Difference between revisions of "XCOM Database"
(→Aircraft) |
|||
Line 126: | Line 126: | ||
==External Facilities== | ==External Facilities== | ||
===CERN Main Site=== | ===CERN Main Site=== | ||
− | + | <img src="http://i29.photobucket.com/albums/c282/Nalerenn/LHC_zps1300c16a.jpg" Height="150px" style="float: right" /> | |
+ | As XCOM HQ is built directly underneath CERN's main site in Geneva, XCOM benefits from a few perks due to this arrangement. First and foremost, XCOM's scientific teams have access to CERN's Large Hadron Collider should the need arrise, though due to abuse of this in the past, such requests require the authorization of both Kieron Hunter and CERN's Director General. Furthermore, CERN also offers additional labs and facilities if need-be, vastly reducing the costs of research. Lastly, CERN also provides a smokescreen for XCOM's activities, brushing off claims of XCOM craft nearby as 'helping maintain scientific facilities'. The Council of Nations in particular are ensuring that CERN abides by the non-disclosures and legal agreements in place to protect XCOM's operations and secrecy. | ||
===Groom Lake (Area 51)=== | ===Groom Lake (Area 51)=== | ||
− | + | <img src="http://i29.photobucket.com/albums/c282/Nalerenn/Edwards_AFB_zpsea90cec3.jpg" Height="150px" style="float: right" /> | |
+ | Groom Lake, also known as Area 51 or Homey Airport, was granted to XCOM in the wake of the terror attack on Washington DC. The site serves two purposes, though only one is public knowledge. Primarily, the site serves as an air/space port for the Multiverse, housing all of the necessary facilities to accomodate most atmosphere-capable craft that have similar technology levels to XCOM and its world. It also houses the necessary staff for aerospace traffic control, customs and visitor tracking. While most unaffiliated visitors may find themselves bogged down in paperwork for entry visas, those on XCOM business are conveniently fast-tracked. | ||
− | === | + | Its second, more secret purpose however is to serve as a facility for the storage and dismantling of UFOs and wreckages confiscated by XCOM. A direct satellite link to XCOM HQ in Geneva ensures that scientific readings and test recordings can be transferred as quickly as possible, resulting in a minimal delay in research and development of aerospace technologies. |
− | ( | + | |
+ | ===Murchison Radio-Astronomy Observatory=== | ||
+ | <img src="http://i29.photobucket.com/albums/c282/Nalerenn/Murichson_zps21a0b354.jpg" Height="150px" style="float: right" /> | ||
+ | Recently donated to XCOM by the Commonwealth Scientific and Industrial Research Organisation (CSIRO), the Murchison Radio-astronomy Observatory in Australia has been repurposed as a listening post focussed on two specific tasks. The Australian Square Kilometre Array Pathfinder (ASKAP) is the world's fastest radio telescope made of a total of 36 identical antennas covering 4000 square miles. These antennas focus in scanning the solar system and beyond for indications of how the alien invaders approached Earth, as well as where they may be coming from. The Murchison Widefield Array (MWA) is a much smaller array that focusses on scanning around the Earth for new ways to detect the alien invaders. While not staffed by XCOM personnel, XCOM has an interest in protecting this location due to its strategic influence. | ||
Line 250: | Line 255: | ||
|- | |- | ||
|style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/Reaper_Rounds_EU2012_zps8be80587.png" Height="150px" width="150px" style="float: right" /> Experimental ballistics have led to this specialized conventional weapon load. It can cause substantial extra damage to affected targets, but the additional casing elements make it less accurate at long range. The rounds will not work with pistols, though. | |style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/Reaper_Rounds_EU2012_zps8be80587.png" Height="150px" width="150px" style="float: right" /> Experimental ballistics have led to this specialized conventional weapon load. It can cause substantial extra damage to affected targets, but the additional casing elements make it less accurate at long range. The rounds will not work with pistols, though. | ||
+ | |} | ||
+ | |||
+ | |||
+ | ==Genetic Modifications== | ||
+ | <img src="http://i29.photobucket.com/albums/c282/Nalerenn/Custodiam_EU2012_zpsd208e5c3.png" Height="134px" width="100px" style="float: right" /> | ||
+ | (Each part of the body can only be augmented once, though augments can be swapped. Class and trainings are retained) | ||
+ | |||
+ | ===Eyes=== | ||
+ | {|class="wikitable mw-collapsible mw-collapsed" style="border: 1px solid #808080;" cellpadding="10" width="90%" | ||
+ | !hcell style="color:white; background-color: #c0c0c0;text-align:left;"| Hyper Reactive Pupils | ||
+ | |- | ||
+ | |style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/Hyper_Reactive_Pupils_EU2012_zps5aa36eb3.png" Height="112px" width="150px" style="float: right" /> Improving soldiers' optic adjustment speed will allow them to compensate much faster when they miss shots. | ||
+ | |} | ||
+ | |||
+ | {|class="wikitable mw-collapsible mw-collapsed" style="border: 1px solid #808080;" cellpadding="10" width="90%" | ||
+ | !hcell style="color:white; background-color: #c0c0c0;text-align:left;"| Depth Perception | ||
+ | |- | ||
+ | |style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/Depth_Perception_EU2012_zps1f833f99.png" height="112px" width="150px" style="float: right" /> Better depth perception and visual processing will allow our soldiers take greater advantage of elevated firing positions. | ||
+ | |} | ||
+ | |||
+ | ===Legs=== | ||
+ | {|class="wikitable mw-collapsible mw-collapsed" style="border: 1px solid #808080;" cellpadding="10" width="90%" | ||
+ | !hcell style="color:white; background-color: #c0c0c0;text-align:left;"| Adaptive Bone Marrow | ||
+ | |- | ||
+ | |style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/Adaptive_Bone_Marrow_EU2012_zps0ab615fa.png" height="112px" width="150px" style="float: right" /> Infusing the bone marrow with Meld will allow our soldiers to regenerate combat wounds while on the battlefield, as well as drastically shorten recovery time when wounded. | ||
+ | |} | ||
+ | |||
+ | |||
+ | ==Cybernetics== | ||
+ | <img src="http://i29.photobucket.com/albums/c282/Nalerenn/Bellator_EU2012_zps2ed13e5f.png" Height="134px" width="100px" style="float: right" /> | ||
+ | (Each MEC chooses one of the weapon systems at each rank, cannot be changed due to I don't know) | ||
+ | ===Base Augments=== | ||
+ | {|class="wikitable mw-collapsible mw-collapsed" style="border: 1px solid #808080;" cellpadding="10" width="90%" | ||
+ | !hcell style="color:white; background-color: #c0c0c0;text-align:left;"| Base Augments | ||
+ | |- | ||
+ | |style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/Base_Augments_EU2012_zpsd8b5e658.png" Height="150px" width="150px" style="float: right" /> | ||
+ | * MEC Troopers wear their cybernetic base augments when not in combat. | ||
+ | * The arms and legs lack the necessary flexibility for use in the field; hence their removal when the MEC Trooper interfaces with a MEC cybersuit. | ||
+ | * Ideally, they will permit MEC Troopers to resume normal lives should XCOM defeat the invaders. | ||
+ | |} | ||
+ | |||
+ | ===MEC suits=== | ||
+ | {|class="wikitable mw-collapsible mw-collapsed" style="border: 1px solid #808080;" cellpadding="10" width="90%" | ||
+ | !hcell style="color:white; background-color: #c0c0c0;text-align:left;"| MEC-1 Warden | ||
+ | |- | ||
+ | |style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/MEC-1_EU2012_zps09c24f75.png" style="float: right" /> | ||
+ | * The Mechanized Exoskeletal Cybersuit, or MEC, has access to heavier primary weapons than unaugmented soldiers can use | ||
+ | * As XCOM's MEC technology improves, MECs will gain access to a variety of useful upgrades | ||
+ | * Soldiers must undergo cybernetic augmentation to become MEC Troopers before they can wear a MEC in combat | ||
+ | * A MEC's combat profile is too large to make effective use of battlefield cover | ||
+ | |||
+ | {|class="wikitable" style="border: 1px solid #808080;" cellpadding="10" width="70%" | ||
+ | |+ Tactical Subsystems | ||
+ | |- | ||
+ | ! width="5%" align="center" | System | ||
+ | ! width="10%" align="center" | Description | ||
+ | ! width="10%" align="center" | Tactical Info | ||
+ | |- | ||
+ | | align="center" | <img src="http://i29.photobucket.com/albums/c282/Nalerenn/MEC_KINETIC_STRIKE_MODULE_zps4117dac5.png" Height="32px" width="32px" /> | ||
+ | '''Kinetic Strike Module''' | ||
+ | | align="center" | ''A powerful arm upgrade for the MEC, allowing the wielder to pulverize adjacent cover and enemies. Also boosts mobility.'' | ||
+ | | | ||
+ | *''Powerful melee attack that can damage an enemy unit as well as any intervening cover'' | ||
+ | *''Can knock most enemies back, causing additional environmental damage'' | ||
+ | *''Supporting joint and skeletal reinforcements enhance the MEC's mobility, allowing it to close to melee range more easily'' | ||
+ | |- | ||
+ | | align="center" | <img src="http://i29.photobucket.com/albums/c282/Nalerenn/MEC_FLAMETHROWER_zps186d506b.png" Height="32px" width="32px" /> | ||
+ | '''Flamethrower''' | ||
+ | | align="center" | ''Allows MEC to lay waste to a cone-shaped area. Flame can spill outside the aiming area.'' | ||
+ | | | ||
+ | *''Devastating cone-shaped flame attack'' | ||
+ | *''Burns the area the MEC can see and that is within the aiming template'' | ||
+ | *''Flame will then spill up to 1 tile further, if unimpeded'' | ||
+ | *''Does not affect robots or other flame-immune units'' | ||
+ | *''Affected units will run in panic'' | ||
+ | |} | ||
|} | |} | ||
Revision as of 22:43, 28 February 2014
The following information is highly classified. Only XCOM personnel and authorized persons may view the information displayed here. Sharing this information with outside sources is strictly prohibited and punishable by Multiversal law and immediate dismissal. Unauthorized access is prohibited. If you believe you have reached this page in error, please contact a technical advisor immediately.
|
Welcome to the XCOM Database. Information here is available to all XCOM personnel and allies via their datapads, as well as at any terminal within HQ. It will be updated as soon as we get more information. If you think there's something worth noting here, contact me immediately and we'll get it added.
|
Contents
[hide]Current members
Headquarters
Location
(Beneath CERN in Geneva, more details later)
Basic facilities
[Expand] Mission Control |
---|
[Expand] Hangar |
---|
[Expand] Barracks |
---|
[Expand] Laboratories |
---|
[Expand] Engineering |
---|
[Expand] Situation Room |
---|
Additional facilities
[Expand] Access Lifts |
---|
[Expand] Alien Containment |
---|
[Expand] Foundry |
---|
[Expand] Secondary Laboratories |
---|
[Expand] Officer Training School |
---|
[Expand] Satellite Uplink |
---|
[Expand] Power Generator |
---|
[Expand] Thermal Generator |
---|
[Expand] Secondary Workshops |
---|
External Facilities
CERN Main Site
As XCOM HQ is built directly underneath CERN's main site in Geneva, XCOM benefits from a few perks due to this arrangement. First and foremost, XCOM's scientific teams have access to CERN's Large Hadron Collider should the need arrise, though due to abuse of this in the past, such requests require the authorization of both Kieron Hunter and CERN's Director General. Furthermore, CERN also offers additional labs and facilities if need-be, vastly reducing the costs of research. Lastly, CERN also provides a smokescreen for XCOM's activities, brushing off claims of XCOM craft nearby as 'helping maintain scientific facilities'. The Council of Nations in particular are ensuring that CERN abides by the non-disclosures and legal agreements in place to protect XCOM's operations and secrecy.
Groom Lake (Area 51)
Groom Lake, also known as Area 51 or Homey Airport, was granted to XCOM in the wake of the terror attack on Washington DC. The site serves two purposes, though only one is public knowledge. Primarily, the site serves as an air/space port for the Multiverse, housing all of the necessary facilities to accomodate most atmosphere-capable craft that have similar technology levels to XCOM and its world. It also houses the necessary staff for aerospace traffic control, customs and visitor tracking. While most unaffiliated visitors may find themselves bogged down in paperwork for entry visas, those on XCOM business are conveniently fast-tracked.
Its second, more secret purpose however is to serve as a facility for the storage and dismantling of UFOs and wreckages confiscated by XCOM. A direct satellite link to XCOM HQ in Geneva ensures that scientific readings and test recordings can be transferred as quickly as possible, resulting in a minimal delay in research and development of aerospace technologies.
Murchison Radio-Astronomy Observatory
Recently donated to XCOM by the Commonwealth Scientific and Industrial Research Organisation (CSIRO), the Murchison Radio-astronomy Observatory in Australia has been repurposed as a listening post focussed on two specific tasks. The Australian Square Kilometre Array Pathfinder (ASKAP) is the world's fastest radio telescope made of a total of 36 identical antennas covering 4000 square miles. These antennas focus in scanning the solar system and beyond for indications of how the alien invaders approached Earth, as well as where they may be coming from. The Murchison Widefield Array (MWA) is a much smaller array that focusses on scanning around the Earth for new ways to detect the alien invaders. While not staffed by XCOM personnel, XCOM has an interest in protecting this location due to its strategic influence.
Armory
Weapons
Conventional
[Expand] Pistol |
---|
[Expand] Assault Rifle |
---|
[Expand] Shotgun |
---|
[Expand] LMG |
---|
[Expand] Sniper Rifle |
---|
[Expand] Rocket Launcher |
---|
[Expand] Minigun |
---|
Armor
[Expand] Body Armor |
---|
Equipment
[Expand] Frag Grenade |
---|
[Expand] Arc Thrower |
---|
[Expand] Medikit |
---|
[Expand] Nano-Fiber Vest |
---|
[Expand] S.C.O.P.E. |
---|
[Expand] Flashbang Grenade |
---|
[Expand] Reaper Rounds |
---|
Genetic Modifications
(Each part of the body can only be augmented once, though augments can be swapped. Class and trainings are retained)
Eyes
[Expand] Hyper Reactive Pupils |
---|
[Expand] Depth Perception |
---|
Legs
[Expand] Adaptive Bone Marrow |
---|
Cybernetics
(Each MEC chooses one of the weapon systems at each rank, cannot be changed due to I don't know)
Base Augments
[Expand] Base Augments |
---|
MEC suits
[Expand] MEC-1 Warden |
---|
Hangar
Aircraft
[Expand] Raven Interceptor |
---|
[Expand] SR-77H Skyranger |
---|
[Expand] Satellite |
---|
Weaponry
[Expand] Avalanche Missiles |
---|
[Expand] Phoenix Cannon |
---|
System Modules
[Expand] UFO Tracking (Boost) |
---|
Foundry Projects
S.H.I.V.S.
[Expand] Heavy Weapons Platform (S.H.I.V.) |
---|
[Expand] S.H.I.V. Suppression |
---|
Weapons
[Expand] Improved Pistol I |
---|
Equipment
[Expand] Tactical Rigging |
---|
Enemy Reports
[Expand] Sectoid |
---|
[Expand] Floater |
---|
[Expand] Thin Man |
---|
[Expand] Outsider |
---|
[Expand] Chryssalid |
---|
[Expand] Seeker |
---|
[Expand] Zombie |
---|
Research Database
Misc. Projects
[Expand] Alien Materials (Project Looking Glass) |
---|
[Expand] Meld Recombination (Project Purity) |
---|
[Expand] Weapon Fragments (Project Sagaris) |
---|
[Expand] Xeno-Biology (Project Mobius) |
---|
Weapons
[Expand] Arc Thrower (Project Spark) |
---|
Technology
[Expand] Experimental Warfare (Project Skunk Works) |
---|
Autopsies
[Expand] Sectoid Autopsy (Project Roswell) |
---|