Rules Alien Character Sheets for X-COM Roleplay

ZombieSplitter53

Game Master
Staff member
Scout:
Specialist - Training to increase the soldiers speed and dexterity for dodging attacks.
Lance Corporal - Training to assist other soldiers in coordinating their efforts on the same foe, in taking advantage of height advantages, and increasing their reaction time.
Corporal - Training in how to to fight while alone, better techniques on how to flush enemies out of heavy cover, and specialized training with our more sophisticated battle scanners, and will have a special arm slot to carry two into battle.
Sergeant - Training for taking full advantage of all cover, targeting enemies in full cover, and specialized training to increase movement speed.
Tech Sergeant - Further training in weapon proficiency, tactical sense, and efficient use of battle aggression.
Gunnery Sergeant - Specialized training in the alien's vital points, physical resistance, and increased training and inventory slots for support grenades.
Master Sergeant - Training to teach soldiers how to quickly re-aim, allowing for rapid firing, special hit and run tactics, and rapidly taking out flanked and uncovered enemies.

Sniper:
Specialist - Training in triangulating enemy positions based on ally reconnaissance.
Lance Corporal - Increased training in use of sidearms, how to to fight while alone, and for taking full advantage of all cover.
Corporal - Training for the targeting of the alien's weapons, targeting vitals with sniper rifles, and taking quick aim with sniper rifles, even after movement.
Sergeant - Training for taking advantage of height advantages, efficient use of battle aggression, and targeting wounded enemies.
Tech Sergeant - Further training in weapon proficiency, tactical sense, and targeting enemies in full cover.
Gunnery Sergeant - Specialized training in the alien's vital points, fighting against multiple foes at once, and more efficient use of ammo and reloading.
Master Sergeant - Training for rapidly taking out flanked and uncovered enemies, extra training for sniper rifles and marksman rifles, and quick attack abilities so soldiers can take multiple shots at once from a prone position.

Infantry:
Specialist - Training for steadying weapon, allowing for the ability to fire rapidly from one position.
Lance Corporal - Additional mental conditioning, increased training for covering fire, and for targeting wounded enemies.
Corporal - Training for taking better advantage of opportunities, tactical sense, and efficient use of battle aggression.
Sergeant - Training for better suppression techniques, as well as for weapon proficiency for both primary weapons and sidearms.
Tech Sergeant - Training for efficient use of cover to protect against injury, more efficient use of ammo and reloading, and targeting enemies in full cover.
Gunnery Sergeant - Extra conditioning for more efficient performance in heavy armor, training for multiple shots while overwatching, and for fighting against multiple foes at once.
Master Sergeant - Specialized training in the alien's vital points, physical resistance, and training to teach soldiers how to quickly re-aim, allowing for rapid firing.

Assault:
Specialist - Training to teach soldiers how to fire efficiently, even after rapid movement.
Lance Corporal - Additional mental conditioning, training in how to flush enemies out of heavy cover, and in rapid reaction shots against enemies that get too close.
Corporal - Increased training in use of sidearms, tactical sense, and efficient use of battle aggression.
Sergeant - Training for rapid firing against both nearby enemies and enemies at a distance, as well as special hit and run tactics.
Tech Sergeant - Improved training in firing after rapid movement, further training in weapon proficiency, and extra conditioning for more efficient performance in heavy armor.
Gunnery Sergeant - Specialized training to increase movement speed, for efficient use of cover to protect against injury, and for fighting against multiple foes at once.
Master Sergeant - Training to increase the soldiers speed and dexterity, training in the alien's vital points, and physical resistance.

Gunner:
Specialist - Training for better suppression techniques.
Lance Corporal - Increased training for covering fire, how to flush enemies out of heavy cover, and in assisting other soldiers in coordinating their efforts on the same foe.
Corporal - Further training in weapon proficiency, training in special heat ammo, which does increased damage to robots, and training in the use of a single shot shredder rocket launcher.
Sergeant - Training to increase tactical sense, to increase area of effect of suppression, and in targeting wounded enemies.
Tech Sergeant - Training to fire and overwatch at the same time, to teach soldiers how to quickly re-aim, allowing for rapid firing, and quick attack abilities so soldiers can take multiple shots at once from a prone position.
Gunnery Sergeant - Training for efficient use of cover to protect against injury, extra conditioning for more efficient performance in heavy armor, and for fighting against multiple foes at once.
Master Sergeant - Special extra training for SAWs and LMGs, for extra resistance to damage, and training for multiple shots while overwatching.
 
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ZombieSplitter53

Game Master
Staff member
Heavy:
Specialist - Specialized training for the use of rocket launchers.
Lance Corporal - Training for steadying weapon, allowing for the ability to fire rapidly from one position, in assisting other soldiers in coordinating their efforts on the same foe, and further training in primary weapon proficiency.
Corporal - Training for better suppression techniques, extra physical conditioning so soldier can carry an extra shredder rocket, and in efficient use of battle aggression
Sergeant - Training to increasing soldiers reaction time, special training to increase rocket launch range, and training in special heat ammo, which does increased damage to robots.
Tech Sergeant - Training to improve tactical sense, training in the use of rockets with larger areas of effect, and increased training and inventory slots for offensive grenades.
Gunnery Sergeant - Specialized conditioning to prevent panic, training to fire and overwatch at the same time, and for efficient use of cover to protect against injury.
Master Sergeant - Training for taking better advantage of opportunities, extra physical conditioning to allow the carrying of an additional standard rocket, and training in the use of rockets with increased damage.

Rocketeer:
Specialist - Specialized training for the use of rocket launchers.
Lance Corporal - Increased training for covering fire, training in the handling of heat warheads that deal additional damage to robots, and increasing their reaction time.
Corporal - Training to better aim with rockets, both while steadied and after movement, and training for better suppression techniques.
Sergeant - Extra physical conditioning so soldier can carry an extra shredder rocket, training to improve tactical sense, and training for taking better advantage of opportunities.
Tech Sergeant - Training to fire and overwatch at the same time, further training in weapon proficiency, and for efficient use of cover to protect against injury.
Gunnery Sergeant - Special training to increase rocket launch range, and training in the use of rockets with larger areas of effect and increased damage.
Master Sergeant - Specialized training to increase movement speed, extra conditioning for more efficient performance in heavy armor, and extra physical conditioning to allow the carrying of an additional standard rocket.

Medic:
Specialist - Specialized field medic training, increasing proficiency with medkits.
Lance Corporal - Increased training for covering fire, specialized conditioning to prevent panicking, and special training in medkits, allowing for the revival of soldiers mid-combat.
Corporal - Training to allow continued action after the use of smoke grenades and an extra slot to carry one, training for taking better advantage of opportunities, and special training in medkits, allowing for quick use without wasting actions
Sergeant - Training for better suppression techniques, for the the better use of medkits to cut down recovery time, and increased training and inventory slots for support grenades.
Tech Sergeant - Further training in weapon proficiency, and special use of denser smoke grenades equipped with combat.
Gunnery Sergeant - Training to fire and overwatch at the same time, specialized training to increase movement speed, and training to target alien vitals
Master Sergeant - Training for multiple shots while overwatching, in inventory management so the soldier can carry more equipment, and in the use of more efficient medkits.

Support:
Specialist - Increased training and inventory slots for support grenades.
Lance Corporal - Increased training for covering fire, specialized training to increase movement speed, and special training in medkits, allowing for quick use without wasting actions
Corporal - Specialized conditioning to prevent panic, increased training and inventory slots for support grenades, and specialized field medic training, increasing proficiency with medkits.
Sergeant - Special training in medkits, allowing for the revival of soldiers mid-combat, training for better suppression techniques, and for efficient use of cover to protect against injury.
Tech Sergeant - Training to increase tactical sense, and special use of denser smoke grenades equipped with combat.
Gunnery Sergeant - Training for taking better advantage of opportunities, to fire and overwatch at the same time, and in inventory management so the soldier can carry more equipment.
Master Sergeant - Further training in weapon proficiency, training for multiple shots while overwatching, and in the use of more efficient medkits.

Engineer:
Specialist - Increased training and inventory slots for offensive grenades,
Lance Corporal - Training to increase soldiers reaction time, training to allow continued action after the use of smoke grenades and an extra slot to carry one, and training for better deployment of offensive grenades, both against enemies and the environment
Corporal - Training in the handling of heat warheads that deal additional damage to robots, training to assist other soldiers in coordinating their efforts on the same foe, and increased training and inventory slots for support grenades.
Sergeant - Training for better suppression techniques, further training in weapon proficiency, and proficiency training in the on-site repair of SHIVs and MECs.
Tech Sergeant - Extra conditioning for more efficient performance in heavy armor, training with denser smoke grenades, and specialized training with our more sophisticated battle scanners, and will have a special arm slot to carry two into battle.
Gunnery Sergeant - Training to fire and overwatch at the same time, for efficient use of cover to protect against injury, and in inventory management so the soldier can carry more equipment.
Master Sergeant - Training in the use of our most powerful, damaging rockets, as well as additional training to increase grenade throwing distance.
 
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DarkGemini24601

Well-Known Member
Legion Trooper (EXALT)

Primary Attributes:
Str: 5 Int: 3
Dex: 5 Per: 4
Con: 4 Wil: 6

Secondary Attributes:
LPS: 55 Spd: 18
EPS: 50 EsP: 27

Qualities:

Nerves of Steel (Machine)
Resistance (Fatigue) 2
Resistance (Poison) 5
Resistance (Fire) 3
Hard to Kill 3
Repair Servos 1
Acute Eyesight
Situational Awareness
Moderate Self-Preservation
Collective Tactical Thinking (Hive Mind)

Drawbacks:
Inability to form tactical cohesion or long-term plans without A.V.A.N.I.X’s guidance.

Weaknesses: Neck (Primarily); Head/Elbows/Knees (Secondary)
Getting Around: Fast (Surprisingly nimble and have robotic endurance)
Strength: Strong Like Bull, Tz6-enhanced robotic might
Senses: Exceptional
Sustenance: Weekly, Power Charge and Maintenance
Intelligence: Special Case (Short Term Memory and Problem Solving for Individual Units, Long Term Memory and Problem Solving shared between all Legion Troopers when uplinked to A.V.A.N.I.X)

Skills:

Computer Programming 2
Mechanic 2
Electronics 2
Engineer (Mechanical) 3
Notice 2
Stealth 1
Surveillance 1
Climbing 2
Dodge 1
Demolitions 2
Throwing Sphere (Grenade) 2
Guns (Handguns) 2
Guns (Rifles) 2
Guns (LMGs) 2
Guns (Sniper Rifles) 2
Guns (Shotguns) 2

Abilities: Electric Pulse (Palm, Short Range), Weapon Self-Destruct (If Enabled), Repair Servos (Prototype Initially), A.V.A.N.I.X Override

Weapons: Situational, all conventional infantry weapons can be used by Legion.

Special Notes:
-Intelligence, Eyesight, Situational Awareness, Senses, and most skills receive substantial boosts if A.V.A.N.I.X takes control of a unit personally.
-Skill in Guns can be increased by one for the weapon the specific trooper takes out on a mission.
-Structure is a mix of conventional metals and alien alloys initially, stats may increase later on.

Initial Cost (In-Game Terms)
-x1 Elerium
-x2 Tz6 (MELD)
-x8 Alien Alloys

Physical Description:

Height: 180 centimeters (over 6 feet)
Weight: 99 kilograms (~218 pounds, equivalent to a male human with a large frame plus about 20 lbs)
Materials: Steel and other conventional metals, reinforced with alien alloys and Tz6 (MELD)
Power Source: Experimental Elerium Core

Avanix Database File, Legion I:

The Legion Trooper. The head is cylinder shaped, with a red visor protecting the optics. The visor wraps around the optical equipment beneath, about halfway around the ‘can’ head. The neck is a similar shape to the head, if not thinner. Bands of alien alloy reinforce the neck structure, but do not decreased mobility. The model’s primary vulnerability.

The body is similar to that of a male human, wider at the shoulders than at the sides. The structure is reinforced with alien alloys over the center of the chest where the elerium power core resides. The places where the joints connect to the arms and legs are protected by 4 more alloy plates, removing a potential weakness.

The limbs themselves are armored with conventional metals, but not enough to drastically lower mobility. Tz6 infused with the machinery strengthens this part and provides much-needed dexterity. The gauntlets and boots bear the other pieces of armor. Not only is mechanized strength more than enough for hand-to-hand combat: the Legion Troopers can also ‘overload’ and hit their enemy with an electric pulse at close quarters (launched from the palm).

The interal features consist of combat-oriented A.I. based off my own systems and advancements from the recovered drones and Outsider shard data. I have the option to assume control if needed. The Legions have simple elerium cores to power themselves, though regular recharge and maintenance is still required. Ideally, the Legions could do this themselves, but for now a human would be preferred for the more delicate bits. They have the option, like the aliens, to have their weapons linked to their power systems detonate upon fatal damage, if needed to be enabled.
 

ZombieSplitter53

Game Master
Staff member
Incubator

Primary Attributes:
Str: 1(3) Int: 3 (0)
Dex: 5 Per: 3
Con: 1(3) Wil: 4
(Post-Transformation)

Secondary Attributes:
LPS: 27 (43) Spd: 12 (16)
EPS: 23 (35) EsP: 17 (18)

Qualities:
Acute Eyesight
Attractiveness 4 (Pre-transformation)
Hard to Kill 3 (Post-transformation)
Situational Awareness

Drawbacks:
Attractiveness -4 (Post-transformation)
Resckless

Skills:
Acting 5
Brawling 2
Climbing 3
Disguise 5
Dodge 3
Intimidation 3
Notice 3
Smooth Talking 3
Stealth 5
Survelliance 3
Tracking 3

Weakness: Brain, Spine
Getting Around: Fast
Strength: Ninety-Pound Weakling (Per), Strong like Bull (Post)
Senses: Like a Hawk
Sustenance: Occasionally, Any
Intelligence: Problem Solving & Language (Pre), Animal Cunning (Post)

Abilities:
ESP, Camouflage, Limited Mind Reading, Limited Clairvoyance

Weapons: Claws, Teeth

Physical Appearance:
An incubator's base appearance is that of a small mammal, most closely resembling a house cat. Its fur is usually snow-white, but it can change the color of its fur completely at will, which it does in order to almost perfectly blend into the surfaces around it. It is approximately 25 cm tall, 45 cm long in body, with their tails being an additional 45 cm long and extremely thick and bushy, as large as its body. It has large appendages coming out of its ears, appearing to be a cross between ears and arms. They have round, beady ears that are blood red, like two shiny marbles.

An incubator is normally a completely feral creature, driven by instincts. However, after years of genetic manipulation and alterations, they have been outfitted with a means of gaining some semblance of intelligence. A Psionic alien can mind-merge with an incubator, enhancing its intelligence enough to think and plan, as well as enforcing their will on the creature. This allows the incubators to be used as infiltrators, able to go places the more conspicuous Thin Men can't, hide in plain sight, and appear as small cats from a distance if spotted.

However, should the link be broken for long enough, the creature to wild again, shedding its disguise in the most violent way imaginable. The fur and flesh irrupts as the creature quadruples in size, leaving a muscling abomination like an over-grown skinned tiger or ocelot. It attacks without mercy, seeking to tear its enemies to pieces and feast upon all it sees.

Fighting style: While linked to a psionic alien, incubators act to subvert, sabotage, distract, and lure others into traps. The Incubator has two limited psionic abilities. The first is the ability to read the mind of another, though it can only do it to one person at a time. The second is a limit kind of clairvoyance, allowing the incubator the ability to see up to ten-seconds into the future. It uses these abilities to probe its enemies and accurately predict ways to persuade and trick them.

In its feral form, it's loss of intelligence makes its mind-reading abilities all but useless. However, it can still use its clairvoyance to an extent, so it is best to avoid a one-on-one fight with them. Deal with them in groups, so that they have trouble accounting for everyone's actions. And should you find yourself facing one alone, act unpredictably, even for yourself, try to think several moves ahead, and if all else fails, fight as recklessly as the Incubator, and turn its reliance on its clairvoyance against it.
 
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Adrammalech

Well-Known Member
Alright, my Grumpy Garys, trying to stay try true to Pixy's original design while keeping in mind the concerns of a certain Gemini of the Dark variety, as well as my own wishes and original designs, I came up with this:

Power (RED) - The red psion focuses on unleashing their energy in the most direct way possible, i.e., using it in the form of direct force and power. These psions focus on generating energy externally and then unleashing it all at once. Powers in this category usually focus on destructive attacks.

Control (BLUE) - The blue psion focuses an the internalization of their energy before its use. The use the energy in a calmer, more relaxed form, focused on obtaining control of how their energy will be used before it is released. The abilities don't have the raw power of red's, but they a more direct and precise. Powers in this category usually focus on manipulative attacks.

Wisdom (YELLOW) - The yellow psion focuses on the more less direct manner in which their powers can be used, less on how they can effect others directly, and more on how they can use their abilities wisely, as well as benefit the user. What they lack in their ability to directly harm the opponent, their strength, and their control, they generally make up for in how they end up benefiting the user and slowing down the opponent. Powers in this category usually focus more on projection of energy as opposed to directly hitting the opponent.

Power through Control (PURPLE) - The purple psion sacrifices some of the pure destructive power of their attacks for more precision on how their abilities. Powers in this usually category focus more on calculated damage to foes.

Control with Wisdom (GREEN) - The green psion has combined their control over their energy and their focus on beneficial abilities to focus almost exclusively on helpful abilities. Powers in this category usually focus purely on beneficial for the user and those around them.

Wise use of Power (ORANGE) - By focusing their wisdom more on fending off the opponent, the orange psion is able to directly harm the opponent in more careful ways that better use their energy. Powers in this category usually cause damage that have more lasting effects on enemies should they survive.

Each Psion usually falls into one category. The can blend into other categories, but it takes a deal of strength and effort to use an ability outside of your color correlating to how far away from you move. So a blue pisionic can use green and purple with some effort, red and yellow with a great deal of effort, and orange would be incredibly tasking and likely dangerous to attempt.

Powers (In no direct particular order):

Red - Psi Lance, Pyro-Conjuring, Telekinesis

Blue - Mind Fray, ESP, Physical Enhancement

Yellow - Telemagery, Telekinetic Field

Purple - Psi, Neural Feedback, Mind Control, Mind-Merge

Green - Biokinesis, Imbuing, Psi Inspiration

Orange - Rift, Psi Panic, Telekinesis

And I realize this isn't perfect, on there on some abilities that some of you might not feel fit, but... what can I say? Not perfect, and can't please everyone, but I'm happy with this. And Finally:

Ascension (WHITE) - The ultimate goal of the Ethereals is to find/produce one who can ultimately embrace the gift in its fullest, the Ascended Psion. Evern amongst the like-minded alien leaders there are disagreements about the white psion. So believe they are looking for a specific species, while others believe they are looking for a specific individual, independent of their race. Some believe once a species fails to embrace it, it never will, while other believe there is always hope it will be found (including by the Ethereals themselves). Some believe they will find it naturally, while others believe it will have to be forced out. Some believe it my require more power then one can handle in a physical form, and amongst them, some believe finding it will immediately destroy that being, and they will only be granted a brief glimpse into that power, while others believe the one who obtains it will ascend to a non-physical form. Some believe the white psion will be able to use all the abilities of the others, some believe they will have abilities all their own, and some believe that both are true. Regardless of their beliefs, the Ethereals strive to lead others on "The Path", help them (or force them) to embrace the gift, and hopefully, in the end, find one who will Ascend. In the end, it is a search for more then just power. It is a search for God himself.
 
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DarkGemini24601

Well-Known Member
Muton Heavy Trooper

Special Ability:
Warbred - Has enhanced strength and durability: damage reduction, slightly heightened aim, and the ability to ignore restrictions on moving and firing.

Specialist - Training for better suppression techniques.
Lance Corporal - Increased training for covering fire, training for steadying weapon, allowing for the ability to fire rapidly from one position, and for targeting wounded enemies.
Corporal - More effective use of battle aggression, taking better advantage of opportunities, and training in the handling of heat warheads that deal additional damage to robots.
Sergeant - Training for use of tactical sense, efficient use of cover to protect against injury, and extra conditioning for more effective performance in heavy armor.
Tech Sergeant - Training to to increase area of effect of suppression, training in the alien's vital points, and in rapid reaction shots against enemies that get too close.
Gunnery Sergeant - Increasing training in weapon proficiency, double item slots for grenades, and more effective use of ammo and reloading.
Master Sergeant - Special training for SAWs and LMGs, physical resistance, and training in special heat ammo, which does increased damage to robots.
 

MarineAvenger

Operator 21O
Staff member
Specialty Class: Warrior

Special Ability:

Path of the Warrior- The warrior's hard training regiment has developed the body to near peak condition. Those who chose the warrior's path have usually incredible strength and stamina, doing feats that others would find difficult.

Specialist - Training in endurance and strength routines for better mobility and strength,
Lance Corporal - Warriors spend time sparing against others, learning the ins and outs of CQC combat and other hand to hand methods and weapons, such as small blades.
Corporal - Training to help strengthen the nerves of the warrior so they falter less in battle and make them more effective at taking advantage of a bad situation and turning the tides on their favor.
Sergeant - More specialized training to tone the body and extra conditioning for more effective performance in heavier armor.
Tech Sergeant - Specialization in the use of firearms, the warrior learns how to handle, maintain, and fire their weapon to make every shot count. Some who prefer heavier armaments can receive training more suited to them.
Gunnery Sergeant(1)- The warrior who chooses the lighter means of battle train to raise their stamina abilities and effective ways to pinpoint weak spots.
Gunnery Sergeant (2)- The warrior who chooses the heavier means of battle train to better handle their bulky or complicated weaponry to improve movement and faster reload times.
Master Sergeant - The path of the warrior is completed and the warrior is put through a final, challenging training regiment to make sure that they are molded into the peak of their potential as a warrior. Warriors become even stronger, faster, and their reaction times are improved.
 

MarineAvenger

Operator 21O
Staff member
Specialty Class: Shadow

Special Ability:

Path of the Shadow- Those who chose to walk in the path of shadows become shadows themselves, learning to blend into environments and to minimize the chance of being seen by an enemy till it is too late.

Specialist - Shadows are trained in basic stealth skills and sabotage.
Lance Corporal - Shadows learn the art of meditation and other calming techniques so that they can clear their mind to become effective soldiers on the field, blocking out annoyances and distractions.
Corporal - Training in better cover uses to help protect and conceal the Shadow.
Sergeant - Shadows learn how to better move and sneak around rougher terrains, as well as more advanced uses for explosives for sabotage.
Tech Sergeant - Specialization in the use of firearms, the Shadow learns how to handle, maintain, and fire their weapon to make every shot deadly. The shadows are taught that less bullets fired more effectively is better than spraying a torrent and hoping for the best.
Gunnery Sergeant- Reaction times and dodge chance are greatly improved to make the Shadow a terror on the battlefield.
Master Sergeant - The path of the Shadow is completed and the Shadow is taught other conventional ways to help around the battlefield, such as battlefield medicine, tactics, and other support uses to make them slightly better than an average soldier.
 

DarkGemini24601

Well-Known Member
Alien UFO Arsenal (DarkGemini24601)

Scout:
Exactly what it sounds like, the scout is built for reconnaissance and speed. It's weapons and shielding are weak, but its primary role isn't combat. The smallest major UFO.

Fighter: If the Scout is the stripped-down small UFO model, the fighter is the optimized one. It is speedy, and armed with powerful weapons and occasionally bombardment capabilities. However, its utilitarian mode of moving in all directions makes it slower than our Firestorms. The Jack of All Trades has its drawbacks.

Raider: The stripped down Medium UFO. It has fairly weak weapons, but can carry a good amount of troops or explosives to drop down upon designated terror targets.

Destroyer: The optimized Medium UFO. It has bombardment abilities, powerful weapons, good shielding, and can take punishment. However, it's rather slow for a smaller craft. And like the fighter, it suffers from utility. It is designed for overall air superiority, from downing fighters to daring to stand against capital ships, but can't do either perfectly.

Overseer: A special Medium Design much like the Destroyer, but equipped with a cloaking device and cutting-edge weaponry. It has slightly weaker shields than one would expect, though, as the cloak takes up room and power.

Abductor: Not meant for battle, it is an infiltration ship designed for live captures and experiments. It has average weaponry more suited for a smaller craft, though it can be a pain to shoot down due to a bulky chassis and a fair amount of shielding.

Supply Ship: A large UFO that doubles as a cargo barge and a troop transport. It has destroyer-grade weapons and even better shields, but is obviously lacking in speed and mobility. The backbone of the Ethereal fleet, one that we have chipped away at.

Battleship: The Capital Ships of the Ethereal's armada. They come in different sizes. Acedia's medium-sized variant is the most common, a fairly maneuverable craft with powerful shielding and deadly fusion cannons. It only lacks in hull, which, while durable, is not the sturdiest due to materials being spread out over a large mass. The Ethereals employ quite a few in their sum total of ships.

Battleship 2: The second variant is the large Battleship, as we saw Superbia use. The size of a small city, they are practically floating fortresses, forgoing maneuverability for a thick hull and powerful shields and weaponry. Cannot be cloaked, but usually that is not needed. Not as many as the medium variant, and are strictly for the use of military commanders.

Battleship 3: The Supra-Battleship. No one S-B is alike, and they are used for the strictest of circumstances. Their purpose is absolute superiority and annihilation of the enemy. Currently in service are the Honored Overseer's personal craft, a travel craft of the Exalted One, the main troop transport in orbit around Mars, and the Jewel of the fleet assigned to guard the homeworld, now having failed its duty. Four in total.

Temple Ship: The Mothership of the Ethereal Fleet. It boasts immense docking bays on the bottom for the majority of minor ships and battleships, save for the the four Supra Battleships that are too large to fit. These docking bays are held onto the ship, linked by telekinetic force, the product of decades of gathering energy from worshipers and the planet like a tithe of power. The top portion, the true part of the temple ship, is replete with fusion weapons and even the ability for plasma bomb bombardment, capable of annihilating a planet. This, along with the three Supra-Battleships in existence at the time, was used to wipe out the Dagon.
 

DarkGemini24601

Well-Known Member
(WARNING: Contains Spoilers for the end of Story of Defiance! Do not read unless you have finished the story!)

*Asterisk - Eligible for Promotion
Pink - Rookie
Orange - Scout
Yellow - Sniper
Red - Assault
Blue - Infantry
Green - Engineer
Gray - Support
Light Red - Medic
Brown - Gunner
Purple - Heavy
Mahogany - Rocketeer
Bold Black - Mech

Dark Blue- Shadow
Bold Dark- Warrior
Information in brackets indicates gene mods, psionics, or augmentation status.
Example:
PFC Chicken, Fried (Rookie) (Red Psionic) [Depth Perception]


Non-Player Character (NPC) Soldiers:


MSGT Christel, Sylvia (Scout) (Yellow Psionic)
MSGT Camilo, Victor (Scout) [Dextrous Muscle Fibers]
MSGT Wayne, Damian (Scout) [Adrenal Neurosympathy, Muscle Fiber Density]
MSGT Welles, Wade (Sniper) [Depth Perception]
MSGT Anderson, Sven (Sniper) [Cybernetic Leg]
MSGT Wong, Sarah (Sniper) (Blue Psionic) [Depth Perception, Muscle Fiber Density]
MSGT Sutherland, Colin (Assault) [Iron Skin, Adaptive Bone Marrow, Aerobic Respiration Boost]
MSGT Stewart, Jamie (Assault) (Red Psionic)
MAJ 5 (MSGT) Stewart, Jack (Assault)
MSGT Beckett, Maggie (Infantry) [Hyper-Reactive Pupils]
MSGT Koslov, Maxim (Infantry) [Adrenal Neurosympathy, Hyper-Reactive Pupils]
CAPT 5 (MSGT) Adolfsson, Janina (Infantry) [Hyper-Reactive Pupils, Magnified Bicep Structure, Reaction Time Overclocker, Neural Feedback]
MSGT Summers, Holly (Engineer)
MSGT Akizuki, Airi (Engineer)
(Red Psionic)
MSGT Krause, Kieran (Engineer)
MSGT Andre, Adele (Engineer) [Bioelectric Skin, Magnified Bicep Structure]
MSGT Townsend, Devin (Support) [Adaptive Bone Marrow]
MSGT Akizuki, Marina (Support) (Green Psionic)
MSGT Harnet, John (Support) [Neural Dampening, Adaptive Bone Marrow, Secondary Heart, Dextrous Muscle Fibers]
MSGT Malkovich, Johnathan (Support) {Shadow}
MSGT Grey, Dorian (Medic) [Iron Skin]
MSGT Driver, Karen (Medic) [Adaptive Bone Marrow]
MSGT Griffith, Nicolas (Medic) [Smart Macrophages, Adaptive Bone Marrow]
MSGT Wilson, Laurent (Medic) (Green Psionic)
MSGT Lopez, Steve (Gunner) [Adrenal Neurosympathy]
MSGT Muthambi, Masambe (Gunner) [Iron Skin, Adaptive Bone Marrow, Bioelectric Skin]
MSGT Trapp, David (Gunner) [Magnified Bicep Structure]
MSGT Inderpal (Heavy) (Red Psionic)
MSGT Orlov, Nika (Heavy) (Blue Psionic)
MAJ 5 (MSGT) Arturo, Maximillian (Heavy) [Muscle Fiber Density, Iron Skin]
MSGT Temple, Sharron (Rocketeer) [Muscle Fiber Density, Depth Perception]
MSGT Connor, Megan (Rocketeer) [Dextrous Muscle Fibers]
MSGT Jacobs, Scarlet (Rocketeer) (Purple Psionic)
MSGT Wagner, Christine (Rocketeer) (Orange Psionic)
MSGT Kwan, So Ji (Goliath) [MEC]
MSGT Ortiz, Amanda (Guardian) [MEC]
CAPT 5 (MSGT) Papadoupolous, Fedor (Shogun) [MEC]

MSGT Saka Hatake (Shadow)
MSGT Minato Origawa (Warrior)
MSGT Ogedei (Muton Heavy Trooper) [Adrenal Neurosympathy]

Hover S.H.I.V. Unit 1: "Jabberwock"
Hover S.H.I.V. Unit 2: "Jubjub"

Alloy S.H.I.V. Unit 1: "Bandersnatch"
Alloy S.H.I.V. Unit 2: "Taqukaq"


Characters:

MSGT Fay Henderson (Sniper) (Yellow Psionic)
MSGT Ammelia Cross (Sniper) {Shadow}
MSGT Albert Foulke (Infantry) [Neural Dampening, Reaction Time Overclocker]
MSGT Ashley Van Dam (Medic) (Blue Psionic)
MSGT Desmond Walker (Engineer) (Red Psionic)
MSGT Amelia Fischer (Support) (Luxuria’s Gift)
MSGT Mary Thomas (Gunner) [Dextrous Muscle Fibers, Magnified Bicep Structure, and Secondary Heart] (Green Psionic)
MSGT Ayame Kasagi (Gunner) [Hyper Reactive Pupils, Bioelectric Skin, Muscle Fiber Density, Aerobic Respiration Boost, Neural Dampening]
MSGT Modya Dragomirov (Rocketeer) [Magnified Bicep Structure, Adaptive Bone Marrow, Neural Dampening]
LT 5 (MSGT) Eva Aegerter (Infantry) [Iron Skin, Adaptive Bone Marrow, Smart Macrophages, Hyper Reactive Pupils, Adrenal Neurosympathy]
Colonel 5 (MSGT) Atka Ipiktok (Scout) (Blue Psionic) [Adaptive Bone Marrow Regenesis]
Field Commander 5 (MSGT) Aya Brea (Scout) (Blue-Green ‘Psionic’)
 
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DarkGemini24601

Well-Known Member
(WARNING: Contains Spoilers for the end of Story of Defiance! Do not read unless you have finished the story!)

*Asterisk - Eligible for Promotion
Pink - Rookie
Orange - Scout
Yellow - Sniper
Red - Assault
Blue - Infantry
Green - Engineer
Gray - Support
Light Red - Medic
Brown - Gunner
Purple - Heavy
Mahogany - Rocketeer
Bold Black - M.E.S.H.A. (Mech)
Information in brackets indicates gene mods, psionics, or augmentation status.
Example:
PFC Chicken, Fried (Rookie) (Red Psionic) [Depth Perception]

Available Gene Mods and Cybernetic Enhancements:

Smart Macrophages, Hyper Reactive Pupils, Depth Perception, Secondary Heart, Adrenal Neurosympathy, Bioelectric Skin, Iron Skin, Muscle Fiber Density, Adaptive Bone Marrow, Aerobic Respiration Boost, Magnified Bicep Structure, Dextrous Muscle Fibers, Reaction Time Overclocker (Cybernetic)

1 - Hyper-Reactive Pupils
2 - Depth Perception
3 - Adaptive Bone Marrow
4 - Muscle Fiber Density
5 - Adrenal Neurosympathy
6 - Secondary Heart
7 - Bioelectric Skin
8 - Iron Skin
9 - Neural Dampening
10 - Neural Feedback
11 - Smart Macrophages
12 - Aerobic Respiration Boost
13 - Magnified Bicep Structure
14 - Dextrous Muscle Fibers
15 - Reaction Time Overlocker
16 - Lusett Eyes (Hyper-Reactive and Limited Night Vision)
17- Avanix Implants (Uplink to said A.I., more computing power/quicker thinking, smarter)
Non-Player Character (NPC) Soldiers

(Ranks scale with XCOM. Current: MSGTs)

(A) Subject 169: “Julio” (Sniper) [5, 13, 15, 16]
(A) Subject 173: "Madillo" (Sniper) [2, 4, 7]
(A) Subject 162: "Alejo" (Scout) [8, 12, 14, 15]
(A) Subject 171: “Jarone” (Scout) [3, 6, 8, 9]
(A) Subject 164: "Sergin" (Assault) [6, 8, 11, 12]
(A) Subject 160: "Guillermo" (Infantry) [1, 5, 13]
(A) Subject 175: “Indigo” (Infantry) [1, 13, 15]
(A) Subject 176: “Casin” (Engineer) [4, 13, 14]
(A) Subject 170: "Ongla" (Support) [3, 15]
(A) Subject 179: “Lenno” (Support) [3, 7, 12]
(A) Subject 167: "Tian" (Medic) [3, 11]
(A) Subject 174: “Verdan” (Medic) [3, 6, 10]
(A) Subject 166: "Luis" (Gunner) [1, 8, 13]
(A) Subject 163: "Carlos" (Heavy) [4, 9, 13]
(A) Subject 177: “Karson” (Heavy) [3, 8, 16]
(A) Subject 180: “Hidalgo” (Rocketeer) [7, 15, 17]

15 Total Legion Robotic Troopers: Legion I, Legion II, Legion III, Legion IV, Legion V, Legion VI, Legion VIII, Legion IX, Legion X, Legion XII, Legion XIV, Legion XV, Legion XVI, Legion XVII, Legion XVII, Legion XVIII, Legion XIX
5 Total Infantry Airframes: IA-001, IA-002, IA-004, IA-005, IA-006

Player Characters:

(E) Subject 158: "Emma" (Shadow Operative) [7. 10, 15, 16, 17] (Purple Psion), “Knight”
(E) Subject 158: “Vee” (Destroyer)
[4, 5, 8, 12, 13, 14, 15, 16+, 17, Body Enhancements], “Bishop”
(M.E.S.H.A) A.V.A.N.I.X (Any Role) [Mech], “Black Queen”
(A) Subject 159-B “Nick” (Scout-Sniper) [1, 3, 6, 8, 14]
(Honorary) Dorian (Assault)
Special Legon Frame: “Black King”

Soldier Memorial (8 K.I.A.):

Santiago [Operation Dingo’s Plight: Neck snapped by Seeker]
Mateo [Operation Foreboding Winter: Blown up by Sectopod]
Nicholas Jimenez [Confrontation with XCOM Operative Emily Fischer]
Jorge [ Operation Fourth Crusade: Sacrificed self to prevent detonation of plasma ordinance, three Thin Man Plasma Rifles]
Diego [Operation Azure Matriarch, Ripped in half by Lapis]
Tiento [Operation White Bird, Delta Squad, Outsider Plasma Carbine)
Eutropio [Operation Finem Timere, Initial Assault, Incinerated by Mechtoid Flamethrower]
Hernan [Operation Finem Timere, Initial Assault, Floater Plasma Carbine]
 
Last edited:

DarkGemini24601

Well-Known Member
(WARNING: Contains Major Spoilers for Story of Defiance in general! Do not read unless you have finished the story!)

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XCOM Memorial Wall - 56 Soldiers Deceased (51% of XCOM's Total Forces)

PFC David Johnston (Operation Devil’s Moon, Sectoid plasma pistol)
PFC Lewis Carraway (Operation Devil’s Moon, mind-controlled German soldier)
PFC Lindy Nguyen (Operation Devil’s Moon, Sectoid plasma pistol)
PFC Brad Vickers (Operation High Voltage, offensive Drone beam)
PFC Shula Karimi (Operation Dragon’s Strike, Outsider plasma carabine)
PFC John Andrews (Operation Hatching Chrysalis, Chryssalid claws)
SPC Adrain Ivankov (Operation Explosive Lightning, Floater plasma carabine)
SPC Anong Boonliang (Operation Broken Hymn, suspected Seeker strangulation)
SPC Smith, Francis (Operation Fallen Angel, accidental Friendly Fire due to a Seeker)
SPC Luciana Hernandez (Operation Triumphant Vengeance, Gamma Team Mission: Driven insane by Sectoids, Suicide)
SPC Edward Talaska (Operation Triumphant Vengeance, Gamma Team Mission: Shot by Mutons while psi-panicked)
SPC Olufemi Tengas (Operation Triumphant Vengeance, Gamma Team Mission: Floater firing squad)
SPC Mutisha Tengas (Operation Triumphant Vengeance, Gamma Team Mission: Floater firing squad)
LCPL William “Billy” Campbell (Operation Shattered Wings, MIA and presumed dead after the bridge explosion and collapse caused by the operative himself)
LCPL Megumi Shimizu (Operation Hatching Chrysalis, Chryssalid claws)
LCPL Isaac Clark (Operation Triumphant Vengeance, Beta Team Mission, Chryssalid claws)
LCPL Wilhelmina Harker (Operation Triumphant Vengeance, Main, Sectopod Plasma Lance)
LCPL Grant Imahara (Operation Triumphant Vengeance, Main, Sectopod Plasma Lance)
LCPL Kimiko Surano (Operation Triumphant Vengeance, Gamma Team Mission, Beaten to death by a Muton)
LCPL Ashoka Mayupta (Operation Triumphant Vengeance, Gamma Team Mission, Thin Man Plasma Carbine)
LCPL Robert Eleran (Operation Triumphant Vengeance, Gamma Team Mission, Thin Man Poison)
LCPL Babudje Bengu (Operation Triumphant Vengeance, Gamma Team Mission: Skull crushed by a Muton)
CPL Harvey Volodarskii (Operation Elegant Castitas, Incinerated by a Sectopod)
CPL Roosevelt, Jonathan (Operation Elegant Castitas, Blunt Force Trauma)
CPL Zack Oliver (Operation Diligent Temperantia, Thin Man Plasma Rifle to the face)
CPL Joe Thomas (Operation Diligent Temperantia, Cyberdisc Gauss Cannon to the Chest)
CPL Stanley Griffith (Operation Diligent Temperantia, Devoured by Kerberant)
SGT Qamut (Operation Ashes and Temples, Civilian Quarters, Muton Plasma Rifle shot while reviving Chandra and Albert)
SGT Airi Fujioka (Operation Snake Pit, Killed by dropped ordnance)
SGT Terry Finch (Operation Diligent Temperantia, Devoured by Kerberant)
SGT Shawn Stein (Operation Honorable Caritas, Blown up by a Tank)
SGT Quinn Mallory (Operation Honorable Caritas, Consumed by Flaming Rift)
TSGT Randall Lovikov (Operation Honorable Caritas, Mechtoid Plasma Cannon)
TSGT Charles Crystal (Operation Honorable Caritas, Head blown off by a Plasma Rifle)
TSGT Ermen Palmer (Operation Honorable Caritas, Consumed by Flaming Rift)
TSGT Ryan Gregory (Operation Ironclad Gigas, Shot by Logan Wade)
GSGT Kris Smith (Operation Hot Water, Council Officer’s Plasma Rifle)
GSGT Kelly Murphy (Operation Understanding Patentia, Mechtoid Flamethrower)
GSGT Jay Reston (Operation Understanding Patentia, Ira Psionic “Machine Gun”)
GSGT Delvin Resley (Operation White Bird, Delta Squad, Kamikaze Drone)
MSGT Kevin Nash (Operation Sincere Benevolentia, protecting Airi from a Sectopod Plasma Lance)
MSGT Rembrandt Brown (Operation White Bird, Delta Squad, Heavy Floater Plasma Rifle)
MSGT Letz Shake (Operation White Bird, Delta Squad, Muton Plasma Rifle)
MSGT Ibewke Brook (Operation White Bird, Delta Squad, Burned by a Clone of Bardiel)
MSGT Minah Choo (Operation White Bird, Delta Squad, Sectopod Fusion Cannon)
MSGT Ryan Yamazaki (Operation White Bird, Omega Squad, Drained by the Honored Overseer)
MSGT Milos Mitros (Operation Finem Timere, Initial Assault, Balmadaar Machine Gun Nest)
MSGT Jata Adoyo (Operation Finem Timere, Initial Assault, Balmadaar Machine Gun Nest)
MSGT Erico Faustino (Operation Finem Timere, Initial Assault, Sectoid Plasma Pistols)
MSGT Cornelia Cruz (Operation Finem Timere, Initial Assault, Mechtoid Flamethrower)
MSGT Gavrilla Zolnerowich (Operation Finem Timere, Initial Assault, Floater Plasma Carbine)
MSGT Kanoa Carter (Operation Finem Timere, Initial Assault, Floater Plasma Carbine)
MSGT Quinuama Trujillo (Operation Finem Timere, Initial Assault, Floater Plasma Carbine)
MSGT Pastel Brankiko (Operation Finem Timere, Initial Assault, Forced Suicide)
MSGT Alicia Lopez (Operation Finem Timere, Initial Assault, Lethal Psionic Feedback)
MSGT Sergio Martinez (Operation Finem Timere, Final Approach, Saved Christine Wagner from Sectopod Fusion Cannon)

*Dante (Operation Ashes and Temples, Laboratories: Chryssalid claws and subsequent incineration)
Although this Thin Man was not a soldier, and some of the soldiers expressed confusion, Atka Ipiktok insisted that his name be put up on the wall.

*Margaret (Slain by the infiltrating Incubator dubbed ‘Kitty’) Your sacrifices for the safety of the Commander’s daughter were not in vain, and shall not be forgotten.

*Gazer, Gyro, and Pillar (Gave their lives to destroy the Ethereal device responsible for draining Ethereal civilians to power the Temple Ship’s telekinetic shields and empower Arbiter Minos)

*Symbol of the Kremlin: Dedicated to those killed in the terror attack upon Moscow. Casualties were estimated to be roughly 8% of the population, about 920,000 people in total.

*Star of Terra: Dedicated to the men and women, be they soldier or civilian, who died during the alien assault on XCOM Headquarters. Central Officer Bradford and the others can rest in peace. We shall not give in, and we shall not lose the war, for their sake more than anything. Vigilo Confido.

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