XCOM: Unit

Soldier


"XCOM draws from the best, but the soldiers who go in generally aren't the same when they come out."

- Anonymous United States Military Official


Hostile Unit Report:

Unit Designation: XCOM Soldier

Species: Human

Threat Level: High

Category: Advanced Paramilitary/Special Forces

Size: 65 Soldiers

Report Author: Zar'horu'saren

Physiology:

XCOM soldiers are humans who are at extremely high or peak physical and mental form. Also like humans, they possess vulnerabilities similar to specific races of Vitakara, who lack any sort of natural protection or exoskeleton. They are also vulnerable to a wide variety of toxins and specific humans have allergic reactions to certain foods or environments.

There is also a variety in the physical characteristics of XCOM soldiers, who boast a wide array of traits that are difficult to standardize. Some are tall, others are shorter, some have lesser strength, but faster reflexes. This unfortunately makes it difficult to determine the actions of a human soldier, since they have displayed varying tactics against us.

Tactics:

XCOM soldiers were initially deployed in squads of six, though now typically deploy in teams of eight or more, as they have been observed deploying multiple squads to accomplish certain objectives. They traditionally are disadvantaged in large-scale battles, so instead are used on strike missions against our crashed spacecraft, or used for single-target removal as demonstrated during their response to the New York attack.

On the ground, the tactics of their soldiers vary depending on several factors: The equipment they currently have, the terrain, and the Squad Overseer, who is the leader of an XCOM Squad. Surprisingly, this is not a set role within XCOM, and is frequently rotated within a pool of names with one seemingly being chosen at random to lead a squad. We are still unaware of the rationale behind choosing Squad Overseers.

To illustrate a possible scenario, a typical squad of XCOM soldiers are likely to attempt to first launch surprise attacks on our forces, then slowly pick them off one-by-one, heavily utilizing the terrain until most or all hostile forces are dead. They also have a tendency to become creative with their equipment, such as using smoke grenades to blind our own soldiers or utilizing the so-called "symbiote" grenades.

They will also modify their tactics depending on the species encountered. While they were initially wary of Sectoids, they have adapted to easily kill them. Our Vitakara agents are also worryingly inefficient against XCOM, with the exception of our Naja snipers who have been the cause of several deaths. Mutons have been proven capable of holding down and overwhelming XCOM forces, though only when possessing a massive numbers advantage, and otherwise are vulnerable to being outmaneuvered by a superior human intellect.

Specialty units are not as effective as would be expected, as XCOM tends to prioritize obviously dangerous units such as the Mechtoids, Outsiders and Oyariah Soldiers, and have so far been successful in mitigating their effect.

XCOM soldiers will not fight to the death either, and will retreat if they are in a losing battle. As a final act against the opposing force, they will call down an airstrike on their position to kill any remaining hostiles, which can be devastating if unprepared for.

In cases where XCOM fields one or more MEC or psion, the fight unfortunately becomes extremely one-sided as basic Sectoids and most Collective species have no defense against even a human psion, and MECs were seemingly designed to fight Mechtoids one-on-one and win. Recent battles have shown that XCOM psions will sow confusion in ranks from mind control or shield their soldiers who take otherwise suicidal movements and survive to devastate our ranks. More advanced units will need to be fielded to negate the impact of these units.

XCOM Specializations: Per Nartha, XCOM soldiers are designated specializations upon entry to XCOM, of which are documented down below.

Infantry: This appears to be the most common specialization, and the front-line soldiers XCOM utilizes, who generally entrench themselves and provide covering or focus fire on enemies. They traditionally bear rifles and are armed with several grenades of varying types.

Sniper: A self-explanatory position, and fairly rare within XCOM, that is focused on long-range single-target neutralization. Usually wields sniper rifles that are modified for increased power and aim.

Scout: A reconnaissance specialization, whose members are normally more lightly armed and armored than most XCOM soldiers, who typically attempt flanking maneuvers, advanced scouting and suppressive fire.

Gunner: Heavy-weapon specialists of XCOM, and among the most dangerous. Multiple Gunners have the ability to shred priority targets in mere seconds, though are more inefficient against smaller humanoid targets. They also excel at suppressing entire areas, allowing Scouts and Assaults to move forward on entrenched forces. If there is a specialization to target, it is this one.

Rocketeer: A self-explanatory position, which essentially amounts to a demolition specialist. In addition to their rocket launchers, Rocketeers also boast what is estimated to be a half-dozen high explosive grenades, and possible additional variants. While they clearly pose a major threat, there are not many with this specialization.

Medic: Self-explanatory. Experts in battlefield medicine who generally offer support to other XCOM soldiers, patching up wounds or throwing smoke grenades. Medics are highly mobile, though are another rare specialization in XCOM.

Assault: A specialization that is as Humans say "Up close and personal." Assaults are risk-takers in XCOM, exploiting flanking opportunities and charging enemy lines to quickly shred an opposing line. An uncontrolled Assault is one of the most dangerous XCOM soldiers on the battlefield, since short-range shotgun blasts have killed most of our soldiers in one or two hits. Armored units are a good counter, but I realize that is not always feasible.

Engineer: A questionable name, as the term does not seem to apply to what they actually do. These are pure support soldiers, armed with symbiote, flashbang and smoke grenades, sometimes XCOM med-kits, and Arc Throwers. In addition to that, most of them have high technical skills, and have been able to perform computational feats quickly, which does include destroying or subverting the Sectoid Drones. They are nevertheless one of the most disruptive specializations, and even more difficult to actually kill.

Equipment:

Firearms: Currently XCOM soldiers utilize a mixture of beam and magnetic weaponry, often varying on the specialization of the soldier in question. There are shotgun, rifle, heavy autorifle, pistol and mobile-rifle variants of each kind. They have not developed plasma weaponry, though that appears to be a logical next step. Regardless, it has reached a point where basic units are no longer sufficient as beam weaponry literally cuts them to pieces, and their magnetic weapons immediately punch fatally large holes in them.

Grenades: XCOM utilizes traditional explosive grenades, which are dangerous to unarmored units, although less so to those that are armored. However, XCOM has been known to utilize an armor piercing variant that is highly dangerous to all units, though can be avoided by hiding behind most cover. Symbiote grenades are used to pin their enemies in place, and are nearly impossible to escape from once they detonate. Flashbang grenades are typically used to disorient, blind or stun enemies, our psionic units in particular are vulnerable to this. Finally there are smoke grenades, which have been used to obscure XCOM soldiers, and to blind our own.

Armor: All XCOM soldiers wear hardened armor across their entire body, which has only gotten more advanced as the war has progressed. It is sealed, can presumably survive in vacuum, has a small air supply, and filters out almost all known toxins. The suits also allow communication between both local soldiers, and XCOM command. The armor itself is capable of withstanding several direct plasma shots, though the helmet is particularly weak. I will also note that XCOM soldiers appear to customize their armor, sometimes painting it non-traditional colors without a unified scheme. It may be useful for identifying certain ones.

Miscellaneous: Med-kits, a battlefield medical invention are carried by at least several soldiers in a squad, and are capable to extending the lifespan of a fatally wounded soldier a few hours longer to get them urgent medical care. Arc Throwers are guns that shoot electrical currents into targets, and are mostly used as a tool of capture, rather than killing.

Genetic Modification: We have knowledge of some soldiers who have undergone significant genetic modification, such as multiple hearts, the ability to jump multiple stories, and enhanced eyesight. While they are fairly rare now, I have no doubt XCOM's genetic program will only grow larger and more dangerous the longer they are allowed to operate, and I suspect this is only the beginning of what they are capable of.


It's one thing to hear about XCOM and another to see them in action. We'd joked, debated and argued exactly who they were and what they were really doing, but I must say, didn't really give them the credit they deserved. We really believed the stories had been exaggerated. I mean, that six people took down that massive alien ship over China? Please. Not even the SEALs could do that.

Although to be fair, the idea never really occurred to us that XCOM was what happened if you gave SEALs advanced tech and laser weapons. Guess they probably could then.

Anyway,

Uh, let's see, where was I? The point is that they were more legend than actual men and women. A rogue special forces group or UN anti-alien squad depending on the day. Good people, but only just a few, not nearly enough to save us. Which I still believed until the day the aliens attacked New York.

Worst day of my life by far. Everyone was panicking, order was impossible to establish and that was before two behemoths of aliens attacked us. I don't scare easily, if at all, but that thing was covered in armor, towered over us and had a gun the size of me and I'm not exactly a small gal. So we did the natural thing and shot at it. Bullets bounced off it like BBs, doing about as much damage too.

Those aliens were practically invincible and they knew it. The stormed past our awful barricades and blasted us point blank. By the time five minutes had passed, we were already retreating, dying left and right. People I'd known for years just killed in an instant. Around that time I was pretty sure I was done for, and had one final grenade ready as a last fuck you to the aliens when one of those XCOM aircrafts flew over and dropped a metal robot onto the ground.

To say I was shocked was an understatement. I had no idea what that thing was, but it was fighting the aliens so it was cool with me. Then another plane came around and landed and out came out something I'd really only seen in movies, but this was real. For the life of me I don't remember their names, and I'm not sure they even stuck around long enough to give them, but as long as I live I'll never forget seeing an XCOM squad at work.

I don't know if they'd fought those things before, but they sure as hell acted like it was natural. They immediately got the aliens' attention, fired actual laser weapons at it, and I'm pretty sure it was all deliberately done to draw the aliens away from us mere soldiers. Some of the stuff I saw sounds fake just writing it. That robot immolated one of the aliens with a flamethrower, and one of the XCOM soldiers shot some kind of purple beam from her hand and killed one of the aliens outright.

Once it was done, and we were all wrapping our heads around that display, they didn't even pause for a break and went deeper into the city to wherever they were needed next. One of those soldiers did die, I do remember that. Damn alien got him with a grenade. Have no clue who he was but I salute him, he'll be missed.

Don't care that people are apparently suspicious of them, they saved me and the city and probably more I don't even know about. I trust them and think they're going to be the reason we win.

- Diary of Anne Chiosan, United States Marine


THREAT ANALYSIS: 011001100110

ANALYSIS COMPILER: COLLECTIVE ANDROMEDON COMMANDER J'LORAN

RESTRICTION: ANDROMEDON MILITARY COMMAND

UNIT OF INTEREST: XCOM SOLDIER

SPECIES: HUMAN

DATABASE SEARCH: 8 VARIANTS FOUND; 3 ENHANCED VARIANTS [NOTIFICATION! ENHANCED VARIANTS IN SEPARATE FILE]

NOTE: WEAPON TECH LEVEL IS SET TO (TECH_LEVEL=BEAM || TECH_LEVEL=GAUSS);

VARIANT 1: SNIPER

|WEAPONS OF CHOICE: SNIPER RIFLE; PISTOL

|SUPPORT TOOLS OF CHOICE: SMOKE GRENADE; MED-KIT

|ARMOR LEVEL: LIGHT; MEDIUM

|WEAKNESSES (MANUAL COMMENT): Snipers operate from long range, and are extremely ineffective in close-quarters combat. Snipers have lighter armor than ordinary XCOM soldiers and are easily disrupted with targeted fire.

|NEUTRALIZATION (MANUAL COMMENT): Upon the marked location of a sniper position, immediately focus fire on the area to shut down any long-range attack. Close distance rapidly for quick neutralization. Alternate tactic: Usage of Battlefield Engineer drone for neutralization, attack or harassment while distance is closed or other hostiles are dealt with.

VARIANT 2: SCOUT

|WEAPONS OF CHOICE: SUB-MACHINE GUN (BEAM OR GAUSS); PISTOL; RIFLE

|SUPPORT TOOLS OF CHOICE: SMOKE GRENADE; MED-KIT; HIGH EXPLOSIVE GRENADE

|ARMOR LEVEL: LIGHT; MEDIUM

|WEAKNESSES (MANUAL COMMENT): Scouts are lightly armed, and pose a limited threat, and are lightly armored, and due to their position, can be isolated and quickly terminated.

|NEUTRALIZATION (MANUAL COMMENT): Areas around known Scouts must be locked down with either suppressive plasma fire, or targeted acid dispersion from Soldiers. Alternate tactic: Utilization of Battlefield Engineer drone to disrupt, harass or cripple isolated Scout.

VARIANT 3: INFANTRY

|WEAPONS OF CHOICE: RIFLE; HEAVY RIFLE

|SUPPORT TOOLS OF CHOICE: SMOKE GRENADE; MED-KIT; HIGH EXPLOSIVE GRENADE

|ARMOR LEVEL: HEAVY

|WEAKNESSES (MANUAL COMMENT): Infantry are stationary soldiers who can be easily controlled by opposing forces. They are highly susceptible to quick flanking attacks, and are highly immobile to long-range bombardment.

|NEUTRALIZATION (MANUAL COMMENT): Contamination Operatives are the ideal counter, as they can quickly turn the immediate area held by the Infantry into a hazardous zone that will eventually overwhelm the filters of their armor. Acidic attacks will force movement, and will allow for open shots by other Andromedon soldiers.

VARIANT 4: ASSAULT

|WEAPONS OF CHOICE: SHOTGUN; SUB-MACHINE GUN

|SUPPORT TOOLS OF CHOICE: ARC THROWER; HIGH EXPLOSIVE GRENADE; ANTI-PERSONNEL GRENADE

|ARMOR LEVEL: HEAVY

|WEAKNESSES (MANUAL COMMENT): Assaults can be easily isolated, and Andromedon suits are highly resistant even to close-range attacks. Highly susceptible to quick melee attacks and can be lured into traps or flanks.

|NEUTRALIZATION (MANUAL COMMENT): Battlefield Engineers are able to easily counter Assaults by setting traps, using their drone for harassment or attraction. The specialization is suited for Humans who lack a certain amount of caution, and thus are able to be easily predicted.

VARIANT 5: GUNNER

|WEAPONS OF CHOICE: HEAVY AUTORIFLE

|SUPPORT TOOLS OF CHOICE: SMOKE GRENADE

|ARMOR LEVEL: HEAVY

|WEAKNESSES (MANUAL COMMENT): Similar to Infantry, they are stationary soldiers and vulnerable to the same attacks as an Infantry unit.

|NEUTRALIZATION (MANUAL COMMENT): As with the Infantry, Contamination Operatives are best suited to countering Gunners, as area contamination will negate any opposing fire from that unit, and either force it to move or slowly exhaust the systems of their armor. Acidic attacks will also force movement, and will allows for clearer shots from friendly Andromedon and Collective forces.

VARIANT 6: ROCKETEER

|WEAPONS OF CHOICE: RIFLE; ROCKET LAUNCHER

|SUPPORT TOOLS OF CHOICE: HIGH EXPLOSIVE GRENADE; ANTI-PERSONNEL GRENADE

|ARMOR LEVEL: HEAVY

|WEAKNESSES (MANUAL COMMENT): Rocketeers require a certain amount of time to set up their explosives, and if they are prevented from doing so, are effectively negated. They are also vulnerable to targeted fire at their explosive equipment.

|NEUTRALIZATION (MANUAL COMMENT): Rocketeers must be continually harassed and suppressed to prevent usage of their explosives. Battlefield Engineers are ideal for this, as are Soldiers for providing suppressive fire.

VARIANT 7: MEDIC

|WEAPONS OF CHOICE: RIFLE; SUB-MACHINE GUN; PISTOL

|SUPPORT TOOLS OF CHOICE: MED-KIT; SMOKE GRENADE

|ARMOR LEVEL: MEDIUM; HEAVY

|WEAKNESSES (MANUAL COMMENT): Medics provide little to combat operations, and are highly limited in their role, thus making them predictable. Preventing them from their intended function can be accomplished by pinning a Medic via suppression or targeted contamination of the immediate zone.

|NEUTRALIZATION (MANUAL COMMENT): As Medics are likely to head to wounded soldiers, they must be cut off from reaching them immediately. Immobile wounded XCOM soldiers should be targeted by acid contamination via Soldiers or Contamination Operatives. The immediate area should also be subjected to chemical contamination to prevent access to the wounded soldier.

VARIANT 8: ENGINEER

|WEAPONS OF CHOICE: RIFLE; SUB-MACHINE GUN; PISTOL

|SUPPORT TOOLS OF CHOICE: FLASHBANG GRENADE; SMOKE GRENADE; SYMBIOTE GRENADE; ARC THROWER; MED-KIT; HIGH EXPLOSIVE GRENADE; ANTI-PERSONNEL GRENADE

|ARMOR LEVEL: MEDIUM

|WEAKNESSES (MANUAL COMMENT): The majority of the equipment utilized by Engineers is ineffective against Andromedon soldiers, and they do not have heavy armor or weaponry. Though they have been seen utilizing additional explosives, they typically fill a support role and as a result, pose little direct threat to Andromedon soldiers.

|NEUTRALIZATION (MANUAL COMMENT): Engineers should be pinned or negated utilizing localized contamination, acid, or Battlefield Engineer drones. It is a harassment unit, and is not a high priority. In the event symbiote grenades are used, neutralize via acid. Melee combat is advisable, should the opportunity present itself.

END REPORT

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