First off, here are the Rules as they stand right now. Note that this is a good idea of what they'll be like, but they are subject to change if necessary.
XCOM2: Liberation of Terra
Organizational Structure:
The story is led by a leader known as a Game Master, or GM for short. They determine the primary course of the story: the actions and goals of the enemy (ADVENT and the Ethereal Empire) as a whole, the actions and course of XCOM’s Commander (
CENSORED). This is to give the story a definite structure. The head GM is
DarkGemini24601. They are assisted by two Secondary GMs (
[Maybe] ZombieSplitter53 and
MarineAvenger). The rest of the story’s participants are Members.
Base Life:
The majority of roleplaying will take place in XCOM’s mobile headquarters, a modified transport ship known as the Avenger. Unlike the Siberian Base of “Story of Defiance” or the massive Einherjar and Neutron Star battleships of “Vanguard of Forseti”, the Avenger does not have a lot of interior area. Therefore, most of its facilities and living quarters make use of limited space to the fullest. Since the ship’s cramped, everyone will be sharing living space, though if you prefer it to be apart from player characters other than your own then you are free to specify that.
However, it is expected that any character on the Avenger will interact with a few other player characters due to close proximity and shared occupations (such as science, engineering, soldier training, etc.); no man is an island. If you don’t have the time for frequent roleplaying, then consult with the GMs about other options for your character. That leads into a later topic.
Base Access:
The Avenger’s facilities are as follows:
(Levels and Floors are listed from the bottom up; Specific Rooms are listed from Left to Right)
Front Block
Level 0 thru Level 2, All: Main Laboratory/Avenger Power Core and Engine Room
Level 3, Floor 1: Intelligence Staff Bunks, The Bridge/Computer Room
Level 3, Floor 2: Maintenance Staff Bunks
Central Block
Level 0, Floor 1: Access Hallway to Exit Ramp, Post Office, The Private Room
Level 1, Floor 1: Unused Room x3
Level 2, Floor 2: Unused Room x3
Level 3, Floor 1: Unused Room, The Proving Grounds, Guerilla Tactics School
Level 3, Floor 2: Hydroponics
Level 3, Double Floor: Command Center
Level 4, Floor 1: Situation Room/Command Staff Quarters
Rear Block
Level 1, Double Floor: Main Engineering
Level 2, Floor 1: The Bar
Level 3, Floor 2: The Armory
Level 3, Double-Floor: Skyranger Hanger
Port Wing
Floor 0, Single Floor: Unused Space
Level 1, Double Floor: Food and Water Storage
Level 2, Floor 1: Combat Staff Bunks
Level 2, Floor 2: Combat Staff Bunks
Level 3, Double Floor: Gym, Shooting Range
Level 4, Single Floor: The Brig
Starboard Wing
Floor 0, Single Floor: Unused Space
Level 1, Double Floor: Material Supplies Storage
Level 2, Floor 1: Engineer Staff Bunks
Level 2, Floor 2: Science Staff Bunks
Level 3, Double Floor: Medical Staff Bunks, Medical Ward
Level 4, Single Floor: Medical Storage
All Rooms are general access unless listed otherwise. The following rooms are prohibited to anyone but Department Chiefs, Officers, and Authorized Staff without explicit permission:
Main Laboratory – Scientific and Engineering Staff Only
The Bridge – Engineering and Intelligence Staff Only
Command Center – Intelligence Staff Only
Situation Room – Intelligence Staff Only
Shooting Range – Combat Staff Only
The Brig – Combat Staff Only
Medical Ward – Medical Staff Only
Medical Storage – Medical and Scientific Staff Only
Maintenance Staff have access to any facility, the special authorization ones listed above should only be entered on-duty.
Mission Structure:
Notes
1. *Missions involve working off of an overview, a mission briefing, to fully write out how a combat scenario plays out. They are not written in synoptic format unless specifically requested to be.
2. *Missions will occur usually no more than once or twice a week. Frequency will vary depending on the availability of members with combat staff.
3. Mission sites will be fairly detailed to set a strong structure for the story, but players are free to write it out as they wish.
4. Squad Sizes vary from 6 to 8 soldiers on normal missions, while especially covert missions will sometimes only entail a squad of 4; major assaults will sometimes contain 10-12 soldiers.
5. Due to a smaller amount of soldiers than previous seasons, expect anywhere from 2-4 player characters on a given mission. 1 character missions will be rare, while player-character ONLY missions will be unusual but not impossible.
6. Other soldiers besides the player characters will be sent on the missions are Non-Player Characters, to act, perform, and be used as you see fit.
7. All soldiers carry a primary weapon and sidearm, regardless of class. Most classes have a secondary weapon as well, though Troopers have two primary weapons instead.
8. Soldier loadouts are to be preset for both player characters and NPCs in the XCOM Soldier Profiles document. What consumable items are taken can vary from mission to mission, however. (If you want to change your preset loadout, notify a GM. Just don’t swap out often, as XCOM has limited supplies.)
9. What enemies you'll meet and how they'll be grouped will sometimes, but not always, be given, depending on intel. You can describe which of them you fight, how many are taken down by you and how many are killed by others, and what order you encounter them.
10. Mission objectives will be given in the overview, as well as the status and concentration of any civilians in the area.