarism: 7/10
  7. Alien Support: 0/10

Special Assets:
  1. Only economical source of lithium in the world.
Kingdom of Gebet
Kingdom of Gebet

Gebet, officially titled the Kingdom of Gebet, was spun off from Belka's eastern territories in 1988. It is landlocked on all sides, surrounded by Recta to the south, Wielvak to the east, Belka to the west, and FATO to the north. In 1995, Gebet was reoccupied as part of the Belkan War, but was soon liberated; since then, the Kingdom of Gebet has focused on cultivating a stable trading partnership between Recta and FATO to the north and south, as well as a general effort to deepen ties with other eastern Osean nations.

Belka's increasing aggression is making these efforts take on a new and worried tone; diversification of investment into both XCOM OSEA and the Eastern Osean Mutual Defense Forces seemed like a good investment to them. Now that Belka is actually invading them, they have naturally called up the forces they can muster on short notice - nothing like a short victorious war against a long-hated enemy to prop up morale at home, after all.

General Stats:
  1. Industrial Capacity: 31,240
    1. 27,000 supporting population quality of life
    2. 4000 IC supporting 2 Second Rate Armies
    3. 2,500 available
  2. Energy Production: 154,500
    1. 126,400 supporting Industrial Capacity
    2. 25,000 supporting population quality of life
    3. 3,100 available
  3. Population (Est.): 35,000,000
  4. Quality of Life: Medium
  5. Degree of Support: 4/10
  6. Militarism: 6/10
  7. Alien Support: 0/10
Special Assets:
Republic of Recta
Republic of Recta

Recta, or Republic of Recta, was formed in 1988 during Belka's relinquishing of eastern territories; however, a strong current of Rectan independence has been charted from all the way back from 1970. It is a landlocked country, surrounded by Belka to the north and west, Ustio to the southwest, Ratio to the south, Wielvak to the east, and Gebet to the north. Since its indepedence, it has focused on internal development and vying for the position of political center-of-gravity among the eastern Osean nations.

Concerned with a resurgent Belka, Recta has begun exhibiting a greater deference in order to simply ensure that the Eastern Osean Mutual Defense Force and XCOM OSEA can defend the country. Now that Belka is bearing down on Recta, it finds that it has not built up nearly enough for the war that is at its doorstep.

General Stats:
  1. Industrial Capacity: 20,050
    1. 18,000 supporting population quality of life
    2. 2000 supporting 1 Second Rate Army
    3. 1,500 available
  2. Energy Production: 105,000
    1. 84,000 supporting Industrial Capacity
    2. 20,000 supporting population quality of life
    3. 3,000 available
  3. Population (Est.): 30,000,000
  4. Quality of Life: Medium
  5. Degree of Support: 4/10
  6. Militarism: 7/10
  7. Alien Support: 0/10
Special Assets:
Republic of Ratio
Republic of Ratio

Ratio is a country on the eastern seaboard of Osea. Officially titled Republic of Ratio, it is bordered by Sapin to the south and west, Ustio to the west, Recta to the north, and Wielvakia to the north. With sea access, the Republic of Ratio is one of the stronger partners in the eastern Osean grouping; however, points of contention still exist between Ratio and Ustio over Ratio grabbing Ustio's eastern territories in 1991.

However, the looming specter of Belka is currently galvanizing the Republic of Ratio to seek closer ties anyway; while they may have contentions with Ustio, it is far preferable to survive a Belkan invasion without the western territories than it is to lose to a Belkan invasion.

General Stats:
  1. Industrial Capacity: 41,080
    1. 34,000 supporting population quality of life
    2. 6000 IC supporting 3 Second-Rate Armies
    3. 1,080 IC available
  2. Energy Production: 206,000
    1. 164,320 supporting Industrial Capacity
    2. 39,000 supporting population quality of life
    3. 2680 available
  3. Population (Est.): 42,000,000
  4. Quality of Life: Medium
  5. Degree of Support: 5/10
  6. Militarism: 5/10
  7. Alien Support: 0/10
Special Assets:
Republic of Ustio
Republic of Ustio

Ustio, officially titled Republic of Ustio, is a landlocked country formed when Belka spun off its eastern territories in 1988. As one of the primary belligerents in the 1995 Belkan War, the Ustian's hired Galm Team single-handedly turned the tide of the Belkan War in favor of the Allied Forces, including Ustio. Ustio's economy, however, remains largely agricultural and craftsman-based; startlingly little has changed in the intervening three decades between its formation and the present day. Diplomatically, it seeks closer ties with the rest of the Allied Forces in the Belkan conflict, but also seeks to become part of the nascent eastern Osean group.

Ustio's foreign policy has also taken a drastic shift towards international cooperation, due to finding itself right next to a suddenly confident and dangerously expansionistic Belka. Now that it bears the brunt of Belka's Eastern Front, its highly decentralized government is paralyzed with fear and gridlock, and is slow to mobilize.

General Stats:
  1. Industrial Capacity: 13860
    1. 14,000 supporting population quality of life [ UNSUSTAINABLE ]
  2. Energy Production: 88,000
    1. 55,450 supporting Industrial Capacity
    2. 20,000 supporting population quality of life
    3. 4,000 available
  3. Population (Est.): 20,000,000
  4. Quality of Life: Medium
  5. Degree of Support: 4/10
  6. Militarism: 7/10
  7. Alien Support: 0/10
Special Assets:
Kingdom of Sapin
Kingdom of Sapin

Sapin, or Kingdom of Sapin, is located on the Spring Sea, and the eastern seaboard of Osea. During the events of the Belkan economic collapse, Sapin expanded to include former Belkan territories, which Belka immediately claimed when it destroyed the Sapinish air force and put Sapin to retreat. After Sapin formed a coalition with Osea, Ustio, and Yuktobania to push back Belka, Sapin ended up reclaiming all the territory it had claimed from Belka. Since then Sapin has focused on building closer relationships with other eastern Osean countries to form a bloc. As one of the most prosperous countries in the hypothetical bloc, Sapin is very likely to end up the political center of the bloc.

Now that Belka is invading on all fronts, Sapin has its chance to position itself the leader of the Eastern bloc. Provided it survives the Belkan onslaught once again.

General Stats:
  1. Industrial Capacity: 49800
    1. 46,000 supporting population quality of life
    2. 5000 IC supporting 1 First Rate Army
    3. IC DEFICIT
  2. Energy Production: 270,200
    1. 210,000 supporting Industrial Capacity
    2. 46,000 supporting population quality of life
    3. 14,200 available
  3. Population (Est.): 46,000,000
  4. Quality of Life: High
  5. Degree of Support: 5/10
  6. Militarism: 7/10
  7. Alien Support: 0/10
Special Assets:
Wielvakia
Wielvakia

Wielvakia is an eastern Osean country bordered by the Nordlands to the northeast, FATO to the north, Gebet to the northwest, Recta to the west, Ratio to the south, and the Spring Sea to the east. As one of the preeminent neutral parties in the Belkan War, Wielvakia was brought in to arbitrate the Lumen treaties; since then, Wielvakia has focused on capitalizing on its diplomatic reputation to begin forming the eastern Osean groups, and especially to become closer with the Nordlands. The initiation of the Second Belkan war has drawn them in as well, and they have proven quite eager to mobilize themselves as well.

General Stats:
  1. Industrial Capacity: 47,000
    1. 42,000 supporting population quality of life
    2. 4000 IC supporting 2 Second-Rate Armies
    3. 1000 IC available
  2. Energy Production: 230,000
    1. 188,000 supporting Industrial Capacity
    2. 38,000 supporting population quality of life
    3. 4,000 available
  3. Population (Est.): 43,000,000
  4. Quality of Life: Medium
  5. Degree of Support: 5/10
  6. Militarism: 5/10
  7. Alien Support: 0/10
Special Assets:
Confederation of Nordland
Confederation of Nordlands The Nordlands, officially titled the Confederation of the Nordlands, is located on the eastern coast of Osea, bordering the Spring Sea to the east, and FATO and Wielvakia to the west. Also called in as a neutral nation in the Lumen treaty negotiation, unlike Wielvakia the Confederation has focused on internal development and bringing its people up to a high standard of living. With the advent of a Second Belkan War, the Nordlands has proven surprisingly receptive to force commitments, dispatching one of its armies to help intervene.

General Stats:
  1. Industrial Capacity: 45,000
    1. 38,000 supporting population quality of life
    2. 5000 IC supporting 1 First Rate Army
    3. 2,100 available
  2. Energy Production: 220,500
    1. 180,000 supporting Industrial Capacity
    2. 38,000 supporting population quality of life
    3. 2,500 available
  3. Population (Est.): 38,000,000
  4. Quality of Life: High
  5. Degree of Support: 8/10
  6. Militarism: 7/10
  7. Alien Support: 0/10
Special Assets:
  1. Mercenary Ace Dormarch One, "Elcero", SSR-tier.
Democratic Federation of Wellow
Democratic Federation of Wellow

Wellow, officially titled the Democratic Federation of Wellow, is a scrupulously neutral nation in much the same tradition as Nordennavic; originally picked to host the G7 conference in 2007, the G7 conference was ultimately canceled due to a terrorist attack in a nearby bay. General Stats:
  1. Industrial Capacity: 500
    1. 500 supporting population quality of life
    2. 0 available
  2. Energy Production: 3000
    1. 2000 supporting Industrial Capacity
    2. 500 supporting population quality of life
    3. 500 available
  3. Population (Est.): 50,000
  4. Quality of Life: High
  5. Degree of Support: 1/10
  6. Militarism: 1/10
  7. Alien Support: 0/10
Special Assets:
USEA
GUNTHER BAY EMERGENCY ADMINISTRATION
Gunther Bay Emergency Administration

The Gunther Bay Emergency Administration is a "government" largely funded by foreign aid and designed to distribute aid and house refugees in the Gunther Bay Area. Recently the city has begun to move to draft a charter. Still, it is largely held together on Rosa Cossette D'Elise's raw charisma and Selatapura City's overburdened city bureaucracy. Consists of International Space Elevator, Selatapura City, and surrounding area. General Stats:
  1. Industrial Capacity: 23,000
    1. 20,000 IC supporting population quality of life
    2. 3,000 IC supporting XCOM USEA
  2. Energy Production: 100,000,000
    1. 20,000 supporting population quality of life
    2. 60,000 supporting Industrial Capacity
    3. Excess: not worth quantifying
  3. Population (Est.): 20,000,000
  4. Quality of Life: High
  5. Degree of Support: 9/10
  6. Militarism: 5/10
  7. Alien Support: 0/10
Special Assets:
  1. Tyler Island Space Launch Site
  2. Artificial Wonder International Space Elevator Lighthouse
    1. Provides 100,000 power to any installation capable of receiving microwave power.
    2. Provides one-way radio communication to the 150 and 30 degree lines.
  3. Rosa Cossette D'Elise
REPUBLIC OF VOSLAGE
Republic of Voslage

Formed as part of the rebellions that arose out of Erusea's total governmental collapse during the Lighthouse War, the Republic of Voslage broke off from Erusea as part of the popular will, and even now prepares to fight a two-way civil war for the right to exist. That said, the Republic of Voslage appears by all measures to be winning.
General Stats:
  1. Industrial Capacity: 30,000
    1. 15,000 supporting population quality of life
    2. 13,500 IC supporting 3 Second Rate Army Groups
    3. 1,500 IC available
  2. Energy Production: LIGHTHOUSE CONNECTION
    1. 75,000 supporting Industrial Capacity
    2. 10,000 supporting population quality of life
    3. LIGHTHOUSE CONNECTION available
  3. Population (Est.): 15,000,000
  4. Quality of Life: Medium
  5. Degree of Support: 1/10
  6. Militarism: 10/10
  7. Alien Support: 0/10
Special Assets:
  1. Shilage Castle
  2. Sol Squadron
ERUSEAN RESTORATION FORCES
Erusean Restoration Forces

The Erusean Restoration Forces seek to restore the Erusean country, conquests and all, while become the dominant power in Erusean politics by destroying the Free Erusean Remnants. Consists of Erusean Conservatives, with the implosion of the Free Erusean forces, it's only a matter of time before the Restorationists restore Erusea...provided the breakaway states don't decide to stay away.
General Stats:
  1. Industrial Capacity: 80,000
    1. 25,000 supporting population quality of life
    2. 31,500 IC supporting 7 Second-Rate Army Groups.
    3. 12,500 IC available
  2. Energy Production: LIGHTHOUSE CONNECTION
    1. 300,000 supporting Industrial Capacity
    2. 55,000 supporting population quality of life
    3. LIGHTHOUSE CONNECTION available
  3. Population (Est.): 47,000,000
  4. Quality of Life: Low
  5. Degree of Support: 1/10
  6. Militarism: 7/10
  7. Alien Support: 0/10
Special Assets:
  1. Drone Factory Remnants
MINOR ERUSEAN REPUBLICS
Minor Erusean Republics

Formed out of breakaway states from both the Erusean Restorationist forces and anarchy reigning in formerly Free Erusean territory, these fledgling republics model themselves on pre-Erusean identities in the vein of Voslage. Currently lumped together due to low national coherence.

General Stats:
  1. Industrial Capacity: 12,000
    1. 10,000 supporting population quality of life
    2. 1000 supporting 1 Second-Rate Division
    3. 1,000 available
  2. Energy Production: LIGHTHOUSE CONNECTION
    1. 48,000 supporting Industrial Capacity
    2. 10,000 supporting population quality of life
    3. LIGHTHOUSE CONNECTION available
  3. Population (Est.): 10,000,000
  4. Quality of Life: Low
  5. Degree of Support: 1/10
  6. Militarism: 4/10
  7. Alien Support: 0/10
Special Assets:
  1. Drone Factory Remnants
FREE ERUSEAN REMNANTS
The Free Erusean Remnants have collapsed as a coherent entity. Forget "army with a state" - it's thirteen competing corps and divisions squatting on pieces of land, all mutually hostile to each other. It's only a matter of time before the Erusean Restorationists finally put an end to them, or whether they all destroy themselves first.

General Stats:
  1. Industrial Capacity: 21,600
    1. 4,000 supporting population quality of life
    2. 17,000 IC supporting a whole mess of warlords
    3. 600 IC "available"
  2. Energy Production: LIGHTHOUSE CONNECTION
    1. 172,000 supporting Industrial Capacity
    2. 10,000 supporting population quality of life
    3. LIGHTHOUSE CONNECTION available
  3. Population (Est.): 30,000,000
  4. Quality of Life: Low
  5. Degree of Support: 0/10
  6. Militarism: 9/10
  7. Alien Support: 1/10
Special Assets:
  1. Drone Factory Remnants
COMMONWEALTH OF USEAN STATES
Commonwealth of Usean States

The Commonwealth of Usean States, located across Central and Southern Usea, is a collective bargaining organization for Usean states as a whole when negotiating on the IUN. Recovering from the aftershocks of the Lighthouse War, the Lighthouse's reactivation has brought the fires of Usean Industry to incredible heights. The constituent states of the Commonwealth have ultimately fought nearly three wars in two decades: the Usean uprising, Continental War, and the Lighthouse War. Each has left its scar on the Usean populace. Also, in San Salvacion, Stonehenge awaits.

Recent instability in Erusea has, surprisingly enough, promoted a deeper cooepration between signatory states, tying the CUS into a tighter continental assembly. After the recent strike on Expo City, the CUS' eastern states appear especially agitated - something needs to be done, and XCOM USEA has proven their ability.

General Stats:
  1. Industrial Capacity: 585,500
    1. 400,000 supporting population quality of life
    2. 92,750 IC supporting XCOM USEA
    3. 92,750 IC available
  2. Energy Production: LIGHTHOUSE CONNECTION
    1. 1,880,000 supporting Industrial Capacity
    2. 400,000 supporting population quality of life
    3. LIGHTHOUSE CONNECTION available
  3. Population (Est.): 400,000,000
  4. Quality of Life: High
  5. Degree of Support: 6/10
  6. Militarism: 3/10
  7. Alien Support: 0/10
Special Assets:
  1. Stonehenge Ruins
UNITED KINGDOMS OF NORTH POINT
United Kingdoms of North Point

North Point, or the United Kingdoms of North Point, is an island nation off the northeastern short of Usea. Maintaining a steadfast neutral and isolationist policy, North Point once commanded a respectable military, but has slowly seen its military subsumed by the ISAF and IUN forces, throughout the Continental War and Lighthouse War. It maintains a respectable, if not remarkable industry for its size. General Stats:
  1. Industrial Capacity: 51,700
    1. 30,000 supporting population quality of life
    2. 10,850 IC supporting XCOM USEA
    3. 10,850 IC available
  2. Energy Production: LIGHTHOUSE CONNECTION
    1. 140,000 supporting Industrial Capacity
    2. 30,000 supporting population quality of life
    3. LIGHTHOUSE CONNECTION available
  3. Population (Est.): 30,000,000
  4. Quality of Life: High
  5. Degree of Support: 6/10
  6. Militarism: 6/10
  7. Alien Support: 0/10
Special Assets:
  1. Fortified Base Fortress Intolerance
COMMONAN COMMONWEALTH
Commonan Commonwealth Comona, or the Commonan Commonwealth, or the Comona Islands is less a central government and more a series of islands shrugging and deciding to adopt the moniker to promote their cooperation. Possessing formidable aerospace capabilities, the Comona Islands industry is largely based around tourism and the space launch sites the Comonas possess. General Stats:
  1. Industrial Capacity: 1,500
    1. 1,000 supporting population quality of life
    2. 500 available
  2. Energy Production: LIGHTHOUSE CONNECTION
    1. 6,000 supporting Industrial Capacity
    2. 1,000 supporting population quality of life
    3. LIGHTHOUSE CONNECTION available
  3. Population (Est.): 1,000,000
  4. Quality of Life: High
  5. Degree of Support: 2/10
  6. Militarism: 2/10
  7. Alien Support: 0/10
Special Assets:
  1. Comona Island Observatories
  2. Comona Space Launch Site
VERUSA
Union of Yuktobanian Republics
Union of Yuktobanian Republics

Yuktobania, or the Union of Yuktobanian Republics is located on the eastern and central parts of the Verusan continent. Its economic and military might is matched only by Osea, but its diplomatic efforts have not been met with anywhere near the same amount of effect. However, the Yuktobanians are cautioning you to act as per your charter and not the suggestions of the Oseans, else they may need to find an organization which will provide for the common defense. General Stats:
  1. Industrial Capacity: 735,000
    1. 650,000 supporting population quality of life
    2. 59,500 IC towards XCOM VERUSA
    3. 10,000 IC towards 1 First-Rate Army Group
    4. 24,300 IC available
  2. Energy Production: 3,643,000
    1. 2,924,000 supporting Industrial Capacity
    2. 700,000 supporting population quality of life
    3. 3,000 available
  3. Population (Est.): 700,000,000
  4. Quality of Life: Medium
  5. Degree of Support: 7/10
  6. Militarism: 8/10
  7. Alien Support: 0/10
Special Assets:
  1. Albatross Squadron?
  2. Super Scinfaxi-class submarine Gullfaxi.
Verusan Federation
Verusan Federation

Verusa, officially titled the Verusan Federation, is a collection of Verusan states that decided to preemptively unify as a result of the Tyumen and Raikala Disputes, to present a unified front during negotiations. Delicately attempting to manage the balancing act between Yuktobania and the Sotoan Treaty Organization occupies the majority of the Verusan's political efforts; the rest largely goes into internal development.

Naturally, this is why Kaluga decides to smash into the Verusan Federation in a surprise attack.

General Stats:
  1. Industrial Capacity: 371,500
    1. 365,000 supporting population quality of life
    2. 6,500 IC available
  2. Energy Production: 1,904,000
    1. 1,486,000 supporting Industrial Capacity
    2. 400,000 supporting population quality of life
    3. 18,000 available
  3. Population (Est.): 400,000,000
  4. Quality of Life: Medium
  5. Degree of Support: 6/10
  6. Militarism: 7/10
  7. Alien Support: 0/10
Special Assets:
  • Shabhaz One, the Sun Fighter
Sotoan Treaty Organization
Sotoan Treaty Organization

Sotoa, or the Sotoan Treaty Organization, is a group formed in the late-1960s formed to counteract the perceived-growing threat of the Union of Yuktobanian Republics. Located in western Verusa, it possesses a large population and equally large industry, but largely focuses on military buildup to counteract the hypothetical threat of the Yuktobanian invasion. Not even the result of the 2003 Raikala Election Verification Incident has deterred Sotoan caution; if anything, it has heightenend the Sotoan's caution and paranoia.

General Stats:
  1. Industrial Capacity: 265,000
    1. 240,000 supporting population quality of life
    2. 25,000 available
  2. Energy Production: 1,260,500
    1. 1,060,000 supporting Industrial Capacity
    2. 195,000 supporting population quality of life
    3. 5,500 available
  3. Population (Est.): 300,000,000
  4. Quality of Life: Medium
  5. Degree of Support: 1/10
  6. Militarism: 4/10
  7. Alien Support: 1/10
Special Assets:
  1. Saif Two, Khawlah the Second
People's Republic of Kaluga
People's Republic of Kaluga

Kaluga, or the People's Republic of Kaluga, is located on the border of bay between Yuktobania, the Sotoan Treaty Organization, and the Verusan Federation. With significant portions of its military and economic capabilites destroyed in the Raikala incident, Kaluga has been focused on mobilizing more and more, with no end in sight.

Now, Kaluga uses its military in a surprise attack against the Verusan Federation.

General Stats:
  1. Industrial Capacity: 55,000
    1. 30,000 supporting population
    2. 9,000 IC supporting 2 Second-Rate Armies
    3. 15,000 IC available
  2. Energy Production: 248,000
    1. 220,000 supporting Industrial Capacity
    2. 20,000 supporting population
    3. 8,000 ???
  3. Population (Est.): 50,000,000
  4. Quality of Life: Low
  5. Degree of Support: 0/10
  6. Militarism: 7/10
  7. Alien Support: 1/10
Special Assets: ???
ORBITALS
SUBSPACE ORBIT
OVERALL SLOTS: 30/100
WARNING: ALL OBJECTS IN SUBSPACE ORBITS WILL INEVITABLY DECAY

SATELLITES:
Orbital Debris x30
LOW EARTH ORBIT
OVERALL SLOTS: 8???/1,000
EQUATORIAL BELT SLOTS: ????/30
WARNING: LOW EARTH ORBIT OVERFILLING RESULTS IN DESTRUCTION OF SATELLITES
WARNING: LOW EARTH ORBITAL JAMMING IN EFFECT

SATELLITES:
Orbital Satellite Debris x10,000
HIGH EARTH ORBIT
OVERALL SLOTS: ???/1,000,000
EQUATORIAL BELT SLOTS: 0/3000
WARNING: LOW EARTH ORBITAL JAMMING IN EFFECT

SATELLITES:
Alien Mothership x1
Orbital Debris x100
GEOSTATIONARY ORBIT
OVERALL SLOTS: ???/36
WARNING: LOW EARTH ORBITAL JAMMING IN EFFECT

SATELLITES:
GPS Satellites x24
Orbital Debris x60
 
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IUN-PKF-XCOM Personnel
IUN-PKF-XCOM Personnel

Selatapura Air Force Base Pilots

HIGH ALERT

STRIDER SQUADRON

Assignment: High Alert
Overall Condition: Ready
  • Alternate Titles: Three Strikes, Strider One
    SSR-tier ace pilot.
    Plane: CFA-44 Nosferatu
    Assignment: Hammer and Nail Deployment
    Status: Peak Performance
  • SS-tier ace pilot.
    Plane: F-22 Raptor
    Status: Ready
  • S-tier ace pilot.
    Plane: F-14X XCOM Hellcat II [EML]
    Status: Ready
  • S-tier ace pilot.
    Plane: F-22 Raptor
    Status: Ready


ACTIVE DUTY

AZDAHA SQUADRON
Assignment: Active Duty
Overall Condition: Adjusting

  • A-tier pilot.
    Plane: F-14X XCOM Hellcat II [EML].
    Status: Capable
  • A-tier pilot.
    Plane: F-14X XCOM Hellcat II [EML].
    Status: Ready
    [SLIDE_HEADER]Azdaha 3[/SLIDE_HEADER]
    [SLIDE]
    B-tier pilot.
    Plane: UNASSIGNED
    Status: Ready
    [SLIDE_HEADER]Azdaha 4[/SLIDE_HEADER]
    [SLIDE]
    B-tier pilot.
    Plane: UNASSIGNED
    Status: Ready
DRUID SQUADRON
Assignment: Active Duty
Overall Condition: Recovering

  • A-tier pilot.
    Plane: F-14X XCOM Hellcat II [EML]
    Status: Recovering
  • B-tier pilot.
    Plane: F-14X XCOM Hellcat II [EML]
    Status: Recovering
  • B-tier pilot.
    Plane: F-14X XCOM Hellcat II [EML]
    Status: Recovering
  • A-tier pilot.
    Plane: F-14X XCOM Hellcat II [EML]
    Status: Recovering

EQUIPMENT/PILOTS UNAVAILABLE

RIGEL SQUADRON
Assignment: Active Duty
  • S-tier pilot.
    Plane: F-14X XCOM Hellcat II [EML]
    Status: Shaken
  • A-tier pilot.
    Plane: F-14X XCOM Hellcat II [EML]
    Status: Shaken
  • Formerly Zvezda 1.
    A-tier pilot.
    Plane: F-14X XCOM Hellcat II [EML]
    Status: Capable
  • Formerly Zvezda 2.
    A-tier pilot.
    Plane: F-14X XCOM Hellcat II [EML]
    Status: Capable
Molniya One
Alternate Titles: The White Lightning, The White Witch
Retired
SS-tier ace pilot.
Plane: UNASSIGNED "Your best spare craft, kid." Medically forbidden from flying and the world better be literally ending.
(note from Yuktobanian liason: do not sortie her unless the world is literally ending)
Status: Worryingly Eager
INJURED



Fort Grays Island Base Pilots

HIGH ALERT

ACTIVE DUTY

MOBIUS SQUADRON
Assignment: High Alert
Overall Condition: Ready
  • Alternate Titles: The Ribbon Fighter, The Grim Reaper
    SSR-tier ace pilot.
    Plane: CFA-44 Nosferatu
    Status: Peak Performance
  • SS-tier pilot.
    Plane: F-14X XCOM Hellcat II [EML]
    Status: Ready
  • S-tier pilot.
    Plane: F-14X XCOM Hellcat II [EML]
    Status: Ready

EQUIPMENT/PILOTS UNAVAILABLE

BARD SQUADRON
Assignment: ON LEAVE

  • B-tier pilot.
    Plane: F-14X XCOM Hellcat II [EML]
    ON LEAVE
  • B-tier pilot.
    Plane: UNASSIGNED
    ON LEAVE
  • B-tier pilot.
    Plane: F-14X XCOM Hellcat II [EML]
    ON LEAVE
  • B-tier pilot.
    Plane: F-14X XCOM Hellcat II [EML]
    ON LEAVE
INJURED

  • No pilots injured.



Memorial Wall

XCOM USEA
Lucien Fitzpatrick. "Rigel 4". Perished in Operation Midnight Vigil.
Martin Laurent. "Skoll 1". Perished in Operation Midnight Vigil.
Barry Fitzpatrick. Assumed title, "Rigel 4". Perished In Operation Grey Dawn.
Aslan Becke. "Mobius Three". Perished in Operation Red Twilight.
Telasaphoro Cox. "Mobius Five". Perished in Operation Red Twilight.
Renate Nguyen. "Bard Two". Perished in Operation Red Twilight.
XCOM OSEA
Orson Adcock. "Snowflake 3". Perished in Operation Twilight Sentinel.
Godfrey Matos. "Snowflake 4". Perished in Operation Twilight Sentinel.
Fran Elridge. "Fairy 1". Perished in Operation Twilight Sentinel.
Wen Jennings. "Fairy 2". Perished in Operation Twilight Sentinel.
Kelsey Carman. "Fairy 3". Perished in Operation Twilight Sentinel.
Wilbur Andrewson. "Fairy 4". Perished in Operation Twilight Sentinel.
Greg Wilmer. "Gremlin 1". Perished in Operation Twilight Sentinel.
Marcia William. "Gremlin 2". Perished in Operation Twilight Sentinel.
Edward Kay. "Gremlin 3". Perishedin Operation Twilight Sentinel.
Hoyt Adams. "Gremlin 4". Perished in Operation Twilight Sentinel.
Jaxson Castro. "Elf 1". Perished in Operation Twilight Sentinel.
Magnolia Devereux. "Elf 2". Perished in Operation Twilight Sentinel.
Jae Dickens. "Elf 3". Perished in Operation Twilight Sentinel.
Sly Wallis. "Elf 4". Perished in Operation Twilight Sentinel.
Marlene Augustine. "Gryphus 4". Perished in Operation Low Moon.
Valentine Sheldon. "Thrush 1". Perished in Operation Low Moon.
Adriana Lyndon. "Thrush 3". Perished in Operation Low Moon.
Midge Menendez. "Kingfisher 1". Perished in Operation Low Moon.
Ralphie Lim. "Kingfisher 2". Perished in Operation Low Moon.
Giles Verity. "Kingfisher 3". Perished in Operation Low Moon.
Karl Hale. "Kraken 2". Perished in Operation Hollow Eve.
Kia Hoggard. "Kraken 3". Perished in Operation Hollow Eve.
Ela Hollins. "Kraken 4". Perished in Operation Hollow Eve.
David Bennet. "Snowflake 1." Perished in Operation Grey Dawn.
Amanda Nguyen. "Harpy 4." Perished in Operation Grey Dawn.

[LOSSES UNKNOWN: CONTACT LOST WITH XCOM OSEA]
XCOM ANEA
Cianan Mayes. "Grendel 2". Perished in Operation Stone Hymn.
Kaelyn Stephens. "Grendel 3". Perished in Operation Stone Hymn.
Martha Simons. "Wallace 1". Perished in Operation Stone Hymn.
Meadhbh Reeve. "Wallace 2". Perished in Operation Stone Hymn.
Marianna Rickard. "Wallace 3". Perished in Operation Stone Hymn.
Cheri Whinery. "Wallace 4". Perished in Operation Stone Hymn.
Lorena Tuft. "Athel 1". Perished in Operation Stone Hymn.
Cedar Sydney. "Athel 3". Perished in Operation Stone Hymn.
Angelle Mac Niadh. "Edgar 1". Perished in Operation Stone Hymn.
Beckah Gabrielson. "Edgar 2." Perished in Operation Stone Hymn.
Rearden Brody. "Edgar 3". Perished in Operation Stone Hymn.
Carlyle McNeil. "Edgar 4". Perished in Operation Stone Hymn.
Hildred Cooney. "Alfred 1". Perished in Operation Stone Hymn.
Jemmy Randel. "Alfred 3". Perished in Operation Stone Hymn.
Alysha Thrussel. "Edward 1". Perished in Operation Stone Hymn.
Joanna Bisset. "Edward 3". Perished in Operation Stone Hymn.
Happy Mullins. "Edward 4". Perished in Operation Stone Hymn.
Callista Foster. "Beowulf 2". Perished in Operation Stone Hymn.
Jerri McElligot. "Beowulf 3". Perished in Operation Stone Hymn.
Luella Outlaw. "Beowulf 4". Perished in Operation Stone Hymn.
Kemp McNeil. "Slaine 1". Perished in Operation Stone Hymn.
Fletcher Bowman. "Slaine 2". Perished in Operation Stone Hymn.
Alisha Kay. "Slaine 3". Perished in Operation Stone Hymn.
Scotty MacFarlane. "Slaine 4". Perished in Operation Stone Hymn.
Cua Lyndon. "Peregrine 1". Perished in Operation Twilight Smile.
Tamas Brizezciski. "Peregrine 2". Perished in Operation Twilight Smile.
Vasil Pascal. "Windhover 3".
XCOM VERUSA
Ninel Isaev. "Buran 1". Perished in Operation Empty Salient.
Demyan Naumov."Buran 2". Perished in Operation Empty Salient.
Eva Ignatiev. "Buran 3". Perished in Operation Empty Salient.
Oleg Fyodorov. "Voin 3". Perished in Operation Empty Salient.
Balwinder Gadhavi. "Ratha 2." Perished in Operation Silent Vanguard.
Jyothi Tamboli. "Ratha 3." Perished in Operation Silent Vanguard.
Sridevi Patil. "Ratha 4." Perished in Operation Silent Vanguard.
Harshada Mishra. "Gada 1." Perished in Operation Silent Vanguard.
Surinder Korrapati. "Gada 3." Perished in Operation Silent Vanguard.
Ajay Kulkarni. "Gada 4." Perished in Operation Silent Vanguard.
Behruz Shirazi. "Rostam 1." Perished in Operation Silent Vanguard.
Sahar Hashemi. "Rostam 2." Perished in Operation Silent Vanguard.
Nargez Darzi. "Rostam 4." Perished in Operation Silent Vanguard.
Mozhdeh Rostami. "Arash 1." Perished in Operation Silent Vanguard.
Arezou Rostami. "Arash 2." Perished in Operation Silent Vanguard.
Jalal Charmichi. "Arash 3." Perished in Operation Silent Vanguard.
Ava Alinejad. "Arash 4." Perished in Operation Silent Vanguard.
Indira Hamilton. "Merpati 1". Perished in Operation Dark Vigilance.
Shahrokh Bryce. "Merpati 2". Perished in Operation Dark Vigilance.
Giedre Ognyanyov. "Holub 3". Perished in Operation Dark Vigilance.
[LOSSES FROM XCOM SUPER-SCINFAXI CLASS SUBMARINE GULLFAXI: CURRENTLY UNKNOWN]


Think Tanks

RESEARCH DIVISION ALPHA
Total Personnel: 140 Scientists
Current Project: Alien Alloy Fabrication [20/160]
Project Leader: Dr. Vahlen

Overall Condition: Ready

  • Driven.
    Prefers basic research.
    Prefers xenoresearch.
    Status: 80 hours/week
    Dr. Vahlen notes: Don't worry about the numbers. This is exciting science.
RESEARCH DIVISION BETA
Total Personnel: 140 Scientists (including 40 Grunder scientists)
Current Project: F-35D Lightning III [70/80] STALLED
Project Leader: Charlie Burns
Overall Condition: Ready

  • Risk-taker.
    Aircraft designer.
    Status: 60 hours/week
RESEARCH DIVISION GAMMA
Total Personnel: 150 Scientists (100 Grunder Laser Scientists)
Current Project: Toroidal Energy Storage [0/??]
Project Leader: Audrey Jones
Overall Condition: Ready

  • Proud Aurelian patriot.
    Particle physicist.
    Status: 40 hours/week
TRAINING AND TACTICS
Total Personnel: 15 Analysts.
Current Project: Battlefield Vision Independence [40/50] STALLED
Project Leader: Jasper Rhodes
Overall Condition: Annoyed
  • Decisive Aerial Battle advocate.
    Osean analyst.
    Status: 50 hours/week
  • Fluid Theater advocate.
    Commonan analyst.
    Status: 70 hours/week
  • AirLand Battle advocate.
    Emmerian analyst.
    Status: 40 hours/week


Engineering Groups

ENGINEERING DIVISION ABLE
Total Personnel: 115 Engineers (10 Grunder)
Current Project: Project Dove [70/100]
Current Project: Streamlined Construction Practices [30/30]
Overall Condition: Ready

  • SSR-tier engineer.
    Perfectionist.
    Status: 80 hours/week
  • Nuclear engineer.
    Status: 40 hours/week
ENGINEERING DIVISION BAKER
Total Personnel: 115 Engineers (10 Grunder)
Current Project: Expanded Automation [0/80]
Overall Condition: Ready

  • Specialty: Applied electromagnetics.
    Status: 80 hours/week
  • Alternate Titles: The Scrap Queen
    SSR-tier mechanic.
    Status: 60 hours/week
  • Rail engineer.
    Status: 40 hours/week
ENGINEERING DIVISION CHARLIE
Total Personnel: 110 Engineers (80 Grunder)
Current Project: F-35D Lightning III [70/80] STALLED
Overall Condition: Ready
  • S-tier Engineer.
    Specialty: Aircraft design and Aerial Fortresses
    Status: 40 hours/week
  • Specialty: Large construction
    Status: 40 hours/week


ADMINISTRATION

LOGISTICS DIVISION
Current Project: ON HOLD
Overall Condition: Adjusting
INDUSTRIAL MANAGEMENT DIVISION
Total Personnel: 50 Supply-Chain Specialists. 20 Consultants (San Francisco Team).
IC Capacity: 0/70,000.
Status: Adjusting
AIRCRAFT PROCUREMENT DIVISION
Total Personnel: 14 Logisticians, 20 Consultants.
Status: Flagging
SPECIAL REQUISITIONS DIVISION
Total Personnel: 6 Logisticians, Daniel Snow. 40 Consultants.
Current Project: Selatapura Base Defenses (20000 IC invested).
Current Project: Dashau Resurgence Plan (16000/40000 IC)
Status: Recovering

  • Chief Logistician.
    Swears like a sailor.
    Status: 40 hours/week
COMMAND STAFF
Total Personnel: 33 Personnel related to XCOM USEA.

  • XCOM Overall Commander.
    Extremely formal.
    Status: Not relevant for lower Commanders.
  • XCOM USEA commander.
    Player character.
    Status: 80 hours/week
  • Administrative assistant for Long Caster.
    Oversees 10 other administrative aides, and 20 consultants to help.
    Status: 80 hours/week
HUMAN RESOURCES
Total Personnel: 75 HR staff. 20 Consultants (San Nicholas Team).
Assignment: HIRE EVERYONE
Overall Condition: Swamped
  • Human Resources director.
    Gentle.
    Status: 100 hours/week
SEARCH AND RESCUE
Active Teams: 0/1

  • Usean-based SAR team.
    Killing time on the base.
EMERGENCY RELIEF ADMINISTRATION
Refugee Housing: [500,000/2,000,000]
Dashau Resurgence Plan: [8,000/40,000 IC]
Staff: Logistics Special Procurements Division, 7x Consulting Groups, IUNRA support groups.


Posting is open now.​
 
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[X] ACE

So is this a more Ace Combat Quest where we play one character/Squadron, or more X-Com Base Commander?
 
[X] ACE

So is this a more Ace Combat Quest where we play one character/Squadron, or more X-Com Base Commander?
Sort of a mix of both. (IUN)-XCOM Base Commander during the wait between missions, and AWACS controller in mission.

As Long Caster evidences, you can do both!

(now pass me that burger)
 
...Jesus Christ.

Is Phoenix Squadron a gathering of the Ace Combat Protagonists?!

[X] Normal
 
...Jesus Christ.

Is Phoenix Squadron a gathering of the Ace Combat Protagonists?!

[X] Normal
Yes, the Phoenix Squadron in the introduction is a gathering of Ace Combat protagonists. Yes, you can create the conditions to set that up in this quest. Whether you'll succeed, well...

Vote will lock when I put out the next update, which will probably be , give or take an hour or so.

Just remember...



A normal pilot accepts their boundaries, and are rewarded as mortals are. An ACE exceeds their boundaries, and in so doing, becomes one of the greats.. But an ACE OF ACES? They are the ones who never recognized the limit of their abilities, and so their legend is likewise boundless as their accomplishments.


 
I'm so FUCKING WAITING for the update.

This quest gonna be EPIC, I predict.
 
Prologue, Mission One Briefing
Have you seen the night sky?

I mean, really seen it. Way out from the cities, where the light blocks out everything from the stars and all you can see are the famous ones. Way out into the country, to the point where you can't see anyone or civilization for miles. When you turn off all the lights, and wait for your eyes to adjust to what you see.

That faded band from horizon to horizon, the million billion points of light that make up the whole shape. The flickering as you try to convince yourself that you see the constellations, drawing the lines from star to star but losing your place as you drag your fingers across that infinite cosmos. Losing yourself in the sea of lights calling out, as if promising there was a better place somewhere in the heavens.

That was the high point of my childhood, those nights spent staring up into the sky. My parents never understood how much I loved the night sky; when they looked up, they always looked for something to hide under, as if they were looking for something. They'd tell me to find cover, to not look directly up into the sky or the sky demons would get me, as they told me to keep walking.

When I was six, I didn't understand. All I knew was that daytime was when we slept and hid way off the side of the road, and nighttime was when we walked down the road, always careful to watch for lights. Where we were going, I didn't know. We went to the cities a few times, but my parents always hurried me out of the cities soon after we heard the sniper fire. We passed through towns, picked up food, and cautiously eyed the bullet holes in the deserted buildings. We joined caravans at the first opportunity and abandoned them just as quickly when we heard rumbling. Through the wind, rain, and snow, we walked on.

That is, until I was eight and my family came across a different caravan.

The trucks all looked the same: blue body, white covering. We couldn't see anybody with guns, or food, but for some reason my parents ran towards that caravan and yelled as loudly as they could.

The caravan came to a stop, and out came two people with guns. Both wore a blue white uniform that all seemed to blend together, clean and pristine, from their brown boots to their blue and white berets with a gold star.

The people holding the guns spoke a different language than us; I couldn't understand anything. My parents were begging them; I think those people wearing berets understood, because suddenly the older woman turned towards the younger man and started talking quickly, wildly gesturing at us, while he started arguing just as loudly.

My parents grew desperate. They kept begging, crying, trying to speak in their mangled Emmerian that "army run from! Please! Please! Please!"

Finally, the older woman turned towards us, and asked in Estovakian:

"Want come?"




As of 0012 hours yesterday, the Comona Island Observatories recorded another likely asteroid event, shortly after the successful voyage of Pilgrim 1. Its mass was estimated to be at least on par with 1999XF04Ulysses, and with a much higher estimated impact velocity. At 0331 hours, the asteroid suddenly rapidly decelerated until 0521 hours, at which point the asteroid event was estimated to enter a high polar orbit. At 1320 hours yesterday, the asteroid released several other fragments, which reportedly entered the atmosphere at a high altitude and did not decay or burn up as predicted, but have rather entered what we are tentatively calling search patterns. As of 0458 hours today, IUN high command has concluded that there is no other reasonable possibility except that this asteroid is in fact an alien craft, and the other fragments are also alien craft. We are preparing a diplomatic response, but you are being put on standby in case of hostile response. In fact, there should be an overflight - muffled explosion - What?!

All units respond! "It's the San Marino, sir! The alien craft attacked the cargo ship!" "Strike on the Amber!" "We're running damage control on the Freyja, but the main boilers are -"

All units, scramble! This is not a drill! All units, scramble!

Mission Parameters: Shoot down all hostile UFOs.

Mission Assets:
Strider Squadron
Strider 1, "Trigger": F-22, MSL, GUN, QAAM
Strider 2, "Count": F-15, MSL, GUN, QAAM
Strider 3, "Jaeger": F-15, MSL, GUN, QAAM
Strider 4, "Huxian": F-15, MSL, GUN, QAAM
Cyclops Squadron UNAVAILABLE DUE TO INJURIES
Salamander Squadron
Salamander 1: F-18E/F, MSL, GUN
Salamander 4: F-18E/F, MSL, GUN
Rigel Squadron
Rigel 1: Mig 29A, MSL, GUN
Rigel 2: Mig 29A, MSL, GUN
Rigel 4: Mig 29A, MSL, GUN
Skoll Squadron
Skoll 1: Su-37, MSL, GUN
Skoll 4: Su-37, MSL, GUN
Voslage Squadron
Sol 2 "Wit": Su-30M2, MSL, GUN, QAAM
Sol 3 "Seymour": Su-30M2, MSL, GUN, QAAM

Operational Airspace: Selatapura Harbor

Enemies: Four (?) Unidentified Aircraft

[] Launch AWACS Long Caster (Risk of being shot down, better Radar coverage?)
[] Do Not Launch AWACS Long Caster (No risk of being shot down)
 
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