XCOM: Unit
Archangel
"These units from XCOM highlight yet another deficiency in our forces. They are too fast for soldiers to shoot, too low for our anti-air to effectively destroy, and too strong for Floaters to fight."
- Collective Andromedon Commander J'Loran
XCOM Project File 0229
Project Codename: "Icarus"
Project Type: Armor; Air Support; Mobility-Focused
Armor Designation: "Archangel"
Authors: Head of XCOM Engineering Raymond Shen; the Commander of XCOM
Overview: The intention of the Icarus Project is to provide XCOM with a highly mobile aerial infantry unit and serve as a counter to the Floater-class alien type which operates in a similar capacity for the Ethereal Collective. Steps have also been taken to ensure the Icarus project produces results that are far above the noted impact of Floater-class units in combat situations.
The designated Archangel armor is designed to be highly responsive to user commands, and can be modified to handle multiple weapon systems and weapons, in addition to having systems in place to compensate for counterbalances or other disorienting effects which could have a negative impact on the performance of the Archangel pilot.
Armor and Flight Systems: The Archangel Armor is composed of pure heavy-duty alien alloys extracted from recovered alien spacecraft, and has twice the protection as the current Aegis Armor, allowing the Archangel pilot to take a larger amount of punishment. This has resulted in the armor being thicker and heavier, forcing the flight systems to be more powerful. However, with the research of Elerium completed, this has negated this concern significantly.
Underneath the armor plating itself is a light alloy weave based on the alloy plating underweave developed in the early stages of the war, and refined to be able to withstand two to three direct plasma shots before weave degradation.
The main flight power systems are situated in the upper back plating of the armor itself, with two backup generators placed in lower back plating. There are two main propulsion engines situated on the upper back and shoulders, which provide the primary aerial propulsion for the Archangel suit. Both engines are capable of independent control, and automatically stabilize upon flight.
Two secondary propulsion engines are placed under the knees, which are primarily used for steering and flight control. These can be controlled manually by the pilot via physical movement of the engine, or manipulation of a small pressure pad in the front of the boot which provides a brief burst of power to the respective engine.
The primary control for the suit relies on a low-level neural interface similar to MEC units, though not as invasive. This allows the pilot a limited amount of neural commands which allows the pilot to launch, increase/decrease power to all or certain engines, cut propulsion, or otherwise pilot the suit as needed.
With the proper training and familiarity with the armor, the Archangel armor is capable of being highly mobile and versatile in combat, while also providing a high degree of protection from hostile fire of multiple types, including gauss, plasma, and laser. Brief overviews of power level, armor integrity, and weapon systems are displayed in the HUD of the Archangel helmet, which can be hidden by the pilot to avoid distractions.
Weapon Systems: Pilots of the Archangel armor will be able to wield all current arms in our possession. The Archangel armor primarily works best with pulse laser weaponry due to no recoil that could destabilize flight. Plasma weaponry is estimated to be the following optimal weapon type for Archangels, and the final is gauss weaponry. While the recoil is not optimal, it is not expected to cause significant danger unless improperly handled.
Archangel armor is best used with rifles of a regular or sniper variety, since either does not hinder mobility because of size, and they do not provide unmanageable recoil. Autorifles and other heavy weapons have been observed to reduce mobility, in exchange for greater weapon power, and the recoil produced for gauss weapons may be enough to destabilize flight while moving. Shotgun-type weapons are not recommended without extensive training due to the high recoil of the weapon.
The Archangel armor is also capable of having heavier weapon systems implemented into the forearms of the armor. These are not required, and can be switched between uses freely. The currently developed ones are as follows:
Chemical Dispenser: While this was primarily designed as a flamethrower attachment, capable of handling flammable substances less dangerous than ClF3, the concept has been expanded to be able to handle additional chemicals such as acids and nerve gasses. This requires a small tank attachment to the midsection back which is connected via armored tubes to the dispenser itself. This attachment has to be thoroughly cleaned between switches of substances to prevent potential hazardous mixing of chemicals.
Rocket Launcher: This is capable of firing a micro-missile at a target. The missile is not limited to being a high-explosive; variants used to dispense chemicals or primarily shred defenses are also usable with this launcher. The launcher itself is capable of only firing three missiles before manual reloading is needed. This low number can be mitigated with landing for resupply or the Archangel carrying additional missiles stored in small armored cases which can be provided upon request.
Pulse Laser: This attachment is a high-damage sustained laser which is capable of cutting through steel and alloys with milliseconds of sustained fire, and highly lethal to anything caught in its path. It draws power directly from the primary elerium power cell, and as such has a potentially near-infinite usage. Please note that sustained usage of longer than thirty seconds may drain power significantly, and may affect flight speed and maneuverability.
Optimal Deployment/Usage: Archangels are to be used primarily as highly mobile soldiers to attack vulnerable enemy positions and units, dispensing destruction over a large range of positions and disrupting the alien's control of the battle, and inducing more defensive measures. They are not to be used to single-handedly attack armies, but instead disrupt, sabotage, and destroy specific targets.
In the event of Floater insertion, Archangels are to be used to deal with them, allowing ground forces to operate unimpaired by the aerial combat. Archangels are not intended to participate in ship-to-ship aerial combat, and will not target hostile Collective aircraft (Note: This may be waived for Psion Archangels).
Archangels are to be deployed against Ethereals on a case-by-case basis, with specific tactics and instructions for each Ethereals. These are not intended to be modified in any way unless specifically approved by the Commander, Overseer Trask, Director Zhang, or Aegis.
Tactics against ground forces will vary depending on Archangel weapon composition, specialization, Templar and psion status, and suit familiarity. All Archangels will receive extensive genetic modification including the following, in addition to the already mandated modifications:
- Muscle-Fiber Density
- Iron Skin OR Biomuscular Regeneration
- Required neurological implants and modification
Archangel Pilots will be selected based on familiarity with aerial combat, prior combat skill/experience, physical reflexes, and knowledge of aerial tactics and strategies. Those who have aversions to heights will not be considered.
Archangel Hierarchy: The Archangel ranking system is not dissimilar to the current one used by XCOM squads. Seraphim are the designated host overseers/leaders of the Archangel host, and non Seraphim are simply referred to as Archangels. In reports the designation may be modified depending on certain other attributes, such as if the Archangel is a Templar or a psion. Archangel hosts will be no larger than three including the Seraphim, although there can be multiple hosts working in the same area.
CODEX File ****
Subject: XCOM Flight Unit
Location: Blacksite ***
Author: Primary Engineer Fectorian
XCOM has expanded their combat units into the aerial infantry combat sphere. One of the likely technological paths they were expected to take, and the results appear to be expertly done. The modified Mutons were never intended to fulfill a role outside harassment and overwhelming numbers, but XCOM was nonetheless inspired enough to create a superior unit.
Useful.
It is unfortunate that none of these soldiers were killed in combat, as they would be useful in supplying the techniques XCOM used for additional projects. Previously I have not considered the idea to have the necessary merit to warrant prioritization over other projects, but I appear to have been proven wrong. The ineffectiveness of the Floater units from this point will need to be addressed in the near-future.
Fortunately, this might allow me to go beyond the obvious limitations XCOM has imposed on this piece of armor. They are continuously trying to mitigate the most useful attributes of cybernetic units in favor of preserving the original state of the being in question. A disappointing weakness, which makes their usage of the MEC units all the more odd.
It is becoming clear that the Humans are not some enemy that can simply be destroyed with brutish idiots. The Battlemaster's reliance on the Mutons is rapidly becoming more of an issue, and with the species being completely inferior to the Humans now, continuing to use them is simply a frustrating waste of resources. I will push for the Muton Conversion Program once more, even if it will likely not be approved.
As it stands now, the entire species is in need of major reworking. The Floater concept will need to be readdressed and redesigned to adapt to the Human's continuous improvements. Amazing that such an isolated and technologically inferior species has managed to perform such feats. The Battlemaster should be careful that they do not get out of control, because all technological paths forward only lead to their becoming our equal, if not superior.
Fortunately, I will take action well before that crisis point arises.
THREAT ANALYSIS: 11100100
ANALYSIS COMPILER: COLLECTIVE ANDROMEDON OVERSEER L'RAGNOS
RESTRICTION: COLLECTIVE MILITARY COMMAND; ANDROMEDON MILITARY COMMAND
UNIT OF INTEREST: XCOM ARCHANGEL
SPECIES: HUMAN
INFORMATION OF NOTE: AERIAL INFANTRY UNIT
INFORMATION OF NOTE: HIGHLY MOBILE
INFORMATION OF NOTE: ANTI-AIR DEFENSES INEFFECTIVE
INFORMATION OF NOTE: PSIONIC USAGE CONFIRMED
INFORMATION OF NOTE: IS CAPABLE OF ATTACKS AT SHORT, MEDIUM, AND LONG RANGE
ADDITIONAL MANUAL COMMENT: The new unit developed by XCOM is a sharp contrast to their primarily ground-level focus, and indicates a further military expansion that is directly inspired by other Collective units. While initially this appears to combat the Muton Floater unit, it is far more useful and versatile than ordinary and Heavy Floaters themselves.
The Archangels, as they are referred to, are heavily armed with both the traditional weapons that might be expected for XCOM soldiers, in addition to a mixture of other highly destructive tools including rockets, grenades, flamethrowers, and other chemicals. The name itself is also a curiosity, as traditionally an "Archangel" is a specialization of a Human religious heavenly hierarchy, primarily depicted with wings and various melee weapons. In these depictions, they are often a direct religious punishment, bringing death to the enemies of the God in question. It is unknown if XCOM is trying to invoke similar imagery with the name, but it would not be surprising if that is the case.
The Archangels are just as dangerous as their ground counterparts, if not more so due to their height advantage and exceptional mobility. Without computer assistance, it is difficult to accurately target them as they are constantly in motion. Even direct hits do not seem to slow them down much, indicating that their armor is exceptionally tough, or they have been extensively modified underneath.
Archangels also have been observed to alternate between aerial and ground combat within seconds. This is done against flanked or otherwise vulnerable units, especially those currently engaged in combat in one direction. Archangels performing this tactic have so far had a 100% success rate. Their usage of chemical weapons and flamethrowers also serves to disrupt any hostile operations, as they are too fast for most soldiers to accurately shoot them down.
Their weaknesses are primarily their numbers. They have only been observed attacking in groups of three, though this is subject to change if XCOM continues recruiting more soldiers. The fine control the pilots have over their suits indicates some kind of neural link, similar to the MECs also employed by XCOM.
As with their ground forces, Archangels can also be psions or Templars. Both exhibit slightly differing tactics in combat, with psions either using their destructive psionic abilities to affect larger groups of enemies, or defending themselves and their allies. Templars are far more likely to engage in ground combat, and are much more dangerous against Floaters. In contrast to their ground brethren, Archangel Templars employ longer-ranged melee weapons we have identified as poleaxes, spears, and some lances. Several Archangel Templars have also been observed to carry the shorter ranged melee weapons in addition to those. Psions and Templars do not carry any ranged weapons on them, likely to preserve mobility.
The current Floater unit is insufficient to adequately address this threat, and they fight too close to the ground to rely on anti-air or spacecraft of our own. We will have to accelerate development of anti-Archangel targeting programs and turrets. In addition, we should also consider similar programs to these Archangels with our own soldiers. The neurological link is something we have yet to explore to its fullest potential, and as such we have left ourselves at a temporary disadvantage.
END REPORT
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