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Fandom XCOM: End Of The Blade UFOPedia (Lore)

Somedudesbutonly2

Junior Member
UFOPEDIA DATABASE

Facilities:
  • Officer Training School: “The officer training school (OTS) is where our troops learn combat technique and train.” (12 Days ETA)
    • Cost: 125,000 §, Monthly: 40,000 §
    • Power: -3
    • Staff Required to Manage: N/A
  • Fission Generator: “The Fission Generator uses a plutonium core to generate massive amounts of energy.” (20 Days ETA)
    • Cost: 180,000 §, Monthly: 100,000 §
    • Power: +8
    • Staff Required to Manage: 15 Engineers
  • Workshop: “Workshops add +10% speed to all manufacturing, and space for 5 more engineers.” (18 Days ETA)
    • Cost: 160,000 §, Monthly: 50,000 §
    • Power: -4
    • Staff Required to Manage: N/A
  • Laboratory: “Laboratories add +10% speed to all research, and space for 5 more scientists.” (18 Days ETA)
    • Cost: 160,000 §, Monthly: 50,000 §
    • Power: -4
    • Staff Required to Manage: N/A
  • Satellite Uplink: “With the signal monitored by a team of engineers, each is capable of receiving transmissions from 2 satellites.” (30 Days ETA)
    • Cost: 200,000 §, Monthly: 125,000 §
    • Power: -4
    • Staff Required to Manage: 20 Engineers
  • Situation Room: “The Situation Room is where most operations and logistics are managed. It is required to perform missions.” (18 Days ETA)
    • Cost: 125,000 §, Monthly: 50,000 §
    • Power: -4
    • Staff Required to Manage: 10 Engineers

Weaponry & Equipment:
  • Body Armor:
    • Tactical Body Armor:
      • Damage Mitigation: -30
      • Armor: +80
      • Item Weight: -6
      • Bonus: Bullet Proof; “All Kinetic and Hyperkinetic weaponry do 50% damage.”
    • Undervest
      • Damage Midigation: -10
      • Armor: +40
      • Item Weight: -2
      • Bonus: N/A
  • Weapons:
    • X9A Assault Rifle:
      • Damage Per Shot (D/pS): 40
      • Type: Kinetic
      • Magazine: 30 Rounds
      • Item Weight: -10
      • Fire Rate: Automatic
      • Range: Medium
    • X9B Designated Marksman Rifle (DMR):
      • Damage Per Shot (D/pS): 48
      • Type: Kinetic
      • Magazine: 20 Rounds
      • Item Weight: -10
      • Fire Rate: Semi Automatic
      • Range: Long
    • X9C Battle Rifle:
      • Damage Per Shot (D/pS): 46
      • Magazine: 30 Rounds
      • Type: Kinetic
      • Item Weight: -12
      • Fire Rate: Automatic
      • Range: Medium
    • X8A Pump-Action Shotgun:
      • Damage Per Shot (D/pS): 10x7 (Damage/Pellets)
      • Magazine: 8 Rounds
      • Type: Kinetic
      • Item Weight: -10
      • Fire Rate: Pump-Action
      • Range: Short
    • X8B Automatic Shotgun:
      • Damage Per Shot (D/pS): 10x7
      • Type: Kinetic
      • Magazine: 16 Rounds
      • Item Weight: -12
      • Fire Rate: Automatic
      • Range: Short
    • X6A Sub Machine Gun (SMG):
      • Damage Per Shot (D/pS): 34
      • Type: Kinetic
      • Magazine: 20 Rounds
      • Item Weight: -8
      • Fire Rate: Automatic
      • Range: Medium
    • X6B Personal Defense Weapon (PDW):
      • Damage Per Shot (D/pS): 36
      • Type: Kinetic
      • Magazine: 60 Rounds
      • Item Weight: -10
      • Fire Rate: Automatic
      • Range: Medium
    • X12A Light Machine Gun (LMG):
      • Damage Per Shot (D/pS): 48
      • Type: Kinetic
      • Magazine: 75 Rounds
      • Item Weight: -16
      • Fire Rate: Automatic
      • Range: Medium
    • X12B Squad Automatic Weapon (SAW):
      • Damage Per Shot (D/pS): 42
      • Type: Kinetic
      • Magazine: 40
      • Item Weight: -14
      • Fire Rate: Automatic
      • Range: Long
    • X4A Pistol:
      • Damage Per Shot (D/pS): 36
      • Type: Kinetic
      • Magazine: 12 Rounds
      • Item Weight: -6
      • Fire Rate: Semi Automatic
      • Range: Short
    • X4B Machine Pistol:
      • Damage Per Shot (D/pS): 36
      • Type: Kinetic
      • Magazine: 20 Rounds
      • Item Weight: -7
      • Fire Rate: Automatic
      • Range: Short
    • X10A Sniper Rifle:
      • Damage Per Shot (D/pS): 78
      • Type: Kinetic
      • Magazine: 10 Rounds
      • Item Weight: -12
      • Fire Rate: Bolt Action
      • Range: Long
    • X10B Anti Materiel Rifle:
      • Damage Per Shot (D/pS): 200
      • Type: Kinetic
      • Magazine: 2 Rounds
      • Item Weight: -16
      • Fire Rate: Bolt Action
      • Range: Long
      • Bonus: Armor Piercing; “Ignores 20% of armor health and damage mitigation.”
    • XGL-2 Grenade Launcher:
      • Damage Per Detonation (D/pD): Depends on Grenade
      • Type: Variable
      • Magazine: 6 Rounds; (AP Grenade, HE Grenade, Flashbang Grenade, Smoke Grenade)
      • Item Weight: -10
      • Fire Rate: Semi Automatic
      • Range: Medium
  • Utility Items:
    • AP Grenade:
      • Damage Per Detonation (D/pD): 30x12 (Damage/Fragments)
      • Type: Kinetic
      • Range: Short
      • Item Weight: -3
    • HE Grenade:
      • Damage Per Detonation (D/pD): 80
      • Type: High Explosive
      • Range: Short
      • Item Weight: -3
    • Flashbang Grenade:
      • Bonus: Disorent; “Confuse the enemies caught in the blast by severely reducing their Accuracy, Mobility and Stealth.”
      • Type: Disorent
      • Range: Short
      • Item Weight: -3
    • Smoke Grenade:
      • Bonus: Smoke; “Create a cloud of smoke that clouds enemies vision, causing them to have reduced accuracy when aiming for those inside.”
      • Type: Smoke
      • Range: Short
      • Item Weight: -3
    • Medical Kit:
      • x3 Patch Up: “Heal +10 health back to a soldier. Can only be a done three times per unit.”
      • Item Weight: -6
      • NOTE: ONLY THOSE WITH ‘MEDICAL EXPERIENCE’ WILL BE ABLE TO USE MEDICAL EQUIPMENT.
    • Medical Duffle Bag:
      • 2x Stabilize: “When a unit is bleeding out and unconscious you may be able to revive them before they are permanently dead.”, x5 Patch Up: “Heal +10 health back to a soldier. Can only be done three times per unit.”
      • Item Weight: -12
      • NOTE: ONLY THOSE WITH ‘MEDICAL EXPERIENCE’ WILL BE ABLE TO USE MEDICAL EQUIPMENT.

Soldier Classes:
  • Demolitionist: “Our Demolitionists are trained to utilise explosives to destroy cover and eliminate grouped up enemies.”
    • Primary Weapon: Grenade Launcher
    • Secondary Weapon: Pistol, Machine Pistol
    • Trait: Fireworks; “All explosives will have a 10% chance to disorent the enemy caught in the blast.”
  • Assault: “‘The first ones in… and the last ones out.’ These serve as our primary mobile reconnaissance unit.”
    • Primary Weapon: Rifle, Pump Shotgun, Auto Shotgun, SMG and PDW
    • Secondary Weapon: Pistol, Machine Pistol
    • Skill: Tactical Sense; “Adds +1 Dexterity for every enemy in sight. Maxes out at 4.”
  • Infantry: “Infantry serve as the bread and butter of our operations. They are versatile and trained in rifle marksmanship.”
    • Primary Weapon: Rifle, Pump Shotgun, Auto Shotgun, SMG, PDW, and DMR
    • Secondary Weapon: Pistol, Machine Pistol
    • Trait: Center Mass; “All attacks have +1 Accuracy but only do 90% damage.”
  • Marksman: “Specialized in dealing large amounts of damage from extreme range, the Marksman is an invaluable resource for both scouting and surgical elimination of enemy units.”
    Primary Weapon: DMR, Sniper Rifle, Anti Materiel Rifle
    • Secondary Weapon: N/A
    • Trait: Squadsight; “Allows firing at targets in an ally's sight radius.”
  • Support: “Supports serve as both field medics and logistical support to the squad they are attached to.”
    • Primary Weapon: Pistol, Machine Pistol
    • Secondary Weapon: N/A
    • Trait: Medical Expertise; “Allows soldier to utilise medical equipment.”
  • Artillery: “The Artillery is trained to use heavy automatic weapons, able to cover the squad with suppressive fire.”
    • Primary Weapon: Minigun, LMG, SAW
    • Secondary Weapon: Pistol, Machine Pistol
    • Skill: Suppression; “Fire a barrage that pins down a target, grants reaction fire against it if it moves, and imposes a -2 penalty to the target's accuracy.”
  • Agent: “Agents are specialised in infiltration and intel gathering. They are our main Covert Ops operatives.”
    • Primary Weapon: Pistol, Machine Pistol
    • Secondary Weapon: N/A
    • Trait: Shadowstrike; “When concealed, gain +2 bonus Aim and +20% bonus critical hit chance when attacking enemies.”

Craft & Armament:
  • Aircraft:
  • XFS-105 ‘Raven’ Strike Fighter
    • Top Speed: 3,000 Km/pH
    • Cruise Speed: 1,750 Km/pH
    • Range: 10,000 Kilometers
    • Health: 500
    • Armor: 300
    • Hardpoints: 2x Missile Launcher, 1x Autocannon
    • Maneuvers: Barrel Roll
    • Description: “The XFS-105 Raven is the culmination of all current aircraft technologies. It utilizes twin pulse jet technology, combined with magnesium-titanium alloy plating. An all weather, incredible durable and sturdy fighter jet, designed for quick, less than a minute-skirmishes.”
  • SR-77H ‘Skyranger’ Transport:
    • Speed: 2,500 Km/pH
    • Cruise Speed: 1,200 Km/pH
    • Range: ♾ Kilometers
    • Health: 300
    • Armor: 100
    • Hardpoints: 1x Support Bomb
    • Maneuvers: Dive Bomb
    • Description: “The SR-77H is a fast response stealth transport. It can reach up to Mach 2 consistently, and is the most advanced aircraft we have in our arsenal. It always has a team of attack helicopters tailing it, providing in flight refueling and defense against alien craft.
  • Aircraft Armament:
    • Apollo Cannon:
      • Damage: 25
      • Piercing: -250
      • Ammunition: 400 Rounds
      • Type: Autocannon
      • Range: Short
      • Fire Rate: Rapid
      • Description: “The Apollo Cannon utilizes 30x102mm rounds at a rate of 1000 RPM. Each round can pierce through 11 solid inches of steel.”
    • Dragon Breath Bombs:
      • Damage Per Detonation (D/pD): 200
      • Ammunition: 8 Bombs
      • Type: Support Bomb
      • Range: Long
      • Fire Rate: Medium
      • Bonus: Fire...Bad! “Cause all caught in the blast radius to gain the debuff ‘Burning’”
      • Description: “Dragon Breath Bombs technically violate several United Nations Conventions. But XCOM’s charter does say, ‘Defend Humanity. At all costs.’”
    • Avalanche Missile:
      • Damage: 400
      • Piercing: -10
      • Accuracy: 12%
      • Ammunition: 2 Rockets
      • Type: Missile Launcher
      • Range: Long
      • Fire Rate: Slow
      • Description: “A crash program and a couple of lucky experiments led to the Avalanche Missiles, an air-to-air weapon designed to home onto alien gravitational anomalies.”
    • Stingray Missile:
      • Damage: 320
      • Piercing: -50
      • Accuracy: 15%
      • Ammunition: 4 Rockets
      • Type: Missile Launcher
      • Range: Long
      • Fire Rate: Medium
      • Description: “A Small Air to Air Missile that trades explosive capacity with a specialized warhead that penetrates armor.”
    • Brimstone Missile:
      • Damage: 1000
      • Piercing: -25
      • Accuracy: 10%
      • Ammunition: 1 Rocket
      • Type: Missile Launcher
      • Range: Medium
      • Fire Rate: Slow
      • Description: “The Brimstone air to air missile contains a large nuclear warhead that can pack a punch when dealing with alien craft.”

Contacts & Dossiers:
  • GRX Manufacturing:
    • History: “G.R.X Manufacturing was founded in 1979 by Gerald Ronald Xavier. It manufactures firearms and other weaponry, and they supply us with ours.”
    • Relations: Business Partners (Friendly)
    • Perks: ♾ access to ‘Basic Chemical Ballistics’ weaponry.
 
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