Somedudesbutonly2
Junior Member
UFOPEDIA DATABASE
Facilities:
Weaponry & Equipment:
Soldier Classes:
Craft & Armament:
Contacts & Dossiers:
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
- Tactical Body Armor:
- 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
- X9A Assault Rifle:
- 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.
- AP Grenade:
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.”
- Apollo Cannon:
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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