Difference between revisions of "XCOM Database"
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!hcell style="color:white; background-color: #c0c0c0; text-align:left;"| Barracks | !hcell style="color:white; background-color: #c0c0c0; text-align:left;"| Barracks | ||
|- | |- | ||
− | |style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/ | + | |style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/Barracks_EU2012_zps142a0ce6.png" Height="150px" width="300px" style="float: right" /> Houses XCOM's soldiers and records, granting the ability to their individual characteristics and equip them for missions. Also contains the Memorial Wall for fallen soldiers. |
|} | |} | ||
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|- | |- | ||
|style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/Alien_Containment_EU2012_zps124eef46.png" Height="150px" width="300px" style="float: right" /> This facility will provide a secure environment to house the alien captives, allowing XCOM to interrogate them in the Labs via invasive mind probes and other techniques. | |style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/Alien_Containment_EU2012_zps124eef46.png" Height="150px" width="300px" style="float: right" /> This facility will provide a secure environment to house the alien captives, allowing XCOM to interrogate them in the Labs via invasive mind probes and other techniques. | ||
+ | |} | ||
+ | |||
+ | {|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;"| Cybernetics Lab | ||
+ | |- | ||
+ | |style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/XComEW_Cybernetics_Lab_in_HQ_zps19fa9635.png" Height="150px" width="300px" style="float: right" /> With this facility, XCOM is able to build and maintain Mechanized Exoskeleton Cybersuits (MECs) and augment soldiers to wear them. | ||
|} | |} | ||
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|- | |- | ||
|style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/Foundry_EU2012_zps1450da35.png" Height="150px" width="300px" style="float: right" /> Develop new combat items or improve current items in the Foundry. | |style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/Foundry_EU2012_zps1450da35.png" Height="150px" width="300px" style="float: right" /> Develop new combat items or improve current items in the Foundry. | ||
+ | |} | ||
+ | |||
+ | {|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;"| Genetics Lab | ||
+ | |- | ||
+ | |style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/XComEW_Genetics_Lab_in_HQ_zpse136e3fc.png" Height="150px" width="300px" style="float: right" /> This annex to the Research Labs will allow XCOM to genetically modify its soldiers. | ||
|} | |} | ||
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|style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/Workshop_EU2012_zpsca04e30a.png" Height="150px" width="300px" style="float: right" /> Additional workshops help speed up the production speed of XCOM's equipment, as well as improve production efficiency. | |style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/Workshop_EU2012_zpsca04e30a.png" Height="150px" width="300px" style="float: right" /> Additional workshops help speed up the production speed of XCOM's equipment, as well as improve production efficiency. | ||
|} | |} | ||
− | |||
==External Facilities== | ==External Facilities== | ||
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* Light armor | * Light armor | ||
* XCOM soldiers will appreciate it if better armor development is given a high priority | * XCOM soldiers will appreciate it if better armor development is given a high priority | ||
+ | |} | ||
+ | |||
+ | {|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;"| Carapace Armor | ||
+ | |- | ||
+ | |style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/CARAPACE_ARMOR_EU2012_zps7ec53951.png" Height="150px" width="150px" style="float: right" /> | ||
+ | Our Carapace Armor was designed to offer substantially better protection against the alien plasma weaponry through the use of their alloys. Tests indicate a substantial survivability increase relative to conventional body armor. | ||
+ | * Medium armor | ||
+ | * Adds substantial protection, but no other special properties | ||
|} | |} | ||
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==Enemy Reports== | ==Enemy Reports== | ||
+ | ===EXALT=== | ||
+ | {|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;"| EXALT Operative | ||
+ | |- | ||
+ | |style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/EXALT_Operative_zps7c36bb01.png" Height="128px" width="128px" style="float: right" /> | ||
+ | |} | ||
+ | {|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;"| EXALT Medic | ||
+ | |- | ||
+ | |style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/EXALT_Medic_zps4731b32f.png" Height="128px" width="128px" style="float: right" /> | ||
+ | |||
+ | '''Abilities:''' | ||
+ | *'''Smoke Grenade:''' Deploys a smoke grenade to provide cover to all units in the area of effect, lasting a short period of time. | ||
+ | *'''Covering Fire:''' Allows the EXALT Medic to interrupt hostile attacks, providing opportunity for friendly units to advance. | ||
+ | *'''Field Medic:''' Allows the EXALT Medic to fully utilize medikits, extending their number of uses slightly by using exact dosages for individual wounds. | ||
+ | |} | ||
+ | {|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;"| EXALT Sniper | ||
+ | |- | ||
+ | |style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/EXALT_Sniper_zps70e5333d.png" Height="128px" width="128px" style="float: right" /> | ||
+ | |||
+ | '''Abilities:''' | ||
+ | *'''Damn Good Ground:''' Expert training allows the EXALT Sniper to make more effective use of higher ground, granting bonus accuraccy and defense against targets at a lower elevation. | ||
+ | *'''Snap Shot:''' Allows the EXALT Sniper to fire his sniper rifle while moving, though at a lower accuracy than normal, as well as allowing overwatch with a sniper rifle. | ||
+ | |} | ||
+ | {|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;"| EXALT Heavy | ||
+ | |- | ||
+ | |style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/EXALT_Heavy_zps444bcfa8.png" Height="128px" width="128px" style="float: right" /> | ||
+ | |||
+ | '''Abilities:''' | ||
+ | *'''Fire Rocket:''' Fire a devastating explosive rocket using the equipped launcher. However, it takes some time to aim and fire, and cannot be used more than once without additional ammunition. | ||
+ | *'''Holo-Targeting:''' Shooting at or supressing enemies deploys holographic visuals on allies' HUDs, assisting them in their aim at the same target by displaying the trajectory of shots. | ||
+ | *'''Suppression:''' Fires a barrage that pins down a target, making it more difficult for the target to return fire and potentially injuring them should the target attempt to flee. | ||
+ | |} | ||
+ | |||
+ | ===Alien=== | ||
{|class="wikitable mw-collapsible mw-collapsed" style="border: 1px solid #808080;" cellpadding="10" width="90%" | {|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;"| Sectoid | !hcell style="color:white; background-color: #c0c0c0;text-align:left;"| Sectoid | ||
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|} | |} | ||
+ | {|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;"| Muton | ||
+ | |- | ||
+ | |style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/Muton_1_EU2012_zps73f366d6.png" Height="150px" width="150px" style="float: right" /> Mutons are among the most deadly alien creatures that XCOM will encounter. Tough, clever and loyal to their cause, do not expect a Muton to fall easily. Unlike most of the other alien species Mutons are team players - they work with a pack mentality and can strengthen the group with a shout while performing coordinated frontal attacks to wear down and kill enemy units. Despite their reputation for brute strength, Mutons are also one of the cleverest alien species encountered thus far - they'll charge most of the time but they'll also retreat if outnumbered and lay ambushes on advancing XCOM soldiers. In many ways Mutons are the bane of XCOM and extreme caution is advised wherever Muton soldiers may be present. | ||
+ | |} | ||
+ | |||
+ | {|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;"| Cyberdisc | ||
+ | |- | ||
+ | |style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/Cyberdisc_1_EU2012_zps0c2c02f6.png" Height="150px" width="150px" style="float: right" /> The Cyberdisc is a flying heavy weapons platform equipped with a devastating plasma cannon and covered in tough armour plating. When first encountered the Cyberdisc will be in a closed disc like form not unlike a miniature UFO. When the Cyberdisc is ready to attack it opens up to reveal a terrifying mass of tentacles bustling with heavy weaponry. It will take a lot of firepower to take down and it also comes equipped with alien grenades. They are one of the fastest ground units and can fly, using both abilities to overflank your soldiers. They will also explode when destroyed, damaging everything in a small radius. | ||
+ | |||
+ | Note that Cyberdiscs seemingly always work in groups with Drone units. The Drones can repair the Cyberdisc, meaning making the Drones a priority will ensure the Cyberdisc cannot be healed. Just make sure the reward in doing so is greater than the risk. | ||
+ | |} | ||
+ | |||
+ | {|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;"| Drone | ||
+ | |- | ||
+ | |style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/Drone_1_EU2012_zpsb8ee8da5.png" Height="150px" width="150px" style="float: right" /> The Drone is a lightly armoured flying robotic engineer with a weak ranged attack. Their main purpose within the Alien armada is to repair allied heavy robotic units in order to keep them gunning down your squad for as long as possible. Their threat is minimal but they are almost always found with extremely deadly Cyberdiscs during combat. | ||
+ | |} | ||
==Research Database== | ==Research Database== | ||
Line 497: | Line 573: | ||
|- | |- | ||
|style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/Arc_Thrower_Research_EU2012_zps9b40c349.png" Height="150px" width="150px" style="float: right" /> We've completed our research into the Arc Thrower prototype and we believe this device is ready for final production in Engineering. The mechanism functions on the basic premise of neurological disruption, emitting a focused electromagnetic pulse capable of confusing and incapacitating targets within a limited range. As this is our first venture into the field of non-lethal weapons based on the alien physiology, it's safe to assume there may be unexpected results in the field. It's very likely that some aliens will resist the disabling effects of the weapon, in which case it might be more effective to weaken the enemy first. The Arc Thrower is also constrained by our current power supply technology, which limits its effectiveness to two shots per deployment. Any captives retrieved from the field will have to be housed in an Alien Containment facility; I strongly advise we build that facility before attempting to capture live specimens. | |style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/Arc_Thrower_Research_EU2012_zps9b40c349.png" Height="150px" width="150px" style="float: right" /> We've completed our research into the Arc Thrower prototype and we believe this device is ready for final production in Engineering. The mechanism functions on the basic premise of neurological disruption, emitting a focused electromagnetic pulse capable of confusing and incapacitating targets within a limited range. As this is our first venture into the field of non-lethal weapons based on the alien physiology, it's safe to assume there may be unexpected results in the field. It's very likely that some aliens will resist the disabling effects of the weapon, in which case it might be more effective to weaken the enemy first. The Arc Thrower is also constrained by our current power supply technology, which limits its effectiveness to two shots per deployment. Any captives retrieved from the field will have to be housed in an Alien Containment facility; I strongly advise we build that facility before attempting to capture live specimens. | ||
+ | |} | ||
+ | |||
+ | ===Armor=== | ||
+ | {|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;"| Carapace Armor <sup>''(Project Thorax)''</sup> | ||
+ | |- | ||
+ | |style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/Carapace_Armor_Research_EU2012_zps39ffc505.png" Height="150px" width="150px" style="float: right" /> We've succeeded in creating an advanced suit of body armor based on the alien alloys recovered from the field. These are the same materials used extensively by the aliens in the hull plating and internal structure of their craft. As we've already seen, the UFOs are capable of sustaining heavy impacts with only minor structural damage, which inspired our research into personal armor plating of the same design. However, the downside to this exotic material is that we currently have no means of replicating it on Earth. With a limited pool of resources available for future projects, we'll need to manage our use of these alloys carefully. The engineering team is awaiting orders to begin the fabrication process. Once completed, we can see how this "Carapace" armor fares on the battlefield. | ||
|} | |} | ||
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!hcell style="color:white; background-color: #c0c0c0;text-align:left;"| Experimental Warfare <sup>''(Project Skunk Works)''</sup> | !hcell style="color:white; background-color: #c0c0c0;text-align:left;"| Experimental Warfare <sup>''(Project Skunk Works)''</sup> | ||
|- | |- | ||
− | |style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/ | + | |style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/Experimental_Warfare_Research_EU2012_zps7d063956.png" Height="150px" width="150px" style="float: right" /> As we continued our research into the alien weapons fragments and the other materials recovered from the field, we've come to realize how the aliens managed to make these substances work in conjunction with one another. While reducing the size of these components is often a challenge in itself, we decided to focus our initial efforts on a weapon more suited to deployment on our Interceptors. This cannon was designed to concentrate energy within a small target area, and should be capable of punching through the armored hulls of the alien craft. In addition, we've also passed a number of interesting conceptual designs on to the engineering team. Dr. Shen seems confident that given the appropriate resources and testing facility, he can bring many of these concepts to life. |
|} | |} | ||
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'''Dr. Vahlen's Personal Note''': Cloning, genetic manipulation, biomedical implants… the implications of this technology and the alien's motives are not reassuring. | '''Dr. Vahlen's Personal Note''': Cloning, genetic manipulation, biomedical implants… the implications of this technology and the alien's motives are not reassuring. | ||
|} | |} | ||
+ | |||
+ | ===Research Credits=== | ||
+ | {|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;"| Plasma Weaponry | ||
+ | |- | ||
+ | |style="border: 1px solid #808080;"| <img src="http://i29.photobucket.com/albums/c282/Nalerenn/Plasma_Weaponry_Credit_EU2012_zps60521b05.png" Height="150px" width="150px" style="float: right" /> Thanks to Roll's Copy Chip, we have recieved a great amount of detail in regards to the inner workings of the alien's plasma weaponry. While not a complete understanding of the principles in work in this technology, such an insight into the weaponry will lead to rapid advances should we continue to improve in this area. Dr. Shen agrees that the blueprints in particular will result in very rapid construction times, once the data is fully analyzed and adapted for our own uses. | ||
+ | |} | ||
+ | [[Category:Theme Supplemental]] |
Latest revision as of 23:57, 22 November 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.
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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.
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Contents
[hide]Current members
Headquarters
Location
(Beneath CERN in Geneva, more details later)
Basic facilities
[Expand] Mission Control |
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[Expand] Hangar |
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[Expand] Barracks |
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[Expand] Laboratories |
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[Expand] Engineering |
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[Expand] Situation Room |
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Additional facilities
[Expand] Access Lifts |
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[Expand] Alien Containment |
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[Expand] Cybernetics Lab |
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[Expand] Foundry |
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[Expand] Genetics Lab |
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[Expand] Secondary Laboratories |
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[Expand] Officer Training School |
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[Expand] Satellite Uplink |
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[Expand] Power Generator |
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[Expand] Thermal Generator |
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[Expand] Secondary Workshops |
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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 |
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[Expand] Assault Rifle |
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[Expand] Shotgun |
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[Expand] LMG |
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[Expand] Sniper Rifle |
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[Expand] Rocket Launcher |
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[Expand] Minigun |
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Armor
[Expand] Body Armor |
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[Expand] Carapace Armor |
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Equipment
[Expand] Frag Grenade |
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[Expand] Arc Thrower |
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[Expand] Medikit |
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[Expand] Nano-Fiber Vest |
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[Expand] S.C.O.P.E. |
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[Expand] Flashbang Grenade |
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[Expand] Reaper Rounds |
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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 |
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[Expand] Depth Perception |
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Legs
[Expand] Adaptive Bone Marrow |
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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 |
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MEC suits
[Expand] MEC-1 Warden |
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Hangar
Aircraft
[Expand] Raven Interceptor |
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[Expand] SR-77H Skyranger |
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[Expand] Satellite |
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Weaponry
[Expand] Avalanche Missiles |
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[Expand] Phoenix Cannon |
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System Modules
[Expand] UFO Tracking (Boost) |
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Foundry Projects
S.H.I.V.S.
[Expand] Heavy Weapons Platform (S.H.I.V.) |
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[Expand] S.H.I.V. Suppression |
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Weapons
[Expand] Improved Pistol I |
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Equipment
[Expand] Tactical Rigging |
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Enemy Reports
EXALT
[Expand] EXALT Operative |
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[Expand] EXALT Medic |
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[Expand] EXALT Sniper |
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[Expand] EXALT Heavy |
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Alien
[Expand] Sectoid |
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[Expand] Floater |
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[Expand] Thin Man |
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[Expand] Outsider |
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[Expand] Chryssalid |
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[Expand] Seeker |
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[Expand] Zombie |
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[Expand] Muton |
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[Expand] Cyberdisc |
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[Expand] Drone |
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Research Database
Misc. Projects
[Expand] Alien Materials (Project Looking Glass) |
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[Expand] Meld Recombination (Project Purity) |
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[Expand] Weapon Fragments (Project Sagaris) |
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[Expand] Xeno-Biology (Project Mobius) |
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Weapons
[Expand] Arc Thrower (Project Spark) |
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Armor
[Expand] Carapace Armor (Project Thorax) |
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Technology
[Expand] Experimental Warfare (Project Skunk Works) |
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Autopsies
[Expand] Sectoid Autopsy (Project Roswell) |
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Research Credits
[Expand] Plasma Weaponry |
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