Saturday, 16 August 2025

Xcom-like Enemies


Hell, painted by Botticelli after Danté.





Human Adversaries


Militias, civilian security, rookie vigilantes, concerned citizens. 

Given the state of things, there are literally thousands of armed groups in the city, all with different legal status, social legitimacy, and visibility. The standard, and the worst equipped, trained, and organised, are just people with firearms and a sense of group identity. 

You might find yourself in contact with a group like this for any number of reasons. Maybe you need access to a territory they protect, maybe someone has paid them to kill you, maybe they take a dim view to armed special forces abducting people in their area. 

Regardless of the context, the group will be 50/50 non-combatants and trained fighters. They don't wear armour or use explosives, and are armed with a mix of pistols and shotguns. One in three of those with training have ARs. 


Cops

The police are, by far, the most numerous and dangerous human force deployed in the city. Their armed officers run the gamut in terms of effectiveness, but they are universally trained, motivated, and unbothered by the idea of shooting to kill.

Beat cops come in pairs, and will have pistols, sometimes shotguns, and radios to request support. The pairs often deploy with others, so you can usually expect to fight between two and ten cops, depending on what they're anticipating for a threat level. 

Specialists are two man teams, and are sometimes seconded to patrols as force multipliers. Typical specialist teams will be armed with DMRs, or SMGs and flashbangs, but there is no standardised kit. Some even carry LMGs. 

Response Units have light body armour, use grenades (but not explosives), and are armed with ARs, SMGs, and DMRs. They always arrive in force, typically ten officers. 

Special Forces are armed just like you, and are not usually called in for day-to-day operations. They might make an exception if your outfit has been positively IDed on a mission in progress. These are the guys who will be coming for your base of operations if you gain too much heat. All of them have military training, and they like to deploy in overwhelming force, to minimise or eliminate any chance of not meeting their objectives. 


Private Security Corporations

Basically a Special Forces outfit without state funding. Unlike the police, these units will often see work as private guards, close protection, or kidnappers. The invasion makes extensive use of PSCs - their independence from oversight and streamlined organisational structures make them discreet and low-risk options for many mission profiles. What they don't have is institutional staying power - a single bad engagement with multiple casualties can neatly cripple or even destroy a particular outfit permanently. 

PSCs are sometimes inducted into the invasion as 'true believers', who understand and support the aims of the invaders directly. These outfits can make excellent targets for intelligence gathering, as they will often have access to information and trust that 'blind' assets don't.



Still from Borowczyk's The Greatest Love of All Times. Artwork is Ljuba Popovic.




Non Human Adversaries


Hunter Killers

Quadcopter drones of various kinds, with explosives or guns attached. Used by almost everyone these days, with basic models cheaply available. Can be piloted by remote, but are more usually set to patrol or assault a specific position, and fire on whatever they find there. Hunter Killers are hated by the civilian population, and also by a good number of the police. 

Things to know about them:

  • They are quite good shots, and very quick to acquire targets. 
  • They are not armoured, or really protected in any way. They are designed to be cheap and disposable, not hardy. 
  • They are dumb, and easily tricked, flanked, or fooled by things like throwing a sheet over yourself. 
  • They are technically illegal, but this line is blurry and poorly enforced. They have a very very bad reputation for shooting civilians without provocation, so those that use them are typically not intending to stick around in the aftermath. 

You will always hear a quadcopter coming. A small HK is harder to hit (-1, unless you're using a shotgun) but limited to a pistol or frag grenade payload - a large HK can be armed with anything. They get a flat +1 to hit with their weapons if they're not being piloted by remote. They need to hover in place to fire, but can otherwise move at 10x the speed of a human outdoors, and 2x indoors. 


MIBs

They look like humans, but are too tall and too broad - this becomes more noticeable the longer you stare, or if you get up close. They are engineered to project violent authority - unsmiling, pale-skinned, eyes hidden, voices unnerved and aggressive. The sometimes accompany the police, generally solo or in two-man teams, and take charge when they do, citing obscure governmental departments and taskforces, and providing strange but obviously-official identification if asked. 

If you actually fight them, the pretence of humanity is immediately dispelled. They are far stronger, faster, and tougher than they should be. They often need to be literally shot to pieces to be put down. They don't appear to feel pain, and make no sound when they die. They won't engage in combat directly if their police allies will see them. They care a lot less about appearances when leading PSCs.

MIBs generally prefer large handguns, but when they deploy in force, which only happens when the invaders feel like they are at risk of losing control of a wide area, they will also make use of military hardware. Their monstrous strength allows them use weapons that are not usually man-portable. They are also more than capable of tearing an operative apart with their hands if they can close the distance. 

MIBs need to be 'killed' three times before they go down for good. Each time they go down, they suffer a -1 thereafter to hit with firearms (shot to pieces!). If they can get into melee combat with you, they dictate the terms, no matter how fucked up they are - either they choose to kill you, or subdue you. Their pistols count as shotguns, and are far too large and unwieldy to be used by humans. They carry tasers and zip ties, and will often prefer capture to killing your operatives.


'Assets'

Dreamers, who have had something done to them, and who now work for the invaders. They are pale, obviously unwell, and have their heads and faces covered with bags, opaque helmets, obscuring facemasks and hoodies, etc. 

Assets work exactly like dreamers, except they move half as fast, and start their check to lose consciousness at -1 instead of 0. 

Most of them have descended into a kind of feverish waking nightmare. They will often ask you to kill them in moments of lucidity. If you can exfil with one, you might have some chance of rehabilitating them - the extent of the damage, whatever the damage is, has not yet been properly assessed. 



Untitled work by Henry Darger, from the retrospective The Certainties of War.




Invader Combat Forms


It is clear that the invaders are not human, although determining what they actually are has so far been impossible. It is known that they make use of various combat assets that are almost completely alien, but hard data about their capabilities has been similarly impossible to acquire. There are rumours: of things that look like tall, bloody people emerging from underground, from sinkholes and other cracks in the earth; of balls of white light that burn and maim the people that look at them; of a weaponised parasite that gestates inside its victims and kills them as it emerges; of manipulators like foam or like liquid, flowing, supple, strong enough to tear a building apart. Shadows with eyes, mould on the walls and on the camera lens, shaky, blurry footage, figures running under streetlamps - people are also going mad, so who knows how much of this is real. 

And there are rumours about the invaders themselves - invisible, floating in empty air, cold, hard, scrupulously exact, remaking the world so that it is like them. 




You're these guys.



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