Kalashnikova Squid
2+2=5
RULES:
First things first, you're going to have to provide some basic information for your character. Every character is an operative of XCOM (it is rather... HIGHLY... advised that you know what that is and how it works before you play).
But in case you don't know:
It's 2015. Ships have appeared in orbit over Earth. UFOs are travelling through the atmosphere and aliens are performing clandestine tasks ranging from abductions to specific assassinations.
To combat this extraterrestrial threat, an elite multinational organization, XCOM, was formed. Funded by a council of 16 nations, this force is the first-and-last line of defense for Earth.
(Note to those who are familiar: I am using a slightly customized XCOM storyline; as a result some minor differences will be present. But for the most part it's identical.)
Good luck.
Rank List:
Rookie: Fresh XCOM recruits. Not very good shots, greenhorns really, and even if they're seasoned military operatives in their home country that doesn't mean they're seasoned anti-alien troops. They are issued any one of the weapons they wish, but have not specialized into their specific branches yet. When you create your character you will always start as a Rookie.
Squaddie: After a Rookie's first mission they're promoted to Squaddie and assigned one of four classes based off of their preference:
SUPPORT: Specializing in field medic work. Issued a standard AR and Pistol.
HEAVY: Specializing in demolition and machine gunnery. Issued a Light Machine Gun (LMG) and Rocket Launcher.
ASSAULT: Specializing in close-quarters combat. Issued a Shotgun and Pistol.
SNIPER: Specializing in long-range combat. Issued a Sniper Rifle and Pistol.
Corporal: You're a bit less shaky now, steadier, more used to alien combat. You have started to build a resistance to the cloying heat of plasma and you're a good deal more accurate.
Sergeant: You're enough to qualify as a Squad Leader. If so, ICly you are in charge of the squad and its orders on the field. You are also a slight bit better than a Corporal.
Lieutenant: Now you're used to it. Most aliens aren't any scarier than human combatants to you and you can go through the motions fairly easily. But larger aliens still give you the quakes. You take priority over a Sergeant as Squad Leader.
Major: The Big Man on Campus here, aren't you? You inspire lower ranks, and you're sure the aliens are starting to fear you on the battlefield. But don't get too full of yourself. You are always the Squad Leader over lower ranks, unless fellow Majors occupy the squad as well, in which case the most experienced soldier is Squad Leader.
--------------------Rules of Play--------------------------
Outside combat, you're in the XCOM HQ, colloquially titled the "Land of Scuttlebutt" among troops (heh). Socialize, talk, do whatever you wish. Pester a scientist or engineer if you want, get something grafted to your head, anything really. But don't overstep your bounds, or you might get a rather hard talking-to.
Once aliens strike and XCOM is mobilized, a squad will be selected of 3-8 operatives. (A player may specify whether they wish to be selected or not, but ultimately it is the Commander's discretion (That would be me.)
The squad will have the opportunity to equip themselves based off of personal discretion before the mission.
Combat occurs in turns. The squad posts their moves and once the squad's turn is finished the alien turn commences. I will OOCly control the alien actions. (Though I may change this in the future; it's not certain ATM but an Alien Commander would be a cool thing to play.)
A squad member or alien may make two, loosely defined "Actions"-
Moving takes one action (unless you sprint/dash a long distance, that takes up both.)
Firing/reloading/using an item like a grenade/hunkering down/Overwatching (preparing to fire once an enemy moves out of cover) takes up whatever you have left. There is no defined list of actions besides what's above- you can do practically anything as long as it falls into the categories above. Talking and other RP actions don't take a move unless it's obvious (like tossing a med-pack to an ally).
Certain aliens are subject to different criteria- for example, Floaters have excellent mobility, and such can move farther, but still follow the "two-action" rule. Certain soldiers are similarly affected; Assaults may violate the "one-move-then-shoot" rule every two turns (in other words using the Run and Gun ability in XCOM: Enemy Unknown) and Snipers can only move a very short distance if they still want to fire their bulky Sniper Rifles.
When you write your combat actions, leave them open-ended (for example, you should write "I take aim at the Sectoid behind the counter and fire my Sniper Rifle; not "I take aim at the Sectoid behind the counter and kill it with my Sniper RIfle.) I will run a quick RNG for shots (but since that's the only thing that is random in this RP, I don't consider it a DiceRP)
If somebody is inactive and delaying a turn extensively (more than a day of non-response I guess), I, as the Commander/GM/what-have-you, have the right to force an action. (In other words, control their actions as I would an alien.)
You can make any number of characters, but a character once killed is perma-killed.
Each soldier has three OOC STATS: (the stats below are for a fresh Rookie)
-Health (enemy weaponry deals a defined amount of damage): 5
-Aim (enemy cover subtracts from this): 65% base
-Extra Defense (cover adds to defense): 0
After each human turn and alien turn, stats are displayed. (This is for easy reference, so you can tell ICly if your character was hit or if an alien was hit.)
Certain weapons modify these (for example, a Shotgun has doubled range aim penalty, and Carbines give a small bonus to accuracy.)
First things first, you're going to have to provide some basic information for your character. Every character is an operative of XCOM (it is rather... HIGHLY... advised that you know what that is and how it works before you play).
But in case you don't know:
It's 2015. Ships have appeared in orbit over Earth. UFOs are travelling through the atmosphere and aliens are performing clandestine tasks ranging from abductions to specific assassinations.
To combat this extraterrestrial threat, an elite multinational organization, XCOM, was formed. Funded by a council of 16 nations, this force is the first-and-last line of defense for Earth.
(Note to those who are familiar: I am using a slightly customized XCOM storyline; as a result some minor differences will be present. But for the most part it's identical.)
Good luck.
Rank List:
Rookie: Fresh XCOM recruits. Not very good shots, greenhorns really, and even if they're seasoned military operatives in their home country that doesn't mean they're seasoned anti-alien troops. They are issued any one of the weapons they wish, but have not specialized into their specific branches yet. When you create your character you will always start as a Rookie.
Squaddie: After a Rookie's first mission they're promoted to Squaddie and assigned one of four classes based off of their preference:
SUPPORT: Specializing in field medic work. Issued a standard AR and Pistol.
HEAVY: Specializing in demolition and machine gunnery. Issued a Light Machine Gun (LMG) and Rocket Launcher.
ASSAULT: Specializing in close-quarters combat. Issued a Shotgun and Pistol.
SNIPER: Specializing in long-range combat. Issued a Sniper Rifle and Pistol.
Corporal: You're a bit less shaky now, steadier, more used to alien combat. You have started to build a resistance to the cloying heat of plasma and you're a good deal more accurate.
Sergeant: You're enough to qualify as a Squad Leader. If so, ICly you are in charge of the squad and its orders on the field. You are also a slight bit better than a Corporal.
Lieutenant: Now you're used to it. Most aliens aren't any scarier than human combatants to you and you can go through the motions fairly easily. But larger aliens still give you the quakes. You take priority over a Sergeant as Squad Leader.
Major: The Big Man on Campus here, aren't you? You inspire lower ranks, and you're sure the aliens are starting to fear you on the battlefield. But don't get too full of yourself. You are always the Squad Leader over lower ranks, unless fellow Majors occupy the squad as well, in which case the most experienced soldier is Squad Leader.
--------------------Rules of Play--------------------------
Outside combat, you're in the XCOM HQ, colloquially titled the "Land of Scuttlebutt" among troops (heh). Socialize, talk, do whatever you wish. Pester a scientist or engineer if you want, get something grafted to your head, anything really. But don't overstep your bounds, or you might get a rather hard talking-to.
Once aliens strike and XCOM is mobilized, a squad will be selected of 3-8 operatives. (A player may specify whether they wish to be selected or not, but ultimately it is the Commander's discretion (That would be me.)
The squad will have the opportunity to equip themselves based off of personal discretion before the mission.
Combat occurs in turns. The squad posts their moves and once the squad's turn is finished the alien turn commences. I will OOCly control the alien actions. (Though I may change this in the future; it's not certain ATM but an Alien Commander would be a cool thing to play.)
A squad member or alien may make two, loosely defined "Actions"-
Moving takes one action (unless you sprint/dash a long distance, that takes up both.)
Firing/reloading/using an item like a grenade/hunkering down/Overwatching (preparing to fire once an enemy moves out of cover) takes up whatever you have left. There is no defined list of actions besides what's above- you can do practically anything as long as it falls into the categories above. Talking and other RP actions don't take a move unless it's obvious (like tossing a med-pack to an ally).
Certain aliens are subject to different criteria- for example, Floaters have excellent mobility, and such can move farther, but still follow the "two-action" rule. Certain soldiers are similarly affected; Assaults may violate the "one-move-then-shoot" rule every two turns (in other words using the Run and Gun ability in XCOM: Enemy Unknown) and Snipers can only move a very short distance if they still want to fire their bulky Sniper Rifles.
When you write your combat actions, leave them open-ended (for example, you should write "I take aim at the Sectoid behind the counter and fire my Sniper Rifle; not "I take aim at the Sectoid behind the counter and kill it with my Sniper RIfle.) I will run a quick RNG for shots (but since that's the only thing that is random in this RP, I don't consider it a DiceRP)
If somebody is inactive and delaying a turn extensively (more than a day of non-response I guess), I, as the Commander/GM/what-have-you, have the right to force an action. (In other words, control their actions as I would an alien.)
You can make any number of characters, but a character once killed is perma-killed.
Each soldier has three OOC STATS: (the stats below are for a fresh Rookie)
-Health (enemy weaponry deals a defined amount of damage): 5
-Aim (enemy cover subtracts from this): 65% base
-Extra Defense (cover adds to defense): 0
After each human turn and alien turn, stats are displayed. (This is for easy reference, so you can tell ICly if your character was hit or if an alien was hit.)
Certain weapons modify these (for example, a Shotgun has doubled range aim penalty, and Carbines give a small bonus to accuracy.)
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