User:Azkaiel/Sandbox

Timeline
"That is not dead which can eternal lie. And with strange aeons even death may die" Glossary: mya – million years ago


 * 100 mya - The Ethereal ancestor race evolves to develop psionics along with science, and the dream of empire is born. They begin a series of conquests aimed at increasing the base quantity and quality of their subservient races. Using their vast psionic abilities, as well their highly advanced science, the Ethereals have uplifted their servants, while still maintaining absolute control over them.


 * 95 mya - Now in possession of a vast galaxy spanning empire and armed with extensive knowledge of the mind, flesh and machine, the Ethereals look outward toward their neighboring star systems. Using their vast resources accumulated over time, they begin a multi front expansion and conquest campaign, committing their vast armadas and servant forces in battles located millions light years away from their empire boundaries.


 * 75 mya - Having faced battles both easy and difficult, the Ethereals managed to complete their long and many fold plans of conquest and subjugation. Integrating the conquered into their ranks, the Ethereals pause to consolidate their gains, as well as learn how to feed on and modify their new subjects to suit their needs, whims and fancies.


 * 70 mya - However, trouble broils in the empire. Despite their mastery of the mind, flesh and machine, even they could not hold back the movement of entropy. Their genome slowly begins to degrade for some reason, resulting in each successive generation of almost extremely long living Ethereals to experience a almost minute loss in longevity, a slow but virtual death sentence for the race.


 * 66.5 mya - The ethereals fail to find out the exact cause of their degeneration. Also alarming them is reports of something approaching the outskirts of their empire, but none of their scouts have ever returned. Continued surveillance indicate this unknown threat is moving quite slowly, practically inching its way in their direction. In a frenzy of creation, they create numerous new races to combat this threat, but none of them can meet the requirements to defeat the thing.


 * 66.25 mya - The unknown intrusion finally makes its into the very heart of the Ethereal Empire, resisting all efforts in stopping it, or even redirection. Not even their most potent weapons can make a dent. They eventually figure out that this entity is both attracted and vulnerable to psionics of a certain level, but after multiple attempts, the Ethereals realize they just simply do not have the capability to harm the thing, and rather than stay and be picked off at its leisure, they decide to split up, in a move to preserve what remains of their galaxy spanning empire.


 * 66 mya – Several armed colonization fleets depart from various locations in the empire, all taking a different path in a move to throw off their unwanted invader. Each of the fleets is a self-sufficient cross section of the empire, containing all of their knowledge and technology, as well as their servants cum troops. While the Ethereals and their biological forces remain in suspended animation to preserve their lifespan, their inorganics maintain the fleet for the duration of the long journey through the stars.


 * 65 mya – One of the fleets enter the solar system. But disaster strikes as the fleet as it travels past the inner part of the system. The armed interstellar colonization ship T'leth, the lead vessel, take the brunt of a extreme solar flare in proximity of prehistoric Earth, separating from its accompanying fleet and crashes into what is now the bottom of the Sigsbee Deep in the Gulf of Mexico. The rest of the fleet is less affected and end up getting submerged in what is now the Mariana Trench. Both crashes result in an extinction event, which practically decimates the native flora/fauna. Due to the damage sustained, the inorganics of the crashed fleet attempt to make repairs, so as to try to continue their journey among the stars. However, submergence with Terran seawater reacts negatively with the alien technology and construction, thereby forcing the inorganics into a constant state of repair, to preserve the integrity of fleet.


 * 1962 - Events of The Bureau occur. (Also referred to as "Outsider Incursion" or nicknamed "The Classified Invasion")


 * 2015 - Events of Enemy Unknown/Within occur. (Referred to as the "First Invasion")


 * 2016 - XCOM starts cleanup and decontamination work, while collecting all remaining samples of alien technology and the elimination all remaining alien presences. However, internal politicking between members of the Council, compel and force XCOM to split up the collected salvage, not to mention XCOM proprietary information and technology also, among the member nations.


 * 2019 - XCOM officially disbanded, as xeno activities are practically none existent after one grueling final Pyrrhic encounter, which tore the organization apart, and the alien technology has already been studied extensively by each member nation. Elerium Wars commence, as each nation attempts to collect as much of the alien mineral for their own use. The captured alien battleship is salvaged of all remaining useful technology by members of the former Council and scuttled in space, as the fighting continues.


 * 2034 - Elerium Wars end, due to Earth's Elerium stockpile dwindling to critical levels, and is practically exhausted after a failed attempt to create a functioning large scale Elerium generator. Only trace amounts are left, resulting in member nations forced to ration their balance, and at the same time, falling back on pre-Elerium use technologies. Elerium Wars unofficially declared ended. Rebuilding begins.


 * 2035 - After reports of an unexpected and sudden surge of xeno and EXALT activities, former enemies reconvene the Council, and reluctantly decide that XCOM is needed once again, and therefore revived in the form of Project: Rebirth. Candidates are scouted from all over the planet to restaff the organization, while a new base of operations is set up in Canada.

The Armory
Due to the initial abundance of alien alloys and Elerium, armor development progressed quickly post 2016, with the more technologically advanced nations producing their own versions. However with the onset of the Elerium war, attrition and the subsequent decline in the already limited supply of alloys and Elerium, the appearance of xeno derived armor is now a rarity, its appearance and possession determined by those who can afford to obtain the source materials, and/or the means to have one constructed. As of 2035, the current advancement of power armor is at its 4th iteration, an indication that the current armors of 2035 are considerably more advanced than the prototype suits used by XCOM personnel in 2015.

Light Armor

 * Kevlar Body Armor
 * Basic combat armor for XCOM soldiers. Not able to hold up under sustained fire, but will allow the wear to take a shot... or two. All soldiers start with this, if they have nothing else equipped.

Medium Armor

 * Composite
 * An advance suit of body armor featured armor plates created from the alien alloys gathered during the Invasion. However, due to the thiness of the plate armor, it only offers slightly more protection than the basic Kevlar armor from energy weapons.


 * Spectre
 * A natural evolution of the Ghost armor, the fourth generation Spectre power armor continues the tradition of increased mobility and limited optical invisibility.


 * Templar
 * One of XCOM's most powerful armored suits, the iconic Psi armor has continually been upgraded over the years to include features which increase the psionic capabilities of the wearer.

Heavy

 * Grand Titan
 * A fourth generation iteration of the infamous Titan armor, the Grand Titan armor features heavy armor plating and extensive environmental protection, thereby keeping its wearer alive in the toughest of situations


 * Zephyr
 * The latest incarnation of the Archangel armor, the Zephyr allows its user to remain in the air for longer periods of time before refueling, thanks to more fuel efficent thrusters.

Super Heavy

 * MEC Suit
 * A super heavy suit of power armor for MEC troopers only, these massive suits tend to combine heavy armor, speed and firepower, along with a host of other gimmicks in which the trooper can utilize in battle or support of the team.

Ultra Heavy

 * AMEC Suits
 * Larger than a MEC suit, an Advanced MEC Suit makes it wearer a one man army and veritable lord of the battlefield, as the suit boasts of even heavier armor and firepower, along with more room for other equipment to be mounted.

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Conventional

 * Pistol
 * SMG
 * Assault Rifle
 * Shotgun
 * Sniper Rifle
 * LMG/MMG
 * Minigun
 * Rocket Launcher

Laser

 * Pistol
 * Rifle
 * Scatter Laser
 * Sniper Rifle
 * Heavy Laser

Rail

 * Pistol
 * Rifle
 * Sniper Rifle
 * Assault Railgun

Plasma

 * Pistol
 * Rifle
 * Plasma Scatter
 * Sniper Rifle
 * Heavy Plasma
 * Blaster Launcher

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Conventional

 * Alloy Cannon - Can be twin-linked
 * Assault Cannon - 2h, if hand-carried
 * Automatic Grenade Launcher
 * LMG/MMG/HMG - Can be twin-linked
 * Minigun - Can be twin-linked
 * Mortar - Takes 2 back slots
 * Proximity Mine Dispenser
 * Rocket/Missile Pods (Medium/Heavy) - Can be twin-linked
 * Sniper Cannon - 2h, if hand-carried

Laser

 * Heavy Laser Repeater - 2h, if hand-carried
 * Laser Repeater - Can be twin-linked
 * Pulse Laser - Can be twin-linked
 * Rifle - Can be twin-linked
 * Sniper Cannon - 2h, if hand-carried

Rail

 * Heavy Rotary Railgun - 2h, if hand-carried
 * Heavy Railcannon - 2h, if hand-carried
 * Railgun - Can be twin-linked
 * Rifle - Can be twin-linked
 * Sniper Cannon - 2h, if hand-carried

Plasma

 * Automatic Grenade Launcher
 * Heavy Plasma Repeater - 2h, if hand-carried
 * Mega Blaster Launcher - 2h, if hand-carried
 * Mortar - Takes 2 back slots
 * Plasma Scatter - Can be twin-linked
 * Plasma Repeater - Can be twin-linked
 * Rifle - Can be twin-linked
 * Sniper Cannon - 2h, if hand-carried

Particle Beam

 * Gatling - Can be twin-linked
 * Heavy Cannon - 2h, if hand-carried
 * Rifle - Can be twin-linked

Special

 * Electropulse Emitter
 * Energy Melee Module
 * Heavy Flamer
 * Kinetic Strike Module

Note: Unless mentioned, weapons take up 1 slot, or can be used with 1 hand

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Standard XCOM MEC Equipment

 * Active Probe
 * Used to detect hidden or stealthed opponents. Limited to a short range. Can be countered by ECM.


 * Anti Missile System
 * Self Explanatory


 * Arc Projector
 * Use to capture Xenos, hack electronics or repair mechanicals


 * C3/C3i
 * Network of modules which allow MECs to share targeting/tracking information. Allows for shooting of targets as long as the target in arc of fire, even if the target is not visible. Can be jammed by ECM. Basic C3 requires a master unit to be installed on leader, and if the Leader module is damaged, the network is considered to be down, for all counts and effect. C3i does not require a master unit, and therefore can survive the loss of one or more of it networks.


 * Electronic Countermeasures
 * Self Explanatory


 * Electronic Counter Countermeasures
 * Self Explanatory


 * Hardlight Projector
 * Used to project a defensive barrier of energy.


 * Multiple Tracking/Targeting System
 * Use to track and target multiple targets for attacks.


 * Restorative Mist
 * Use to heal friendlies


 * Searchlight
 * Used to illuminate dark spots, or used as a means to spotlight foes for friendlies to target.


 * Stealth
 * Self Explanatory


 * Target Acquisition Gear
 * Used to lockon and guide weapons fire from friendlies. Requires user to be stationary for duration of locking on.