XCOM Database

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!!WARNING!!
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.
  • Commander Kieron Hunter

Current members


Headquarters

Location

(Beneath CERN in Geneva, more details later)

Basic facilities

Mission Control
Contains the Hologlobe where one can scan for contacts, choose missions to respond to, view global coverage, and watch aircraft on their way to a mission.
Hangar
Houses the base's Skyranger troop transport and its Interceptors. Allows to equip, check the status of repairs and transfer Interceptors throughout Earth's continents.
Barracks
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.
Laboratories
Manage Research projects to obtain advanced technology using XCOM's scientists, review earned Research Credits, and completed Research Projects.
Engineering
Build Aircraft, Weapons, Armor and other equipment. Also builds additional facilities, excavates lower levels and builds Access Lifts
Situation Room
Provides a global view of the funding countries and their panic level, satellite coverage with additional interdiction aircraft, financials including a menu with links to pending requests and the Gray Market, where it's possible to raise credits by selling advanced technology to Earth's nations. Finally it contains a list of strategic Objectives to help XCOM progress through the alien invasion.

Additional facilities

Access Lifts
Allows access to lowe levels of the base, as well as transferring power and cargo.
Alien Containment
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.
Cybernetics Lab
With this facility, XCOM is able to build and maintain Mechanized Exoskeleton Cybersuits (MECs) and augment soldiers to wear them.
Foundry
Develop new combat items or improve current items in the Foundry.
Genetics Lab
This annex to the Research Labs will allow XCOM to genetically modify its soldiers.
Secondary Laboratories
Secondary laboratories that will aid in boosting the efficiency of research projects.
Officer Training School
Provides training for soldiers to more effectively lead squads in combat.
Satellite Uplink
With the signal monitored by a team of engineers, each Satellite Uplink is capable of receiving transmissions from XCOM satellites.
Power Generator
Power Generators supply the power needed to run new facilities
Thermal Generator
Thermal Generators use steam vents to provide massive amounts of power for XCOM's facilities.
Secondary Workshops
Additional workshops help speed up the production speed of XCOM's equipment, as well as improve production efficiency.

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

Pistol
  • A sidearm with limited tactical value. Useful for when a soldier's main weapon is out of ammo, or otherwise unusable.
  • Easily concealed for Covert Operations.
Assault Rifle
  • The Assault Rifle and its variants are the only primary weapons XCOM rookies can use
Shotgun
  • The Shotgun has a high base critical chance, but extremely limited range.
LMG
  • Capable of suppressing enemies, if the Heavy has appropriate training.
  • Expends ammunition at a high rate.
Sniper Rifle
  • Unlike other weapons, Sniper Rifles are less accurate as the shooter's range to target decreases.
  • Sniper rifles have the best base chance to cause critical hits.
  • Snipers cannot move and fire at the same time, unless trained appropriately.
Rocket Launcher
  • Rockets have a large blast radius.
  • Friendly targets in the blast area are affected.
  • Rockets are useful for destroying cover and forcing enemies to spread out.
Minigun
  • Built primarily for MEC troopers, but can be wielded by those with immense strength.
  • Risk of catastrophic overheating precludes suppression with this weapon.
  • Expends ammunition at an alarming rate.

Armor

Body Armor
  • Light armor
  • XCOM soldiers will appreciate it if better armor development is given a high priority
Carapace Armor

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

Equipment

Frag Grenade
A simple hand-held explosive device capable of weakening multiple enemies, however it can also irreversibly damage alien artifacts in the blast radius.
Arc Thrower
The Arc Thrower is a non-lethal sidearm designed to stun hostile targets. The mechanism seems to be most effective against weakened enemies.
  • A nonlethal weapon that can stun enemies
  • The chance of a successful stun is much greater if the target has low health
  • Does not affect robotic enemies
Medikit
Our field-deployable Medikit can temporarily treat a soldier's wounds through the use of nanosutures and high-potency stimulants.
  • Can save a critically wounded ally from bleeding out
  • Can be used to neutralize poison in an ally
Nano-Fiber Vest
Made from a dense weave of nanotube fibers, this lightweight vest provides extra damage absorption to the wearer.
S.C.O.P.E.
When equipped, this advanced targeting module integrates with XCOM's Active HUD system to offer a significant increase to our soldier's aim.
Flashbang Grenade
Enemy units inside the blast radius are blinded and stunned by the blast. Robotic and advanced psionic enemies are immune.
Reaper Rounds
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

(Each part of the body can only be augmented once, though augments can be swapped. Class and trainings are retained)

Eyes

Hyper Reactive Pupils
Improving soldiers' optic adjustment speed will allow them to compensate much faster when they miss shots.
Depth Perception
Better depth perception and visual processing will allow our soldiers take greater advantage of elevated firing positions.

Legs

Adaptive Bone Marrow
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

(Each MEC chooses one of the weapon systems at each rank, cannot be changed due to I don't know)

Base Augments

Base Augments
  • 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

MEC-1 Warden
  • 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
Tactical Subsystems
System Description Tactical Info

Kinetic Strike Module

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

Flamethrower

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


Hangar

Aircraft

Raven Interceptor
  • Heavily modified and augmented fast attack fighter
  • Avionics, tracking, and engines have all received substantial boosts
  • Despite all this, the Earth's atmosphere is the Interceptor's best defense
  • Armor and frame durability will be a major issue when engaging any but the smallest UFOs
SR-77H Skyranger
  • The SR-77H Skyranger is a supersonic long-range tactical transporter with Vertical Take Off and Landing (VTOL) abilities that is used to deploy combat squads by XCOM.
  • The Skyranger has a crew of 1 pilot and can carry up to 6 fully equipped soldiers or SHIVs.
  • During combat missions the pilot will remain at the controls of the craft, with its engines ready for an immediate dust-off, in case a retreat is ordered by the XCOM Commander, and bringing back to base any soldiers present on its blue marked Deployment Zone. Any soldiers out of this area will be left behind and considered Missing In Action (MIA).
  • Due to being an advanced prototype, there will only be a single Skyranger available at the XCOM HQ. However, the craft will be manned and fully fueled, making it available at all times for combat missions.
Satellite
An advanced reconnaissance satellite modified to detect the unique gravitational distortions caused by alien craft in flight.

Weaponry

Avalanche Missiles
A crash program and a couple of lucky experiments led to the Avalanche Missiles, an air-to-air weapon of unprecedented precision. It represents the pinnacle of terrestrial guided-missile technology.
  • A conventional air-to-air missile upgraded with Earth's best targeting software
  • Warhead's effectiveness against alien armor materials is unknown
Phoenix Cannon
The Phoenix Cannon is capable of delivering massive burst damage, but its limited range puts the Interceptor at greater risk during combat.
  • Close range scatter weapon designed to shred highly maneuverable targets

System Modules

UFO Tracking (Boost)
Activate this module during interception to provide an immediate, temporary boost to our unit's pursuit speed. The module will burn out after one use. Its technology lets us focus our satellites' computation resources on UFO pursuit, and might buy precious time to chase down even the fastest UFOs.


Foundry Projects

S.H.I.V.S.

Heavy Weapons Platform (S.H.I.V.)
The 'Super Heavy Infantry Vehicle' is an unmanned combat drone that could take the place of an XCOM soldier. Once this project is completed, we can begin building S.H.I.V. units in Engineering.
S.H.I.V. Suppression
With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of suppressive fire, letting them pin enemy targets down under a hail of bullets.

Weapons

Improved Pistol I
One of our earliest developments in the Foundry, the Magnetic Ordnance Reduction System greatly reduces the recoil of our entire range of sidearms. Utilizing the latest in composite materials, this upgrade will significantly improve the odds of our soldiers scoring critical hits on their on their targets.

Equipment

Tactical Rigging
Increasing need for tactical flexibility has driven us to develop tactical rigs that apply to all of XCOM's individual soldier protection systems. These will enable soldiers to bring a second item into battle.


Enemy Reports

EXALT

EXALT Operative
EXALT Medic

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.
EXALT Sniper

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.
EXALT Heavy

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

Sectoid
The Sectoids are a small, grey alien race. Every Sectoid is a perfect genetic copy but some are chosen to command the pack with deadly psionic abilities. They are augmented with cybernetic implants to support their frail physiques in combat situations. They are usually the first alien species encountered in combat by XCOM's ground forces. Within the alien army the Sectoids fill the role of scientists and abductors. You will usually find them experimenting on humans during abduction missions.

Sectoids are physically feeble. They cannot move very far and their lack of accuracy hints to their inability to handle recoil effectively. However, these little grey aliens are proficient in the use of deadly psionic powers. They use these psionic abilities to make their kinsmen more deadly in combat or even to turn your soldiers into slaves to their will. This race prefers the use of wrist mounted Plasma Pistols.

Abilities:

  • Mind Merge: Utilizing their psionic powers, the Sectoid mentally links with an ally, making them more resilient, accurate and deadly. However, killing the source of the merge creates intense feedback that also kills the ally.
Floater
A horrific mix of flesh and technology, the Floater travels via jets on its back. It is quite effective at flanking troops and coordinating with its allies, therefore making it seem to be some sort of grunt troop.
Thin Man
Very human-like in appearance, this alien is suspected to be an infiltration unit. Though weak, their danger lies in the ability to spit toxic gas at targets. Furthermore, they explode into more gas when defeated. Great care must be taken to not get caught in the clouds.
Outsider
Not much is known about this enemy. Killing them results in leaving only a small crystal behind, however they seem to appear solely within UFO structures, suggesting some form of link between the two. Given their heavy plasma weaponry, we suspect them to be some sort of security force.
Chryssalid
Seems to be a unit bred solely to instill terror in those who see it. Very fast and agile, it is without a doubt one of the most dangerous enemies we face. They are noted to create Zombies when they kill their target as well, which can hatch into more Chryssalids.
Seeker
Very squid-like, this biomechanical creature cloaks itself, approaches a target undetected and strangles them.
Zombie
Zombies are the result of a Chryssalid's successful impregnation of a human victim with one of its eggs. After a while the alien will mature into a junior Chryssalid and burst out of its host, killing it. The new alien will have full movement and the ability to impregnate other victims right away. Zombies are slow but they have a powerful melee attack and a successful hit has a chance of poisoning an XCOM soldier.
Muton
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.
Cyberdisc
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.

Drone
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

Misc. Projects

Alien Materials (Project Looking Glass)
Our understanding of the alien materials is limited at best, and we could spend years deciphering the complex manufacturing processes required to produce and manipulate these substances. However, we have managed to crudely adapt some of the observed techniques into our own research. Our first development, a multi-walled carbon nanotube weave, was modeled after an unusual pattern mirrored in several of the alien materials. This new configuration has proven to possess a greater tensile strength than any material previously recorded in known science. Adapting this fiber into an armor reinforcing vest will surely afford our soldiers increased protection on the battlefield.
Meld Recombination (Project Purity)
This amazing material's most salient feature is its versatility. In early testing, we were able to devise several methods that allow for direction manipulation of the Meld substance and its physiochemical properties. While searching our records for any references to a material with similar properties, I uncovered a number of redacted data stores created in the 1960s, but much of that information appears to be lost. In any case, the advances we've made should allow for a wide range of applications in the fields of genetic modification and cybernetic enhancement, although we will need to build dedicated facilities to enable these potential research pathways. It is probable that the invaders are most familiar with Meld than we are, and may already be fielding combat elements that take full advantage of its capabilities.
Weapon Fragments (Project Sagaris)
Although the alien weapon fragments provide a limited glimpse into the systems utilized in their equipment, we've seen enough to confirm my worst suspicions about their technology… that it is vastly superior to our own. However, I have been encouraged by the rapid developments the research team has made in studying the damaged circuitry and electronics we recovered. Our initial efforts have already yielded a successful outcome. The new integrated sighting module created for our weaponry was heavily influenced by the aliens' own targeting system.
Xeno-Biology (Project Mobius)
We've managed to successfully map the alien specimen's entire genome, although I wasn't entirely sure it would be possible using our existing DNA sequencing techniques. However, our success has led to the startling realization that this creature's genetic structure is quite similar to our own. This discovery has piqued the interests of the research team, as it only raises more questions as to the origin of this species… Having examined several of the alien corpses, we've also observed a trend - key components of the alien's genetic structure are mirrored perfectly across each of the specimens. Although it is presumptive at this point to draw conclusions as to how this is possible, I believe it is only logical to assume this alien is the product of aggressive genetic engineering, well beyond anything conceived of on Earth. If the aliens are truly capable of this sort of manipulation at a cellular level, I fear we may have only scratched the surface of their technological advantages over us. In any case, further research is imperative…and while we've obviously made a number of discoveries working with the alien corpses, I feel we may need to acquire a living specimen if we truly hope to find the answers to these questions.

Weapons

Arc Thrower (Project Spark)
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

Carapace Armor (Project Thorax)
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.

Technology

Experimental Warfare (Project Skunk Works)
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.

Autopsies

Sectoid Autopsy (Project Roswell)
We've found no discernible genetic variance between any of the small humanoid aliens that have been examined thus far. They are perfect genetic copies, each and every one of them. The subject's brain is quite sizable with respect to its body, and appears to have been augmented even further with cybernetic implants of some kind. Considering the…fragile nature of this creature's physical form, it is safe to assume that these implants were intended to somehow improve the combat effectiveness of the species. Dr. Shen and the engineering team have already developed several theories as to how we might be able to adapt these implants for our own use.

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

Plasma Weaponry
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.