X-COM Mission Parameters
Ethereal Base Assault
Operation Dedicated Industria
Date: October 16th, 2018
Time: 2000 Hours
Briefing:
Satellite imagery directed on our southern most continent has finally picked up something fruitful. We've been searching Antarctica diligently since we learned of the Ethereal Overseer there, realizing it would likely be one of the hardest to find, and we finally have results.
We have discovered what appears to be a mining operation. No base appears to be within the vicinity, only the energy signature of a large ship, and while the psionic readings are that of an Ethereal, they are unusual in their intensity. However, this would be consistent with the odd powers our hacked files would suggest Acadia has, and considering the conditions of the continent, it would not be surprising that the Overseers headquarters might be a mobile fortress.
Investigate the sight, and infiltrate the ship. Pacify any alien forces you locate, and eliminate the Ethereal.
Number of soldiers for this mission: Twelve (12) Soldiers, accompanied by two (2) Alloy SHIVs
Soldier Names:
Captain 4 (GSGT) Arturo, Maximillian (Heavy) [Muscle Fiber Density, Iron Skin]*
GSGT Cross, Ammelia (Sniper)
TSGT Lynch, Stephan (Sniper)
TSGT Thomas, Mary (Gunner) [Dextrous Muscle Fibers, Magnified Bicep Structure, and Secondary Heart]
GSGT Wayne, Damian (Scout) [Adrenal Neurosympathy]
GSGT Stewart, Jamie (Assault) (Red Psionic)
GSGT Koslov, Maxim (Infantry) [Adrenal Neurosympathy, Hyper-Reactive Pupils]
TSGT Krause, Kieran (Engineer)
GSGT Malkovich, Johnathan (Support) {Shadow}
GSGT Wilson, Laurent (Medic) (Green Psionic)
GSGT Wagner, Christine (Rocketeer) (Orange Psionic)
GSGT Kwan, So Ji(Goliath) [MEC]
Alloy S.H.I.V. Unit 1: "Bandersnatch"
Alloy S.H.I.V. Unit 2: "Taqukaq"
*Squad Leader
Gear: Players' characters' will be equipped with the following supplies:
- Primary weapon: Either a Pulse Stengun, a Pulse Carbine, a Pulse Rifle, a Heavy Pulse Rifle (Infantry, Assault, Scout, Medic, Engineer, Support), a Scatter Blaster (Infantry, Assault, Scout, Medic, Engineer, Support), a Pulse Sniper Rifle (Sniper), a Blaster Rifle (Scout, Sniper), a Pulse Autoblaster (Gunner, Heavy), or a Gatling Pulser (Gunner, Heavy)
(Blaster Launcher for Heavies and Rocketeers, Particle Cannon for MECs, Superheavy Plasma for SHIVs)
- Armor: Banshee Armor, Aegis Armor, Titan Armor, or Seraph Armor (Four Shadow Armors also available)
- Secondary Weapon: Either a Laser Pistol, a Blaster, or a Hand Scatter Plasma Blaster (H.S.P.B.)
- Equipment: Two (2) of the following; a medikit, combat stims, alloy plating, reinforced armor, chitin plating, a battle scanner, an AP grenade, an alien grenade, a psi grenade, a smoke grenade, a chem grenade, a ghost grenade, a high-capacity magazine, a targeting module, a mind shield, or an Arc Thrower.
(Chameleon Suit available for Scouts, Shredder Rocket for Rocketeers)
Details:
The mission can be said to be split into two parts. The first part of the mission will take place in a composite mining structure/shipyard area. The alien battleship is located in the center of the shipyard. The area itself is not too large on its own, but has several work and repair stations. Below the shipyard, connected by several connecting tunnels, is a sprawling network of mining corridor. Soldiers will have no reason to explore the tunnels themselves. Just be wary. With so many tunnels on all sides, there is not shortage of places the aliens can attack from, and you can be easily flanked. For this reason, the team will be accompanied by several drones meant for the sole purpose of mobile battle scanners, as well as a pair of snipers to take advantage of the narrow corridors the enemies would have to run through to get to you.
After the battle heats up a bit too much for Acadia's liking, you'll find the battleship powering up. You'll need to get on the ship before it can take off, as there is no telling when we'll get another chance to take out Acadia again. This is when the second part of the mission will start. You will find yourself in the center of the battleship, having entered through the side. From here, you'll have to make a choice of which direction to go, and whether you should explore the back of the ship and take more time, or go straight for the bridge and risk a back attack.
The ship itself will be surprisingly comfortable, Acadia obviously sparing no expense in keeping it well heated and protected from the harsh Antarctic conditions. Near the rear of the ship are the ships small engineering room, laboratory, and cargo hold, completely skipable should you not go in that direction, as Acadia seems to keep areas of actual work as far away from her as possible.
Weapon controls near the bridge have fusion cores. As usual, we request caution around these, as they are needed to upgrade our firestorms and make more blaster launchers. Of course, soldier lives takes priority over this.
Enemies:
Mining Yard:
One (1) units with three (3) Mutons
One (1) units with two (2) Mutons and one (1) Berserker
One (1) unit with one (1) Cyberdisc and two (2) drones
One (1) modified Sectopod
Battleship:
Two (2) units with three (3) Sectoids
Two (2) units with three (3) Thin Men
Two (2) units with three (3) Mutons
Two (2) units with One (1) Mectoid and two (2) Drones
One (1) unit containing two (2) Incubators and one (1) Sectoid Commander
One (1) Modified Sectopod
Acadia, accompanied by a pair of Muton Elites
Special Enemy Notes:
The Mutons and Berserkers in the Mining Yard wear special armor to protect them from the environment. The armor makes them more damage resistant, but is quite encombersome, making their reflexes and movements slower.
The two Sectopods have been heavily modified for mining purposes. Their armor is meant to protect them from freezing rather then for blocking attacks, and as such, they will likely be easier to damage, but they can still take a beating. Furthermore, their missile banks have been removed, and their particle cannons have been replaced with a significantly weaker cannon, though they can fire this one a lot quicker and more frequently then their usual weapon.
The Incubators, located directly outside the bridge/throne room, are not linked to their Sectoid Commander as you might believe at first, but are rather linked to Acadia herself. Is the creatures disposition seems to be directly linked to the being enhancing them, you'll find these incubators to be a lot calmer then the usual fare. This means our usual tactics of playing at their arrogance and tempers likely won't work as well. At the very least, this also means they won't be quite as savage, and will not act recklessly in an attempt to rip a target apart.
Finally, Acadia's sloth has led her to develop very little in the way of strong abilities. However, centuries of storing power has netted her a massive pool of psionic energy to draw from, so expect any simpler abilities she has, such as mind-fray, mind control, psi inspiration, and biokinesis, to be powerful. What's more, she does have one ability of her own that might catch you off guard.
Conditions for Completion:
The elimination of the Ethereal Overseer of Antarctica, Acadia.
Civilians:
The mines will find several human workers along with the Mutons. None will act hostile towards the X-COM forces. All seem to be in a hypnotic state, and many will continue to do their jobs, even amongst the fighting Mutons. You should avoid hitting them if at all possible, but do not let their presence and safety put you in danger.
More humans, acting in a similar manner, can be found within the ship itself. In addition, you will find an alien species known as the baʒir. Resembling three feet tall, upright anthropomorphic cockroaches, they'll appear intimidating at first, at least to anyone the an aversion to insects, and unlike the humans, they are do not appear to be under anyone's control. However, they're entirely non-hostile, and will not attack the soldiers, even if they are threatened. Rather, they'll cower away and hide as best they can. Communication will not be possible with them, as they either can not understand our language or will be too frightened to communicate, so your best course of action will be to ignore them.
Ethereal Base Assault
Operation Dedicated Industria
Date: October 16th, 2018
Time: 2000 Hours
Briefing:
Satellite imagery directed on our southern most continent has finally picked up something fruitful. We've been searching Antarctica diligently since we learned of the Ethereal Overseer there, realizing it would likely be one of the hardest to find, and we finally have results.
We have discovered what appears to be a mining operation. No base appears to be within the vicinity, only the energy signature of a large ship, and while the psionic readings are that of an Ethereal, they are unusual in their intensity. However, this would be consistent with the odd powers our hacked files would suggest Acadia has, and considering the conditions of the continent, it would not be surprising that the Overseers headquarters might be a mobile fortress.
Investigate the sight, and infiltrate the ship. Pacify any alien forces you locate, and eliminate the Ethereal.
Number of soldiers for this mission: Twelve (12) Soldiers, accompanied by two (2) Alloy SHIVs
Soldier Names:
Captain 4 (GSGT) Arturo, Maximillian (Heavy) [Muscle Fiber Density, Iron Skin]*
GSGT Cross, Ammelia (Sniper)
TSGT Lynch, Stephan (Sniper)
TSGT Thomas, Mary (Gunner) [Dextrous Muscle Fibers, Magnified Bicep Structure, and Secondary Heart]
GSGT Wayne, Damian (Scout) [Adrenal Neurosympathy]
GSGT Stewart, Jamie (Assault) (Red Psionic)
GSGT Koslov, Maxim (Infantry) [Adrenal Neurosympathy, Hyper-Reactive Pupils]
TSGT Krause, Kieran (Engineer)
GSGT Malkovich, Johnathan (Support) {Shadow}
GSGT Wilson, Laurent (Medic) (Green Psionic)
GSGT Wagner, Christine (Rocketeer) (Orange Psionic)
GSGT Kwan, So Ji(Goliath) [MEC]
Alloy S.H.I.V. Unit 1: "Bandersnatch"
Alloy S.H.I.V. Unit 2: "Taqukaq"
*Squad Leader
Gear: Players' characters' will be equipped with the following supplies:
- Primary weapon: Either a Pulse Stengun, a Pulse Carbine, a Pulse Rifle, a Heavy Pulse Rifle (Infantry, Assault, Scout, Medic, Engineer, Support), a Scatter Blaster (Infantry, Assault, Scout, Medic, Engineer, Support), a Pulse Sniper Rifle (Sniper), a Blaster Rifle (Scout, Sniper), a Pulse Autoblaster (Gunner, Heavy), or a Gatling Pulser (Gunner, Heavy)
(Blaster Launcher for Heavies and Rocketeers, Particle Cannon for MECs, Superheavy Plasma for SHIVs)
- Armor: Banshee Armor, Aegis Armor, Titan Armor, or Seraph Armor (Four Shadow Armors also available)
- Secondary Weapon: Either a Laser Pistol, a Blaster, or a Hand Scatter Plasma Blaster (H.S.P.B.)
- Equipment: Two (2) of the following; a medikit, combat stims, alloy plating, reinforced armor, chitin plating, a battle scanner, an AP grenade, an alien grenade, a psi grenade, a smoke grenade, a chem grenade, a ghost grenade, a high-capacity magazine, a targeting module, a mind shield, or an Arc Thrower.
(Chameleon Suit available for Scouts, Shredder Rocket for Rocketeers)
Details:
The mission can be said to be split into two parts. The first part of the mission will take place in a composite mining structure/shipyard area. The alien battleship is located in the center of the shipyard. The area itself is not too large on its own, but has several work and repair stations. Below the shipyard, connected by several connecting tunnels, is a sprawling network of mining corridor. Soldiers will have no reason to explore the tunnels themselves. Just be wary. With so many tunnels on all sides, there is not shortage of places the aliens can attack from, and you can be easily flanked. For this reason, the team will be accompanied by several drones meant for the sole purpose of mobile battle scanners, as well as a pair of snipers to take advantage of the narrow corridors the enemies would have to run through to get to you.
After the battle heats up a bit too much for Acadia's liking, you'll find the battleship powering up. You'll need to get on the ship before it can take off, as there is no telling when we'll get another chance to take out Acadia again. This is when the second part of the mission will start. You will find yourself in the center of the battleship, having entered through the side. From here, you'll have to make a choice of which direction to go, and whether you should explore the back of the ship and take more time, or go straight for the bridge and risk a back attack.
The ship itself will be surprisingly comfortable, Acadia obviously sparing no expense in keeping it well heated and protected from the harsh Antarctic conditions. Near the rear of the ship are the ships small engineering room, laboratory, and cargo hold, completely skipable should you not go in that direction, as Acadia seems to keep areas of actual work as far away from her as possible.
Weapon controls near the bridge have fusion cores. As usual, we request caution around these, as they are needed to upgrade our firestorms and make more blaster launchers. Of course, soldier lives takes priority over this.
Enemies:
Mining Yard:
One (1) units with three (3) Mutons
One (1) units with two (2) Mutons and one (1) Berserker
One (1) unit with one (1) Cyberdisc and two (2) drones
One (1) modified Sectopod
Battleship:
Two (2) units with three (3) Sectoids
Two (2) units with three (3) Thin Men
Two (2) units with three (3) Mutons
Two (2) units with One (1) Mectoid and two (2) Drones
One (1) unit containing two (2) Incubators and one (1) Sectoid Commander
One (1) Modified Sectopod
Acadia, accompanied by a pair of Muton Elites
Special Enemy Notes:
The Mutons and Berserkers in the Mining Yard wear special armor to protect them from the environment. The armor makes them more damage resistant, but is quite encombersome, making their reflexes and movements slower.
The two Sectopods have been heavily modified for mining purposes. Their armor is meant to protect them from freezing rather then for blocking attacks, and as such, they will likely be easier to damage, but they can still take a beating. Furthermore, their missile banks have been removed, and their particle cannons have been replaced with a significantly weaker cannon, though they can fire this one a lot quicker and more frequently then their usual weapon.
The Incubators, located directly outside the bridge/throne room, are not linked to their Sectoid Commander as you might believe at first, but are rather linked to Acadia herself. Is the creatures disposition seems to be directly linked to the being enhancing them, you'll find these incubators to be a lot calmer then the usual fare. This means our usual tactics of playing at their arrogance and tempers likely won't work as well. At the very least, this also means they won't be quite as savage, and will not act recklessly in an attempt to rip a target apart.
Finally, Acadia's sloth has led her to develop very little in the way of strong abilities. However, centuries of storing power has netted her a massive pool of psionic energy to draw from, so expect any simpler abilities she has, such as mind-fray, mind control, psi inspiration, and biokinesis, to be powerful. What's more, she does have one ability of her own that might catch you off guard.
Conditions for Completion:
The elimination of the Ethereal Overseer of Antarctica, Acadia.
Civilians:
The mines will find several human workers along with the Mutons. None will act hostile towards the X-COM forces. All seem to be in a hypnotic state, and many will continue to do their jobs, even amongst the fighting Mutons. You should avoid hitting them if at all possible, but do not let their presence and safety put you in danger.
More humans, acting in a similar manner, can be found within the ship itself. In addition, you will find an alien species known as the baʒir. Resembling three feet tall, upright anthropomorphic cockroaches, they'll appear intimidating at first, at least to anyone the an aversion to insects, and unlike the humans, they are do not appear to be under anyone's control. However, they're entirely non-hostile, and will not attack the soldiers, even if they are threatened. Rather, they'll cower away and hide as best they can. Communication will not be possible with them, as they either can not understand our language or will be too frightened to communicate, so your best course of action will be to ignore them.
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