XCOM: Agent of F.I.X.F.I.C.

So @beingme what kind of squad are you looking for here? As I'm open to the whole changing around the main's gear if needed, but I'm going very much for a close encounter type of squad set up since Lids are tricky bastards with liberal use of wide area weapons and explosives since I expect we will need to deal with more then a few waves. Possibly even need to bring entire buildings down if needed for cover or even deal with a queen lid.

Edit:
Anyone else want to get in on this whole squad built thing? As things are still very much in the prebuild state of things on what to go with here.
Alright, I am quite awake now after some sleep. Let's talk squad building.

For the most part, I think I am satisfied with what you have built. Some things that I would change are the following:

Ceathya's equipment. I am inclined to let her go with us with "ALL THE GUNS" loadout she had before with maybe better armor and SCOPE attached for this mission. For a mission like a bug hunt, I think its quite alright to let her have her preferred loadout.

Next would be the smoke and flash grenades being handed out. What are these for? I can see some use for the flash but I figure that any bug caught in a flash is better caught with a live grenade instead. Smoke grenades I feel are useless. They are suppose to give us cover by breaking line of sight against the enemy but I think they are useless against the lids since they are just gonna close the distance as much as possible. If anything, the smoke grenades would hinder us since we need that line of sight to line up our shots with the lids closing in. Why not replace it with gremlins instead? Like @Canas Dark said, while not perfectly piloted, we don't need them to be for them to give us free vision and not needlessly risk ourselves and our team to explore a potentially dangerous area.

Another change would to replace one of demo loadout with a rocketeer one. Instead of demo packs and slam mines, I prefer he would bring in a rocket launcher with some spare rockets for extra explosive ammo. I prefer if we have at least someone in the team with the ability to deliver high explosive payloads at a distance.

Side-arms like Glocks and M911 handguns may be fairly useless in a bug hunt. This is because they may not have the firepower to be able to penetrate the tough chitin armor the lids have on them. Whatever gun they will bring, it has to hit hard to be able to do the job. Maybe change this to Desert Eagles or Magnums, or even sawn-off shotguns.

Strike 4 - Teasdale will be going around with a minigun with a backpack full of ammunition. Stands to reason why he would not able to bring anything else but I believe that he can handle having an additional sawn-off shotgun holstered to his hip with a handful of shotgun shells for extra ammo. This is because he is totally FUCKED if one of the bugs manage to sneak up on him and get in close. Teasdale isn't Captain America and doesn't have an exo-suit to augment his strength so he probably can't leverage his minigun on time. The rationale for the sawn-off shotgun is that it is an emergency "OHSHIT" weapon like the one we have holstered to us. It is used when one of the lids suddenly gets too close, and he will drop the minigun and quickly draw the sawn-off shotgun to kill them off as a last ditch effort to save his life. Note that it is an emergency scenario where Teasdale spotted a lid closing on on his position and that he can't bring his minigun to aim quick enough and must draw his shotgun like a cowboy on a gun duel and hope he is fast enough to shoot it. IDEALLY he shouldn't have to use the sawn-off shotgun AT ALL but you never know. One of the close combat member or maybe the medic should always stay close to Teasdale to give him some close quarters support, he will be needing it.

Alright, I think that is all of my concerns on the squad loadout. Tell me what you think. For the most part, I believe a close quarters type squad with a LOT of firepower is the way to go when dealing with a bug hunt. As much as I want us to hit them at a safe, sniper rifle distance, the lids will most likely have their nest made in enclosed areas. Unless we can have air or artillery assets to blow it up, WE will have to get in close and deal with it and since this is their nest, they WILL have a numbers advantage. Lids can be sneaky fucks too so they could close in on a lone sniper and tear him to shreds since he has no backup nearby to support him. All three negates the use of a sniper so we are all better off sticking together and specialize in dealing with them at medium to close ranges with lots of explosive assets on hand to blow stuff up.
 
@Canas Dark how far is the range for Gremlin use? As can guys at base on in the air on a ship use them to provide on site recon for our squad if ask for?

Alright, I am quite awake now after some sleep. Let's talk squad building.

For the most part, I think I am satisfied with what you have built. Some things that I would change are the following:

Ceathya's equipment. I am inclined to let her go with us with "ALL THE GUNS" loadout she had before with maybe better armor and SCOPE attached for this mission. For a mission like a bug hunt, I think its quite alright to let her have her preferred loadout.
I can live with that, though would her normal load out have enough punch to it to deal with Lids? As she is likely going to be on point for the squad if the hero isn't doing it and I'm worried her normal load out wouldn't be best suited for such. Since no one besides the Hero really knows personally how fast, deadly and bad Lids are in a urban environment and might not be fully prepared from a first engagement like he would be.

Next would be the smoke and flash grenades being handed out. What are these for? I can see some use for the flash but I figure that any bug caught in a flash is better caught with a live grenade instead. Smoke grenades I feel are useless. They are suppose to give us cover by breaking line of sight against the enemy but I think they are useless against the lids since they are just gonna close the distance as much as possible. If anything, the smoke grenades would hinder us since we need that line of sight to line up our shots with the lids closing in. Why not replace it with gremlins instead? Like @Canas Dark said, while not perfectly piloted, we don't need them to be for them to give us free vision and not needlessly risk ourselves and our team to explore a potentially dangerous area.
The smoke for this mission is for something else entirely, there for air support and for setting up hot evac zones. As the biggest guns we are going to have here are going to be the air support we will have call and being able to set up sites for such at a distance will be very helpful if we need to move quick or dig in and wait without taking to much time.

As for the flash grenades, those are there because I don't know if our hand grenades will have enough punch to do more then damage one Lid at a time while I do know that flash grenades will have a effect regardless of how tough the lids scales are simply because they have eyes and seem to hunt by sound a lot. Something that the flashbangs will work nicely against in stunning and stunting a charge so the heavy weapons can move in on them and take them out or give our guys more time to get some breathing room.

Though honestly I would have love to have some Freeze grenades instead for all this, but those are sadly our further down our tech tree at the moment.

Another change would to replace one of demo loadout with a rocketeer one. Instead of demo packs and slam mines, I prefer he would bring in a rocket launcher with some spare rockets for extra explosive ammo. I prefer if we have at least someone in the team with the ability to deliver high explosive payloads at a distance.
Kind of leery of doing a rockteer for this mission because of the urban setting. Since there is just so many things that can break direct lines of attacks that could screw with a rocket trooper being able to hit such fast moving targets like Lids. Then add in the whole one shot nature for the rocket launcher and long reload time and I think having a rapid fire launcher with a lower yield yet faster fire and reload rate and ability do angle shooting would be more effective here.

Also, having the ability to give ground in a horde attack while still laying down traps to slow down a enemy advance to gain more breathing room is always nice.

Side-arms like Glocks and M911 handguns may be fairly useless in a bug hunt. This is because they may not have the firepower to be able to penetrate the tough chitin armor the lids have on them. Whatever gun they will bring, it has to hit hard to be able to do the job. Maybe change this to Desert Eagles or Magnums, or even sawn-off shotguns.
Fair point there, would prefer the High Powered pistols over the hand shotguns though, since those would be easier to use in a pinch and would have more rounds between reloads.

Strike 4 - Teasdale will be going around with a minigun with a backpack full of ammunition. Stands to reason why he would not able to bring anything else but I believe that he can handle having an additional sawn-off shotgun holstered to his hip with a handful of shotgun shells for extra ammo. This is because he is totally FUCKED if one of the bugs manage to sneak up on him and get in close. Teasdale isn't Captain America and doesn't have an exo-suit to augment his strength so he probably can't leverage his minigun on time. The rationale for the sawn-off shotgun is that it is an emergency "OHSHIT" weapon like the one we have holstered to us. It is used when one of the lids suddenly gets too close, and he will drop the minigun and quickly draw the sawn-off shotgun to kill them off as a last ditch effort to save his life. Note that it is an emergency scenario where Teasdale spotted a lid closing on on his position and that he can't bring his minigun to aim quick enough and must draw his shotgun like a cowboy on a gun duel and hope he is fast enough to shoot it. IDEALLY he shouldn't have to use the sawn-off shotgun AT ALL but you never know. One of the close combat member or maybe the medic should always stay close to Teasdale to give him some close quarters support, he will be needing it.
Alright then, how about we switch jobs then and have the Hero be the Minigunner then? Since he would have proper stats for such and with his boost would be insanely deadly with it. Plus with your worries about the whole sniper thing it would make sense to make him the big stick of the squad instead.

Which if we do that, would you be one in making Teasdale a flame thrower gun instead? As that would give us another wide AOE trooper and allow a decent back set for the guy without having to worry to much about weight issues.
 
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I can live with that, though would her normal load out have enough punch to it to deal with Lids? As she is likely going to be on point for the squad if the hero isn't doing it and I'm worried her normal load out wouldn't be best suited for such. Since no one besides the Hero really knows personally how fast, deadly and bad Lids are in a urban environment and might not be fully prepared from a first engagement like he would be.
hhhmm, you might have a point there. To be sure, I went back and checked what her loadout was
She was fiddling with a machine gun's ammo belt, clearly her primary weapon. A pistol I suspected was fully automatic was on her left hip, with a few high capacity magazines within easy reach, while a Colt .45 was on her right. She had a sawn-off double barrel shotgun strapped to the small of her back, and another assault rifle hung over her shoulder. Several grenades were strapped to her heavy XCOM vest, alongside tons of magazines for all her guns.
The LMG, assault rifle, and sawn-off shotgun are good but I have I don't think rest have the punch necessary as you say, except perhaps for the colt .45 but I am not sure how powerful that gun is terms of firepower relative to other handguns. at the very least, the automatic pistol is out (not enough punch) but I am not sure what to replace it with. maybe another high-powered pistol. or maybe a gremlin or more grenades.

The smoke for this mission is for something else entirely, there for air support and for setting up hot evac zones. As the biggest guns we are going to have here are going to be the air support we will have call and being able to set up sites for such at a distance will be very helpful if we need to move quick or dig in and wait without taking to much time.

As for the flash grenades, those are there because I don't know if our hand grenades will have enough punch to do more then damage one Lid at a time while I do know that flash grenades will have a effect regardless of how tough the lids scales are simply because they have eyes and seem to hunt by sound a lot. Something that the flashbangs will work nicely against in stunning and stunting a charge so the heavy weapons can move in on them and take them out or give our guys more time to get some breathing room.

Though honestly I would have love to have some Freeze grenades instead for all this, but those are sadly our further down our tech tree at the moment.
oohhh I see! so the smoke grenades aren't for the smoke itself but to signal our air assets. alright, though we have to change the "smoke grenade" to something else like say "signal grenade" or something like that. Something that emits a an orange smoke or anything colorful besides the regular old smoke. A regular smoke grenade won't do if you want to signal air assets since they might think that regular white/grey/black smoke are from fires.

As for the flash grenades, I can see where you are getting at. using the XCOM game as reference, the frag and flashbang grenades work just fine against lids. although, I am more intrigue on how the flashbang could affect more lids than the frag grenade. The lids have their tough chitin to mitigate frag grenades but doesn't have such for the flahsbang, hmmmm.

Alright, I am convince. I think it is better to affect more lids stop them cold in their tracks than to have a explosion go off and possibly have them tank a hit and still keep going. Let's go with your flashbang idea.

Kind of leery of doing a rockteer for this mission because of the urban setting. Since there is just so many things that can break direct lines of attacks that could screw with a rocket trooper being able to hit such fast moving targets like Lids. Then add in the whole one shot nature for the rocket launcher and long reload time and I think having a rapid fire launcher with a lower yield yet faster fire and reload rate and ability do angle shooting would be more effective here.

Also, having the ability to give ground in a horde attack while still laying down traps to slow down a enemy advance to gain more breathing room is always nice.
hhmmm, how about a compromise. instead of a rocket launcher, he carries a Milkor MGL instead? the XM25 CDTE is like a grenade launcher but the MGL fires higher yield explosives. Equip him with that and give him a good amount of high-yield explosives for it, and I think he is good to go for explosive assets being fired at a distance.

Fair point there, would prefer the High Powered pistols over the hand shotguns though, since those would be easier to use in a pinch and would have more rounds between reloads.
High powered pistols it is.

Alright then, how about we switch jobs then and have the Hero be the Minigunner then? Since he would have proper stats for such and with his boost would be insanely deadly with it. Plus with your worries about the whole sniper thing it would make sense to make him the big stick of the squad instead.

Which if we do that, would you be one in making Teasdale a flame thrower gun instead? As that would give us another wide AOE trooper and allow a decent back set for the guy without having to worry to much about weight issues.
you know what, you are absolutely right! I at first thought that a Minigun with a backpack feeder ammo would be too heavy with everything else I want to bring. buuuut
You're at 90-95 after loading up in standard body armor and all bandoleers and accessories. Carapace armor is either similarly weighted, or a little lighter. It's made of Alien Alloys, Cydonium, which I don't have any real numbers on, but we know it's much stronger for the same weight of armor.
I have only reached 90-95 lbs in overall weight and have not reach the 150 lbs or even the 250+ lbs that would start giving us trouble if the mission goes on for long enough. We can totally change with a minigun and bakcpack ammo feeder package without losing too much mobility. Combine that with our Captain America package and using combat TK with our sawn-off shotgun for point-blank ranges, we can handle a lid closing in on us fairly well than Teasdale would.

Lets do it. We will be the minigunner while Teasdale have the SAW LMG with a backpack ammo feeder.

I think that about covers it. What do you think?
 
@Canas Dark I just want to be clear on something in regards to the use of Combat TK with our sawn-off shotgun and P90. I am not sure how well we can use combat TK right now but considering how good he was able to manipulate the pipes and rivet gun (and even unconsciously reloading the rivet gun) I am going to assume that he is good enough to handle to have another gun floating around for combat use while he is using his minigun. assuming that he can only handle manipulating one gun for now instead of two simultaneously, I was thinking that, if we wants to use the P90, he can holster the sawn-off shotgun he is using with Combat TK (maybe have a shotgun holster on his left leg) to secure it on his person while swapping it with the P90 if he ever have the need to put more firepower down range.

Note that this is only if he can only reliably handle one gun instead of two guns simultaneously. If he can do two guns with no problem then this clarification is moot.
 
hhhmm, you might have a point there. To be sure, I went back and checked what her loadout was
The LMG, assault rifle, and sawn-off shotgun are good but I have I don't think rest have the punch necessary as you say, except perhaps for the colt .45 but I am not sure how powerful that gun is terms of firepower relative to other handguns. at the very least, the automatic pistol is out (not enough punch) but I am not sure what to replace it with. maybe another high-powered pistol. or maybe a gremlin or more grenades.
I would say she would do better with more ammo, but it will be her call this time since we are letting her pick her loadout.

oohhh I see! so the smoke grenades aren't for the smoke itself but to signal our air assets. alright, though we have to change the "smoke grenade" to something else like say "signal grenade" or something like that. Something that emits a an orange smoke or anything colorful besides the regular old smoke. A regular smoke grenade won't do if you want to signal air assets since they might think that regular white/grey/black smoke are from fires.
Easy enough change to make there, an done.

hhmmm, how about a compromise. instead of a rocket launcher, he carries a Milkor MGL instead? the XM25 CDTE is like a grenade launcher but the MGL fires higher yield explosives. Equip him with that and give him a good amount of high-yield explosives for it, and I think he is good to go for explosive assets being fired at a distance.
I can live with that, though the change does mean that guy will end up having a heavier load then the other demo guy since his ammo and weapon will have a lot more weight to it. But I thinking you don't think that will be to much a issue there.

you know what, you are absolutely right! I at first thought that a Minigun with a backpack feeder ammo would be too heavy with everything else I want to bring. buuuut

I have only reached 90-95 lbs in overall weight and have not reach the 150 lbs or even the 250+ lbs that would start giving us trouble if the mission goes on for long enough. We can totally change with a minigun and bakcpack ammo feeder package without losing too much mobility. Combine that with our Captain America package and using combat TK with our sawn-off shotgun for point-blank ranges, we can handle a lid closing in on us fairly well than Teasdale would.
Should also remember that our hero won't be in new Xcom armor, but his old tech one with mini rocket launcher and the like. So yeah, lot better too since our guy will still have his grapple line if he really needs to move in a hurry.

Lets do it. We will be the minigunner while Teasdale have the SAW LMG with a backpack ammo feeder.
Done.

I think that about covers it. What do you think?
Alright then, how does the new plan look to you mate?

[X] Plan: Bug Hunt M2
[x] Strike 1 - Ceathya (Her Choice)
-[x] Carapace Armor and Nano-fiber Vest
[x] Strike 2 - Agent Smith (Mini-gun Loadout)
[x] Strike 3 - Jamball (Medic Loadout)
-[x] Carapace Armor and Nano-fiber Vest
[x] Strike 4 - Teasdale (LMG Loadout)
-[x] Carapace Armor and Nano-fiber Vest
[x] Strike 5 - Silva (Rookie/Demo 1 Loadout)
[x] Strike 6 - Vasiliev (Rookie/Demo 2 Loadout)
[x] Strike 7 - Angel Ngcobo (Rookie /Close Combat Loadout)
-[x] Carapace Armor and Nano-fiber Vest
[x] Strike 8 - Dale Olson (Rookie /Close Combat Loadout)
-[x] Carapace Armor and Nano-fiber Vest
[X] Drones will be deployed and controlled by R-COM support back at base to give mission recon and support.

Close Combat Loadout: (Main Weapon: AA-12 shotguns / Side Arm: Smith & Wesson Model 500s/ Gear: SCOPE, Battle Scanners x2, Flash Grenades x2, Grenade x2 / Ammo: 8 Mags for Prime and 4 for Side)
Demo Loadout 1 (Main Weapon: XM25 CDTE / Side Arm: Smith & Wesson Model 500s / Gear: SCOPE, Demo Packs x3, Slam Mines x5/ Ammo: 6 Mags for Prime and 2 for Side)
Demo Loadout 2 (Main Weapon: Milkor MGL / Side Arm: Smith & Wesson Model 500s / Gear: SCOPE, Demo Packs x1, Slam Mines x2/ Ammo: 8 Mags for Prime and 2 for Side)
LMG Loadout: (Main Weapon: M249 SAW / Side Arm: Smith & Wesson Model 500s / Gear: SCOPE, Signal Smoke Grenade x2/ Ammo: Ironman Pack, 4 Mags for Side)
Mini-gun Loadout: (Main Weapon: Minigun / Side Arm: 2 Sawn-off Shotgun with a bandolier full of shotgun shells / Gear: SCOPE, Battle Scanners x3, Frags x3, flashbang x2, Signal smoke grenade x1) / Ammo: Ironman Pack)
Medic Loadout: (Main Weapon: X9 with M203 under-barrel grenade launcher / Side Arm: Smith & Wesson Model 500s / Gear: SCOPE, Trauma Kit x2, Signal Smoke Grenade x2, Flash Grenade x1 / Ammo: 8 Mags for Prime, 4 for Side, 2 Grenade slugs)


Added SCOPES to all loadouts, since after some thought there is no reason not to do such since it gives a flat increase to hit percentage and can go on any main weapon. Also went with Gremlins being controlled by our support chain and not our squad to not tie up anyone with two jobs in the field for this kind of mission, since we have little fear of alien jamming with Lids.

You see anything you think could be made better here @beingme, just give me a hit and I can do a quick change.
 
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Should also remember that our hero won't be in new Xcom armor, but his old tech one with mini rocket launcher and the like. So yeah, lot better too since our guy will still have his grapple line if he really needs to move in a hurry.
sadly we can't use it for this mission. It is currently in pieces with the engineering time right now if I remember correctly.
[x] Strike 2 - Agent Smith (Mini-gun Loadout)
Mini-gun Loadout: (Main Weapon: Minigun / Side Arm: Smith & Wesson Model 500s / Gear: SCOPE, Battle Scanners x2, Signal Smoke Grenade x2 / Ammo: Ironman Pack, 4 Mags for Side)
Just to be clear here, we are going in with my write-in load out right?
[X] Minigun connected to backpack ammo feeder.
[X] 2 Sawn-off Shotgun with a bandolier full of shotgun shells. One of them is equipped with a laser sight (taped to the gun if you have to)
[X] FN P90 equipped with a laser sight and with six magazines
[X] six grenades (three frags and two flashbang with one signal smoke grenade) (I change it to account for the points you made about the grenades)
[X] Big Knife strapped to our right foot
[X] A pouch with three battle scanners
A backpack ammo with a feeder chute connected to a minigun as our primary weapon.

An ammo vest carrying six magazines of P90 ammo. A Bandolier filled with shotgun ammo.

A sawn-off shotgun holstered to our left hip and another one floating near us using TK for point blank ranges. Another shotgun holster strapped to our left foot if we even need to secure the TK shotgun to use the P90 instead.

A FN P90 holstered to our right hip as our backup weapon, possible another gun to be used with TK in conjunction with our Heavy Machine gun for large volume of fire downrange (Or to be used when we possible used up all of our ammo for the heavy Machine Gun).

six grenades stored with a grenade belt.

a pouch strapped on our back hip filled with three battle scanners

A knife strapped to our right foot, for when all else fails.

All of this plus carapace armor with a nano vest for protection
 
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sadly we can't use it for this mission. It is currently in pieces with the engineering time right now if I remember correctly.


Just to be clear here, we are going in with my write-in load out right?
[X] Minigun connected to backpack ammo feeder.
[X] 2 Sawn-off Shotgun with a bandolier full of shotgun shells. One of them is equipped with a laser sight (taped to the gun if you have to)
[X] FN P90 equipped with a laser sight and with six magazines
[X] six grenades (three frags and two flashbang with one signal smoke grenade) (I change it to account for the points you made about the grenades)
[X] Big Knife strapped to our right foot
[X] A pouch with three battle scanners
A backpack ammo with a feeder chute connected to a minigun as our primary weapon.

An ammo vest carrying six magazines of P90 ammo. A Bandolier filled with shotgun ammo.

A sawn-off shotgun holstered to our left hip and another one floating near us using TK for point blank ranges. Another shotgun holster strapped to our left foot if we even need to secure the TK shotgun to use the P90 instead.

A FN P90 holstered to our right hip as our backup weapon, possible another gun to be used with TK in conjunction with our Heavy Machine gun for large volume of fire downrange (Or to be used when we possible used up all of our ammo for the heavy Machine Gun).

six grenades stored with a grenade belt.

a pouch strapped on our back hip filled with three battle scanners

A knife strapped to our right foot, for when all else fails.

All of this plus carapace armor with a nano vest for protection
Ok, I can change things up for that, but why are you loading down a guy who already has the biggest gun in the party with another main weapon and a knife?

Every thing else I can see making some sense for certain set ups, but I just can't see a use for those considering everything else. Since if we loss the mini-gun we are already hosed and if we get in a knife fight with a Lid we are just dead.

Updated plan to have all that but the two I'm questionable about.
 
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Ok, I can change things up for that, but why are you loading down a guy who already has the biggest gun in the party with another main weapon and a knife?

Every thing else I can see making some sense for certain set ups, but I just can't see a use for those considering everything else. Since if we loss the mini-gun we are already hosed and if we get in a knife fight with a Lid we are just dead.

Updated plan to have all that but the two I'm questionable about.
I am assuming you are talking about the P90? I went for another gun as a backup gun instead of a sidearm for extra firepower. I figure that the P90's compact size would make it small enough that we can carry it without snagging with the rest of the equipment. I am banking on the Captain America package that we can carry everything else without much problem.

Although, I can see where your coming from, Maybe carrying a sub-machine gun is a bit much. I just like the idea that as we fire our minigun on one area, our P90 is shooting at something else. That, and the extra firepower never hurts, but that level of Combat TK is probably a bit beyond us at the moment, even with the bonuses I put into it. Better to leave the Combat TK on the sawn-off shotgun when lids start getting too close.

As for the knife, well, I kinda want us to have a last resort option when all else fails since I thought everyone should have at least a knife on their person. granted, if we actually HAD to use it, we are more or less boned at that point.
 
Right, I believe that we have everything in order. Let's all vote with the same plan.

[X] Plan: Bug Hunt M2
[x] Strike 1 - Ceathya (Her Choice)
-[x] Carapace Armor and Nano-fiber Vest
[x] Strike 2 - Agent Smith (Mini-gun Loadout)
[x] Strike 3 - Jamball (Medic Loadout)
-[x] Carapace Armor and Nano-fiber Vest
[x] Strike 4 - Teasdale (LMG Loadout)
-[x] Carapace Armor and Nano-fiber Vest
[x] Strike 5 - Silva (Rookie/Demo 1 Loadout)
[x] Strike 6 - Vasiliev (Rookie/Demo 2 Loadout)
[x] Strike 7 - Angel Ngcobo (Rookie /Close Combat Loadout)
-[x] Carapace Armor and Nano-fiber Vest
[x] Strike 8 - Dale Olson (Rookie /Close Combat Loadout)
-[x] Carapace Armor and Nano-fiber Vest
[X] Drones will be deployed and controlled by R-COM support back at base to give mission recon and support.

Close Combat Loadout: (Main Weapon: AA-12 shotguns / Side Arm: Smith & Wesson Model 500s/ Gear: SCOPE, Battle Scanners x2, Flash Grenades x2, Grenade x2 / Ammo: 8 Mags for Prime and 4 for Side)
Demo Loadout 1 (Main Weapon: XM25 CDTE / Side Arm: Smith & Wesson Model 500s / Gear: SCOPE, Demo Packs x3, Slam Mines x5/ Ammo: 6 Mags for Prime and 2 for Side)
Demo Loadout 2 (Main Weapon: Milkor MGL / Side Arm: Smith & Wesson Model 500s / Gear: SCOPE, Demo Packs x1, Slam Mines x2/ Ammo: 8 Mags for Prime and 2 for Side)
LMG Loadout: (Main Weapon: M249 SAW / Side Arm: Smith & Wesson Model 500s / Gear: SCOPE, Signal Smoke Grenade x2/ Ammo: Ironman Pack, 4 Mags for Side)
Mini-gun Loadout: (Main Weapon: Minigun / Side Arm: 2 Sawn-off Shotgun with a bandolier full of shotgun shells / Gear: SCOPE, Battle Scanners x3, Frags x3, flashbang x2, Signal smoke grenade x1) / Ammo: Ironman Pack)
Medic Loadout: (Main Weapon: X9 with M203 under-barrel grenade launcher / Side Arm: Smith & Wesson Model 500s / Gear: SCOPE, Trauma Kit x2, Signal Smoke Grenade x2, Flash Grenade x1 / Ammo: 8 Mags for Prime, 4 for Side, 2 Grenade slugs)

Added SCOPES to all loadouts, since after some thought there is no reason not to do such since it gives a flat increase to hit percentage and can go on any main weapon. Also went with Gremlins being controlled by our support chain and not our squad to not tie up anyone with two jobs in the field for this kind of mission, since we have little fear of alien jamming with Lids.
 
I am assuming you are talking about the P90? I went for another gun as a backup gun instead of a sidearm for extra firepower. I figure that the P90's compact size would make it small enough that we can carry it without snagging with the rest of the equipment. I am banking on the Captain America package that we can carry everything else without much problem.

Although, I can see where your coming from, Maybe carrying a sub-machine gun is a bit much. I just like the idea that as we fire our minigun on one area, our P90 is shooting at something else. That, and the extra firepower never hurts, but that level of Combat TK is probably a bit beyond us at the moment, even with the bonuses I put into it. Better to leave the Combat TK on the sawn-off shotgun when lids start getting too close.
Mate, you are aware that the P90 fires only 9MM rounds right? If you think a normal pistol like Glock is useless for a Lid why do you think using a Sub-machine gun that fires more of those rounds would be more effective here?

As for the combat TK, I figured the best use for it right now was messing with enemy grenades and weapons. Since we do know they use grenades and those are pretty easy to set off if one knows what they are doing. So range look and pulls could be a lot of fun, be it disarming foes for easier kills/captures or just watching them blow up to cooked off grenades.

As for the knife, well, I kinda want us to have a last resort option when all else fails since I thought everyone should have at least a knife on their person. granted, if we actually HAD to use it, we are more or less boned at that point.
While I get where you are coming from here, I rather not add useless weight on a soldier, as a normal combat knife just isn't going to be worth it for any of our guys and using melee weapons in this day and age is just asking to die unless you got something else going on to help make it some kind of viable option.

Now when we can get better tech for such or better yet can get some melee specialists with the proper boosts to them, then I'll be more then happy for some melee fun. As I just love seeing MECs rocket punch the shit out of lids. :D

But until then, side arms just work so much better for us in close range as all our troops are trained to use those with great skill.
 
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Mate, you are aware that the P90 fires only 9MM rounds right? If you think a normal pistol like Glock is useless for a Lid why do you think using a Sub-machine gun that fires more of those rounds would be more effective here?
Wait, I thought FN P90s have their own ammunition, the FN 5.7x28mm. This cartridge was designed specifically for this sub-machine gun, able to penetrate 1.6mm of titanium plate along with 20 layers of kevlar in a NATO testing. I learn that from Ahoy. Its why I thought that it was perfect with how this sub-machine gun is the next best thing before you start going for the actual rifle. Small, lightweight, huge mag capacity, and armor-piercing, This gun had it all.

Full disclosure, I am not a gun expert so most of what I know about guns comes from video games, wikipedia, or people who seem like they know what they are actually talking about.
 
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Would anybody mind if the "bonuses" for these kinds of lengthy discussions were, for the most part, simply spent on the following chapter's layout and helped add to the expected rate of success, at least for this round?
Because you guys are making assumptions in a couple ways that are interesting, but slightly (or completely) amiss, and at this point I think the extra work you put in would better be spent getting used in cool ways as opposed to hitting a brick wall when one of your core assumptions was falsified in a way that might have otherwise ended badly.
Without outright telling you what that assumption is, thoughts?
Also: anybody else want to weigh in on the current back and forth, or is this more or less set to subsume the traditional vote?
 
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Would anybody mind if the "bonuses" for these kinds of lengthy discussions were, for the most part, simply spent on the following chapter's layout and helped add to the expected rate of success, at least for this round?
Because you guys are making assumptions in a couple ways that are interesting, but slightly (or completely) amiss, and at this point I think the extra work you put in would better be spent getting used in cool ways as opposed to hitting a brick wall when one of your core assumptions was falsified in a way that might have otherwise ended badly.
Without outright telling you what that assumption is, thoughts?
Also: anybody else want to weigh in on the current back and forth, or is this more or less set to subsume the traditional vote?
hhhmmm, assumptions, assumptions....air assets?

you are talking about the signal smoke that @Ironforge was talking about. It was never stated anywhere that air assets would be available for this coming bug hunt, we just assumed it would be available. everything else that we talked about are possible loadouts and scenarios that could happen in a bug hunt and what weapons and equipment could possibly be effective against a lid swarm. Signal smoke is the only equipment that I could think off that we talked about that could just be a possible waste of equipment space if air assets are not available from the beginning.

Hope Ironforge sees this. maybe we might have to change some of our loadout with this possibility of no air assets at this time.
 
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[X] Plan: Bug Hunt M2

Because I agree with @Ironforge about not giving Smith a P90; it seems less useful than just having 2 sawn-offs, and it simplifies his ammo load-out. Which may not have many weight limits but still has space limits.

I'm also glad we still have an XM-25; the smaller, more precise rounds seem ideal for an urban environment. There's only so much general-area "high explosives" you want to be flinging around...
 
Would anybody mind if the "bonuses" for these kinds of lengthy discussions were, for the most part, simply spent on the following chapter's layout and helped add to the expected rate of success, at least for this round?
Because you guys are making assumptions in a couple ways that are interesting, but slightly (or completely) amiss, and at this point I think the extra work you put in would better be spent getting used in cool ways as opposed to hitting a brick wall when one of your core assumptions was falsified in a way that might have otherwise ended badly.
Without outright telling you what that assumption is, thoughts?
Also: anybody else want to weigh in on the current back and forth, or is this more or less set to subsume the traditional vote?
Would you mind filling us in then on what we are wrong on please? As I'll need to fix those things right quick then.
 
If I tell you all, I will probably do the opening rolls and close the vote. Fair warning.
That's the hint, as well. The characters wouldn't know one way or another, either.
 
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You'll have some way of bombarding the aliens if it comes to that, sure. I can't promise it'll come quick, but you know you're not being hung out to dry. If you mean Gremlins, you're fine there, four guys/gals are piloting the ready machines from home. If you mean Aircraft come in and drop bombs, sure, at some point. If you're asking, can we have a ship nearby fire a bunch of munitions at the area in scorched Earth kinds of warfare, sure, just paint the targets, no problem.
 
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You'll have some way of bombarding the aliens if it comes to that, sure. I can't promise it'll come quick, but you know you're not being hung out to dry. If you mean Gremlins, you're fine there. If you mean Aircraft come in and drop bombs, sure, at some point. If you're asking, can we have a ship nearby fire a bunch of munitions at the area in scorched Earth kinds of warfare, sure, just paint the targets, no problem.
Great, biggest thing I was worried about handled then. Will wait to see what other hiccups will happen along the way.
 
Everybody else good with the current plan? It's pretty good, all told. Plus the discussions gave me enough ideas to make it interesting. May even have some mid-fight strategy sessions again, like in the first fight, depending on rolls and length. If everybody's good, I can do a couple rolls for the entrance and then I'll get to writing it.
Most votes came in after, so it seems that way, just making sure.
EDIT: You have Ceathya down as (Her Choice). Are you saying her standard loadout, or are you throwing your hands up and having her choose her own loadout for this mission, with the understanding that it's a bug hunt? Just to clarify.
I'll be closing the vote down in a few hours. If there's anything else, I'll give you 4-6 hours to finalize it. At this point, as others have agreed to a general plan, you're down to minute changes, not complete loadout mulligans.
 
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OMAKE: Beginnings
Omake written after 7.2: Beginnings and Considerations, V2
Sara loved her job at F.I.X.F.I.C, since she had always wanted to help people, like the heroes of her world, the X-Men and Avengers. It was so amazing how much happiness she could bring just by introducing people to the wider multiverse that so many of them had only the faintest inkling of, and getting them into the 'Agent' role, and helping them to actualize themselves.

According to the clipboard she had, her current case was another 'Self-Insert' type from one of the organization's cultivated roles that didn't need any great heroes to make it a good world, with the influenced fiction creating an easy way for them to become acquainted with the mission worlds. She took a sip of water from her cup as she looked him over from just outside the room with her esoteric senses.

He wasn't particularly pretty, nor was he one of those irreverent geniuses that sometimes came through and inevitably chose the tech download options. He was... average, as much as any person who was selected for F.I.X.F.I.C. could be.

She adjusted her suit, focused her mind, and walked into the training room.

He was waiting there in the training room, drinking from another cup of water one of the many automated systems produced, glancing at the notes in front of him, and not really feeling much in particular.

She sat down across from him, glancing at the walls; the stark white coloration somewhat offset the industrial feel of the place. She set her own cup down next to his on the table, and placed down her clipboard.

She took another look at a later page of her notes, these ones of his selected powers. He selected the basic Captain America package, the most powerful Charmed Life option and XCOM psionics.

She resisted the urge to sigh and spoke. "Hello. I am Sara, your psionics instructor. For now, I just want you to levitate your cup." Certainty and focus were always important in Psionics, which had always been her fumbling point. Sure, she had a fairly powerful X-Gene, but she could never muster the conviction or focus needed to really hurt people, or to do much of anything in a combat situation.

He nodded and set his cup on the table, then stared blankly at it.

After a minute of silence, she decided that her cup was lifted, then double checked telekinetically that her will had actually lifted it. It was a basic technique that helped with lack of confidence, but not something she actually needed to do. "Don't try to lift the cup. When you try to lift the cup, you come up with all sorts of reasons why what you are doing couldn't possibly lift the cup. Even if you apply enough telekinetic force for the task, your scepticism will just end up negating your efforts."

He sat silently, taking a moment to look at her cup floating silently, and tried again to move his own. 'Tried' being the operative word. There was no pulse of energy, and his cup still refused to move.

He didn't like talking much, did he? Hopefully, the leadership that inevitably came with being an agent would help him be more social.

"Sometimes it helps if you focus on your energy first. You might not really believe you have psionic abilities when you can't feel it."

He took a deep breath, and I felt a burst of ineffectual energy.

"Great! At this point, you just have to focus on what you want and hold to it. It's good to see you getting this far."

As the session went on, he gradually started to learn to unlock the power of his mind.


Sara walked into the breakroom, marveling again at the bizarre mix of homey, palatial and industrial that led to intricate geometric designs being housed right next to mad technological contraptions seemingly assembled out of toasters, scrap metal and randomly-thrown-together circuitry, and also next to plain white refrigerators with snacks.

She sat down at a table, one that had probably been used for countless informal briefings over F.I.X.F.I.C.'s long life. The table was simple, without eye-catching colors or designs that might distract anyone using the room from their business.

Sara looked around, trying to spot someone to talk to. She immediately noticed Alice from the Reality Mage division and smiled at her. She wistfully remembered a time when everyone around her didn't have a professional bio-artist refining their look. She couldn't really get why Jon didn't use the service...

"Why do we even do this to people like Jon?"

She blushed, uncomfortable with the sudden outburst.

Alice stalked over confidently, her trademark psychic signature showing off her absolute bluster and confidence, and the undertones of compassion, worry and a total lack of fear that was very real considering how much she was projecting. She was baring her mind to me, and it was... comfy, cozy even.

Alice answered her clear green eyes that almost seemed to shine in the odd lighting created by the constantly shifting colors and architectural styles. "You're helping out with one of those ones, aren't you?"

It wasn't a question. Psychic powers are instinctive and almost entirely non-ritualistic. Just thinking and doing is often enough to get you started, at which point psionics is just a game of defining exactly what you want and feeling out the energy to accomplish your goals. It's almost just like a standard metahuman power in practice, beyond the way it shows up in populations and in such a consistent form.

She sighed. "Yeah, the ones who come in are often not very good at the job. But there are limits to importing people who don't have powers granted just by F.I.X.F.I.C. Many of them come with assumptions about how things work that can kill them in the field. Blank slates work best, 'cause you can train them explicitly."

Sara sighed. "That is not your true rejection." At this point, she was just working from her rationality training instead of any actual manual thought processes, because she was a bit fed up with it all. " Offhand, you could insert people who are already familiar with general 'rules' of the setting, keep them in the same 'genre'. Or you could exclusively recruit from worlds where anything is possible, like mine."

Alice stared forwards, her eyes very visibly shining, and a tempest of energy that came from her excitement made her even more intimidating. "Merge with me."

She radiated unconditional love, a small but embarrassing bit of arousal, and a desire and conviction to see this through.

The job gave a level of stress seen in few other places, in which you knew that every little detail was something that could save thousands of people and that your larger decisions would impact the lives of billions. You had to know that you could resolve your doubts, push forward despite regrets to be a part of this wonderful project, and merging had always been what kept her going.

It was a fairly simple technique and one that Jon's Mission World used all the time.

She nodded, flushing.

She felt her mind reach out, and touch the oddly structured details of her mind, and felt her reasoning (and her magic, but that wasn't the most important thing). Sure, superheroes could handle many, many situations, but as a rule of thumb, they were too important to remove, even when it wasn't inherently obvious to outsiders.

That made enough sense. If they managed to get on a major superhero team, they will have saved the world. Even with the absurd Psionic discipline that the heroes of her world always had, it was easy enough to read it on their faces and in their psychometric traces.
So, F.I.X.F.I.C. did recruit 'ordinary' people from that type of universe a lot, but that didn't really explain why not them exclusively.

She dived through Alice's mind, noting passively the layers of defenses, all inactive around her thoughts. Wait... What?

The people from 'normal' universes were selected to be dupes? F.I.X.F.I.C. is trying to be productive, not idiotic... they used productivity and idiocy together, to prevent people in Mission Worlds from digging endlessly and doing more harm than good, or stumbling into something they didn't understand the context of?

She jolted mostly out of her friend's thoughts, but held onto the warmth and comfort their shared feelings provided.

F.I.X.F.I.C. did way more than just the insertion and empowerment. Sometimes the more world-wise locals were too aware of things, and made demands, messed things up by working through almost all the implications behind the Organization's powers. Being too smart was sometimes a problem, and when F.I.X.F.I.C. wanted to intervene subtly, without triggering endless conspiracy theories in a Mission World...

Some people just didn't know any better, did they?
That burst of emotion was definitely Alice's, wasn't it?

She backed out and grabbed her meal with a smile on her face. Truly, this was a wonderful job, if a stressful one.
 
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Well, I can see why you asked me to wait before giving you a bonus for your Omake.

For posting (and reposting) an Omake, you are granted a Mid-Tier Story Bonus. Spend it wisely.

Jirachi47 Currently has:
1 High-Tier Story Bonus (For unlocking all future Bonuses)
1 Mid-Tier Story Bonus (For writing and re-writing an Omake, Beginnings)

Alright, I'm Closing the Vote! I'll do a couple rolls and you should see pretty quick what you missed...
 
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Everybody else good with the current plan? It's pretty good, all told. Plus the discussions gave me enough ideas to make it interesting. May even have some mid-fight strategy sessions again, like in the first fight, depending on rolls and length. If everybody's good, I can do a couple rolls for the entrance and then I'll get to writing it.
Most votes came in after, so it seems that way, just making sure.
EDIT: You have Ceathya down as (Her Choice). Are you saying her standard loadout, or are you throwing your hands up and having her choose her own loadout for this mission, with the understanding that it's a bug hunt? Just to clarify.
I'll be closing the vote down in a few hours. If there's anything else, I'll give you 4-6 hours to finalize it. At this point, as others have agreed to a general plan, you're down to minute changes, not complete loadout mulligans.
The her choice is letting her pick her loadout with the knowledge she is going on a bug hunt.
 
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