You know the 'standard' Gamer system already in all likelihood. It has levels, stat grinding...
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We Just Write | 43 |
Infantry Weaponry
Gauss weapon family
This family of projectile weapons uses a two-stage system to accelerate projectiles to their final velocity. In the first stage, a cartridge containing an immensely high-energy chemical propellant is electrically ignited, which would be enough to accelerate the bullet to around 2.3 km/s on its own. The barrel is equipped with two superconducting rails as part of the rifling, which further accelerates the shot to its final velocity. Gauss weapons have immense recoil, but you're supposed to be wearing a suit of heavy power armor when using them anyway, so it balances out.
Gauss Pistol
This sidearm is chambered for 8 mm*18 mm ammunition (more of the cartridge is propellant), and has a relatively pitiful muzzle velocity of 3.9 km/s. It can also pass for a conventional firearm in a pinch, which very few of X-COM's weapons can do. In terms of ammunition, it holds 20 shots in its magazine, and has a 4-round burst setting. The electricity for the railgun component is provided by a thin battery based on Superconductors wrapped around the part of the magazine containing the bullets, and feeds into 4 capacitors below the barrel. Firing before the capacitors are recharged will result in a reduced muzzle velocity.
# available: 180 | Ammo available: 900 magazines (6,000 rounds)
price to manufacture: 0.6 Neosteel, 0.2 Superconductors
Ammo price per 6 magazines: 0.4 Neosteel, 0.1 SuperconductorsC-14 Impaler Gauss rifle
This weapon has a detachable box magazine containing 100 rounds, and can fire on semi-auto, 5-round burst, or full auto. It is chambered for 8 mm*36 mm ammunition, and has a muzzle velocity of 6.7 km/s. When on full auto, the rate of fire is 1800 rounds per minute, though it can be dialed lower if desired. Compared to a plasma rifle, each shot deals less total damage, but it penetrates armor better. This weapon is highly rugged, and still works after being shot twice with a plasma rifle (yes, this has been empirically tested)
# available: 154 | Ammo available: 549 magazines
price to manufacture: 2 Neosteel, 1 Superconductors
ammo price per magazine: 0.5 Neosteel, 0.01 SuperconductorsC-10 Gauss Canister Rifle
This long gun is chambered for a 25 mm*120 mm projectile, and several of the personnel who've laid eyes on it have expressed disbelief that it wasn't classified as a cannon. Either its sheer speed or the small EMP it generated by firing broke the devices used to measure its muzzle velocity, but a second attempt with more ruggedized equipment clocked in at 13.4 km/s. It has a lot less recoil than it should thanks to a recent modification derived from the gravity systems of the CMC-400 power suit. It has a 4 shot box magazine, firing semi-automatic.
# available: 125 | Ammo available: 499 magazines
price to manufacture: 5 Neosteel, 2 Superconductors
ammo price per magazine: 0.4 Neosteel, 0.1 SuperconductorsPlasma Gun Family
This set of weapons uses a miniscule pellet of Elerium to both power the weapon and accelerate a much larger pellet of inert gas down the barrel. Some of Elerium's gravitational effects are also used to mitigate recoil, meaning they don't have much more kick than a conventional weapon. Elerium's immense energy density means not much is needed to excite the projectile into a plasma. The blob of plasma leaves the gun at speeds exceeding 100 km/s, and is held together until it hits the target by a combination of being an immensely stable plasmoid by most standards, a gravitic containment field generated by a tiny amount of Elerium doping mixed in with the shot, and the fact that it doesn't need to hold together longer than a tenth of a second at most. On impact, the plasma splatters, meaning that while it delivers an immense amount of energy compared to a Gauss weapon, it doesn't penetrate as well.
Plasma Pistol
The standard sidearm of X-COM, this pistol delivers about 40 kilojoules of kinetic energy, and 12 kilojoules of thermal energy per shot. Its magazine can hold 30 of the comparatively puny Elerium/gas cartridges it fires, and it has a 3-round burst setting in addition to semi-auto.
# available: 245 | Ammo available: 980 magazines
price to manufacture: 0.5 Cydonium, 0.1 Superconductors
ammo price: 0.001 Elerium, 0.05 CydoniumPlasma Rifle
The plasma counterpart to the C-14, this weapon has an energy per shot of around 180 kilojoules kinetic, 50 kilojoules thermal. Its magazine holds 80 shots, and it can fire on semi-auto, 5-round burst, and full auto. Worth noting is that it doesn't exceed 4 rounds per second on full auto due to overheating concerns.
# available: 160 | Ammo available: 1,492 magazines
price to manufacture: 2 Cydonium, 0.8 Superconductors
ammo price: 0.005 Elerium, 0.1 CydoniumHeavy Plasma
Effectively a plasma minigun, this weapon delivers 160 kilojoules kinetic, and 40 kilojoules thermal per shot. On the other hand it can fire on full-auto at 1200 rounds per minute until all 2,000 rounds in the attached ammo backpack are depleted with no overheating worries whatsoever. It is designed to be fired from the shoulder, rather than the hip.
# available: 132 | Ammo available: 244
price to manufacture: 5 Cydonium, 2 Superconductors
ammo price: 0.1 Elerium, 2 CydoniumLaser Gun Family
This set of weapons doesn't have any kinetic slam behind them, but thanks to their Elerium power cells they can fire for years without needing to reload. They automatically optimize the rate of micropulses in the beam and its wavelength/color to burn through whatever you point it at with maximum efficiency, and have a feature that neither plasma nor gauss can claim: a stun setting, which works as an electrolaser.
Laser Pistol
Another common sidearm, this weapon has a power output of 20 kilowatts. It's also useful for welding in a pinch.
# available: 320
price to manufacture: 0.4 Cydonium, 0.1 Superconductors, 0.1 EleriumLaser Rifle
Though not being as effective at welding as its pistol counterpart, this rifle makes up for it with its 1200 meter effective range and 140 kilowatts of power.
# available: 154
price to manufacture: 1.6 Cydonium, 1 Superconductors, 0.4 EleriumL102-A
An accessory for the C-14 or Plasma Rifle, it adds a stun mode equal to what the Laser Pistol is capable of.
# available: 148
price to manufacture: 0.2 Cydonium, 0.1 Superconductors, 0.1 EleriumSniper Laser
This laser weapon is atypical in a lot of ways. Instead of taking power directly from its Elerium cell, it is instead stored up in a massive capacitor array and released all at once. This means it fires in single massive pulses, rather than the more or less continuous stream of death other laser weapons produce. As a side effect, it is much more adept at penetrating single hardened targets than the average laser. Each shot delivers close to 8 megajoules of energy to the target, and it needs roughly 4 seconds to recharge a single capacitor, of which it has 6. The main limitation on rate of fire is actually dumping waste heat, as it takes 20 seconds to dissipate the heat from a single shot, and firing several times in quick succession could easily damage the weapon's high-precision optics.
It's also longer proportionally than the other laser weapons, thanks to its extensive focusing array which grants it an effective range of almost 6 km as long as there's a clear line of fire.
# available: 132
price to manufacture: 3 Cydonium, 2 Superconductors, 1 EleriumHeavy Laser
2.2 megawatts of laser death, powered by an internal Elerium power cell. Generates enough waste heat to require a back-mounted radiator array to avoid slagging itself if fired for more than 4 seconds at a time. Automatically tracks the beam to the next target once the current one goes down.
# available: 128
price to manufacture: 4 Cydonium, 2 Superconductors, 1 EleriumBlaster Launcher
This is a heavy shoulder-fired missile launcher. While its Elerium warhead capable of blowing a hole right through 40 cm of reinforced Cydonium plating is certainly impressive, the really impressive thing is that the missile is capable of performing a perfect U-turn inside a single cubic meter of volume. While it doesn't go supersonic in atmosphere for various reasons, in vacuum its acceleration is 48 km/s2!
# available: 124 | Ammunition available: 3,720 Blaster Bombs (much boominess)
price to manufacture: 1 Cydonium, 0.1 Superconductors
Ammo price per missile: 2 Cydonium, 1 Superconductors, 0.02 EleriumGrenade Options
Ah, grenades. Sometimes you just need to have an explosive weapon on hand, but can't afford to lug around a Blaster Launcher. That's where these little bombs come in. Please bear in mind that all X-COM grenades are capable of being fired out of one of the grenade launcher options in addition to being used as a hand grenade.
Hypersonic Fragmentation
This grenade absolutely mulches unarmored and lightly armored targets within 50 meters, but isn't terribly useful against heavily armored opponents. NOTE: Vehicles besides Main Battle Tanks are considered 'lightly armored' for this purpose.
# available: 488 | Price to manufacture (16-pack): 2 CydoniumIncendiary
This grenade is filled with some volatile chemical vaguely resembling Napalm, except with a much higher energy density and combustion temperature. It burns at around 7000 Kelvin, and sticks to absolutely everything. Though hot enough to melt Neosteel, this is just barely below the melting point of Cydonium.
# available: 200 | No exotic materials requiredStun Grenade
This device uses dozens of small electrolaser projectors dotting its surface to taze anything within 10 meters of it when it goes off. As an added bonus, it also incorporates the flash part of a flashbang as a result of atmospheric diffraction of the laser beams.
# available: 98 | price to manufacture (16-pack): 1 Cydonium, 1 SuperconductorsX-COM's grenade launchers come in 3 variants. There's a 6 shot standalone weapon, a full auto emplacement weapon, and a single-shot under-barrel accessory compatible with the C-14 Gauss rifle, Plasma rifle, and laser rifle. Though they use electromagnetic acceleration for both a silent launch and firing something without any propellant, they don't have performance much beyond contemporary designs. The only exotic material any of the grenade launchers need is Superconductors. The 6-shot standalone needs 0.5, the rifle accessory needs 0.2, and the emplacement weapon needs 2.Elerium Warhead
This Dial-a-yield device has a maximum boom equal to 130 tons of TNT, but is normally set for 0.2 tons of TNT for field usage. This is far more than necessary for most situation, and setting the yield above 10 tons requires a special authorization code unique to each grenade.
# available: 57 | price to manufacture (16-pack): 1 Cydonium, 0.05 Elerium
ArmorCMC-400 Powered Combat Suit
This suit offers about as much protection as Titan armor, but has loads of extra features that would prove useful on an extended deployment. These features include
-a fully sealed and pressurized life-support system
-NBC protection comparable in effectiveness to a full-on fallout shelter
-its very own gravity systems (though they aren't as effective as Elerium-based devices)
-nutrient, water, and Oxygen recyclers good enough to keep someone going for a week on absolutely nothing else
-micro-thrusters for maneuvering in space
-An extremely useful HUD including some of the best night vision equipment it's possible to build, infrared active scanners for mapping terrain
-enough actuators that physical stamina ceases to be an issue and a skilled operator can use it to jump 20 feet in the air in Earth gravity.
Pretty much the only reasons you might want to use something else boil down to the fact that it weighs roughly half a ton, is tremendously bulky, and is the exact opposite of subtle.
# available: 60 | price to manufacture: 120 Neosteel, 10 SuperconductorsTitan Armor
This suit of armor provides enough protection that someone need not worry about one or two stray plasma shots prematurely ending them, but any more than three hits from a plasma rifle or worse to the same section of armor and the designers make no promises. Though it weighs in at a good 90 kg, it has a powered servo system meaning the wearer can move as smoothly as if they weren't wearing anything at all. The suit is also capable of sealing and providing its own air supply to the wearer, though it's only good for about 8 hours in comparison to the CMC-400's 168 hours.
# available: 45 | price to manufacture: 9 Cydonium, 1 Superconductors, 0.1 EleriumGhost Armor
While it provides somewhat less protection than Titan Armor, this suit has a few special features especially useful for those in the infiltration business. Most obviously, it has a cloaking device able to render the wearer and anything they're holding invisible over the entire electromagnetic spectrum for up to 90 seconds before the heat sinks have to be vented, which takes around half a minute. In addition, the suit is completely silent, even damping out most noises produced by interacting with the environment. Worth noting is that the C-10 firing is still FAR beyond the ability of these audio dampeners to handle. There's an optional grappling hook module that can attach to the left arm, but it is of course optional, as using it can compromise stealth.
# available: 28 | price to manufacture: 6 Cydonium, 2 Superconductors, 0.1 Elerium
Misc. infantry GearMedispray applicator
This pistol-shaped device isn't a weapon. Instead it deploys a solution of specially programmed MELD and biological chemicals to quickly stabilize wounded individuals and regenerate their injuries within a few hours. It needs to be placed right up against the injury site to be effective though. The standard tank contains 1000 cm3 of MELD/biochem solution, but it can be connected to a backpack tank containing 64 times as much for relief work.
# available: 36 | Ammo available: 128 normal tanks, 8 backpack tanks.
price to manufacture: no exotic materials required | Ammo manufacturing price: 1 MELD per 1000 cm3Archangel Pack
This Elerium-fueled jetpack functions as an optional add-on for the Titan armor system. It can keep the user airborne for a rather long time before it runs out of power. Given that flying for extended periods with no cover isn't a good idea for anything besides a dedicated aerospace craft, it is recommended for users to stick close to the ground. NOTE: This device takes the backpack slot, precluding the use of heavy weapons with a backpack power/ammo supply.
# available: 28 | price to manufacture: 10 Cydonium, 5 Superconductors , 0.1 EleriumSensorb
This piece of equipment is used like a grenade, and interfaces with the user's HUD to send them real-time video from wherever it lands via a picture-in-picture display. This can be quite useful for not getting ambushed, and the parts are quite cheap.
# available: 400 | price to manufacture: no exotic materials required
Aerospace Craft
Interception\combat craft
Firestorm Interceptor
Equipped with a gravity drive and with 4 weapons hardpoints, the Firestorm is, in the words of one pilot "a solid brick of pure murder designed to rip any enemy aerospace craft to bloody shreds". This matches its normal mission profile quite easily. Able to accelerate at 25 gees in any direction, and 40 gees forwards, the Firestorm is capable of evading enemy fire, aided by its ECM suite. It's more than capable of reaching orbit with its 5,200 km/s of delta vee, and is typically armed with a mix of Plasma Beam autocannons and Blaster Ball missiles. Even if something does manage to score a hit, it's durable enough to take a hit from anything with a total energy level less than 4 kilotons and keep going.
# available: 3 | price to manufacture: 1,200 Cydonium, 500 Superconductors | Refuel cost: 120 EleriumA2 Viking variable fighter
This multi-role machine is capable of serving as both an aerospace superiority fighter and a combat walker. It's armed with 2 missile pods containing 8 missiles each and a pair of chainrail autocannons with a supply of 800 rounds each. Its power plant is a fusion reactor, with some plasma being vented from it to act as reaction mass for the thrusters. It can accelerate at 8 gees (not having inertial dampeners) and has a total delta vee of 1,600 km/s. It would be best used as heavy support for troops on the ground, given its lackluster air-to-air performance when compared to the Firestorm.
# available: 1 | price to manufacture: 1,000 Neosteel, 600 Superconductors | refuel cost: no exotic materials requiredBanshee Gunship
This helicopter-like machine is designed for one job and one job only: exploding enemy ground forces into itty bitty bits. it does this job very efficiently, with 4 weapons hardpoints typically loaded with some variety of explosive ordnance. While not capable of exiting Earth's atmosphere, this machine flies very quietly, and is equipped with a cloaking system able to render it invisible to most detection methods for hours at a time.
# available: 2 | price to manufacture: 1,400 Neosteel, 700 Superconductors | refuel cost: no exotic materials requiredPitbull class gunship
percentages by mass
10% engine (gravity drive)
5% engine (Elerium FTL drive)
20% armor (Cydonium)
30% weapon (4 plasma beams equal to anti-orbital battery, 6 laser point defenses)
20% fuel (Liquid Elerium compound)
10% ammo (Plasma battery ammo pallets)
3% repair supplies
2% crew compartment
The Pitbull is designed in the grand tradition of the Firestorm, more precisely, the whole 'solid brick of pure murder designed to rip enemy aerospace craft to shreds' part. Able to get off a 250 kiloton plasma shot every 1.25 seconds or pull off a megaton alpha strike, it certainly packs the required firepower. Like its namesake, the Pitbull is at maximum effectiveness when it's facing straight towards its target and in close.
It can also take a beating thanks to its nearly 5 meters of Cydonium armor, which is necessary as its gravity drive can only get it 12 gees of acceleration. If you think this means it can't get the jump on the aliens, think again, as its FTL drive is capable of 120 c and can maintain it for almost a day (though only by dealing with the horrible fuel efficiency by carrying huge amounts of fuel), but it was only meant for tactical jumps. In more conventional spaceflight, the Pitbull has 180,000 km/s of delta v.
Resource costs
-48,000 Cydonium
-12,000 Superconductors
Refuel cost: 2,500 Elerium
Ammo carried: 20 anti-orbital plasma ammo pallets
# in service: 1Transport\utility craft
Avenger Transport Craft
This Gravity Drive-powered craft is able to get soldiers to any point on earth in a very short period of time, being capable of sustained speeds approaching 6 km/s in the lower levels of the atmosphere. In vacuum, it can accelerate at 15 gees, with a maximum delta vee of 12,800 km/s. It's also equipped with a rudimentary FTL drive suitable for in-system travel, being capable of 40 c for up to an hour before its Elerium fuel is depleted. While it has two weapons hardpoints, its primary purpose is as a transport, rather than an interceptor.
# available: 2 | price to manufacture: 3,400 Cydonium, 1,200 Superconductors | Refuel cost: 350 EleriumMedivac Dropship
This VTOL craft can carry up to 8 soldiers, and is capable of reaching low earth orbit 4 times on a single tank of fuel. While it doesn't do as well for carrying heavy weapons platforms, it has a highly effective medical bay aboard meaning that critically wounded soldiers are far more likely to survive the trip back to base if they're flying via medivac.
# available: 2 | price to manufacture: 2,600 Neosteel, 800 Superconductors | Refuel cost: no exotic materials required
Robots
Combat robots
Hover Heavy Weapons Platform
This miniature hovertank is heavily armored, able to stand up to abuse that would easily splatter even the most heavily armored soldier. Its chassis is an oblong disc 2.3 meters by 1.9 meters, with a single turret mounted on top. Its turret has one main and one co-axial hardpoint. The main hardpoint is compatible with modified versions of the C-10 gauss, Heavy Laser, Sniper Laser, Heavy Plasma, and Blaster Launcher. The co-axial hardpoint can mount a modified C-14 gauss, laser rifle, or plasma rifle. When fitted with a C-10 gauss, it carries 30 projectiles. When fitted with a Blaster Launcher, it carries 6 missiles. When fitted with a C-14 Gauss, it carries 1,200 projectiles.
This robot is capable of achieving speeds of 200 MPH, and has Elerium fuel for long enough that the main reason it'll ever need to refuel is the Elerium rod decaying and needing to be reprocessed. It can't go terribly fast in space though, due to how much of its mass is devoted to armor.
# available: 17 | cost to manufacture: 80 Cydonium, 10 Superconductors | Refuel Cost: 3 EleriumJoe
This humanoid combat robot has physical stats roughly equal to a soldier in CMC-400 armor. It is however significantly more durable, thanks to extensive internal reinforcement that can't be used on a piloted suit. It's powered by a pair of redundant cold fusion cells to eliminate Elerium costs, and can keep going for multiple days before needing a refuel. Mentally, they're self-aware and able to develop a personality if they run long enough, but they start fairly soulless. It doesn't have any inbuilt weapons, and it could pass for human if properly clothed.
# available: 260 | cost to manufacture: 30 Cydonium, 20 Neosteel, 5 SuperconductorsUtility robots
M.U.L.E.
This mining robot is capable of excavating almost 3 cubic meters per minute, making it invaluable in any mining operations we might undertake. It used to break down constantly, but that problem has been rectified.
# available: enough | cost to manufacture: 50 Neosteel, 8 Superconductors
Anti orbital weapons (Note: all of these modules are about 20 meters long, with varying width)
1 plasma battery: 600 Cydonium, 200 Superconductors
plasma battery ammo pallet (64 shots): 16 Cydonium, 64 Elerium
Damage: Very High
Penetration: Medium
Cooldown: 5 seconds
Effective Range: 20,000 km
1 railgun battery: 400 Neosteel, 300 Superconductors
railgun battery ammo pallet (64 shots): 100 Cydonium (higher density = more damage), 5 Superconductors
Damage: High
Penetration: Very High
Cooldown: 10 seconds
Effective Range: 2,500 km with unguided ammo, 50,000 with guided ammo
1 blaster missile battery: 200 Cydonium, 50 Superconductors
heavy blaster missile (1): 120 Cydonium, 50 Elerium
Damage: Extremely High
Penetration: High
Cooldown: 2 minutes
Effective Range: 530,000 km
1 laser battery: 500 Cydonium, 400 Superconductors
Damage: Medium
Penetration: High
Cooldown: 0.5 seconds
Effective Range: 60,000 km
1 laser PD: 100 Cydonium, 80 Superconductors
Damage: Low
Penetration: Medium
Cooldown: 0.03 Seconds
Effective Range: 5,000 km
Resources
We have access to several materials that the rest of humanity doesn't, which are commonly used in our technology.
Cydonium and Neosteel
These are both incredibly durable metal alloys, with a variety of applications. Both are capable of stopping a bullet from an AK-47 when in a layer just 3 mm thick with nothing but a dent to show for it, but they are indeed different materials. Cydonium has higher shear and compressive strength than Neosteel, works as fairly effective radiation shielding, and has a much higher melting point. Neosteel is lighter, has a much higher tensile strength, and its ingredients are more common, as it's just Iron and Carbon with a bit of Tungsten doping, but the Carbon is arranged into nanotubes lacing through the alloy for the most part.
Cydonium production per week: 1,800
Neosteel production per week: 2,600Superconductors
This metal alloy conducts electricity with no resistance at all, and continues doing so at temperatures up to 549 Kelvin. This makes it invaluable in high-energy electrical systems, including the fusion reactor that powers the base. Superconductors are also useful for energy storage, such as the hypercapacitors powering several of the Gauss weapon designs.
Superconductors production per week: 1,100Elerium
An unusually stable isotope of Ununpentium, Elerium has a half-life of 3 months and undergoes Alpha decay. It is immensely useful as a power source and aerospace craft fuel, as up to 98% of its mass can be directly converted to energy when it gets bombarded with high-energy particles in a reaction that thankfully isn't self-sustaining. This process also causes gravitational distortions, which can be used for extremely efficient propulsion, or to warp space when used in sufficient quantities.
QM NOTE: while I will not be keeping track of your Elerium stores decaying to save myself some work, it's still a radioactive material and should be handled with appropriate precautions.
Elerium production per week: 1,600*A note from head engineer Geoffrey Daniels: I find our technology rather bizarre, it's almost like someone took two completely different technology bases, mashed them together, and then did the bare minimum of work to make sure all the computers could talk to each other and all the connecting cables fit together.MELD
MELD is the colloquial name for a type of nanomachine useful for augmentation. It can prevent organ rejection between two completely different biochemical systems, integrate biological systems with machinery, and several other applications. MELD also has medical applications, such as using raw organic chemicals to regenerate someone's wounds.
MELD production per week: 60
[/QUOTE][/QUOTE]Misc. Tech
Teleportation
This technology allows you to instantaneously transport units from place to place (limited by the speed of light of course), with a few limitations. The first is that somewhere in the teleport there has to be a full-fledged teleport machine, and if there's a teleport machine at one or both ends the energy cost is greatly reduced. In addition, whatever is being teleported needs to either start at a teleport machine or have a mini-teleporter beacon attached to it to initiate the paradimensional shunt. Lastly, while the teleporter can penetrate solid matter to a degree, trying to go through more than 20 meters of terrain is a really bad and probably fatal idea.Time Dilation
This technology allows for you to adjust how fast time flows in an area, which is quite useful indeed. At your current techology level you need 2 megawatts of power to dilate a single cubic meter to be running 4,000 times faster or slower than normal. Dilating beyond this is possible, but each time you double the dilation factor you increase the power draw by an order of magnitude.
Layout
The majority of the base is about a quarter of the way up the Weisshorn in the Swiss Alps, near the small town of Tasch. It is divided into 3 levels, each being about 100 meters by 100 meters. The topmost level is primarily based around the storage and maintenance of aerospace craft, and has facilities for constructing more. the top level is also where the medical bay is located, in case soldiers come back critically wounded and need immediate medical attention. The middle level is devoted to manufacturing, including facilities to synthesize Cydonium alloy, Neosteel, room-temperature Superconductors, Elerium, and a nanomachine gel called MELD. The middle level is also being expanded and remodeled, and will soon have double the manufacturing power it did previously. The bottom level is the most mixed, being about 50% living quarters, 25% storage, and 25% R&D. The bottom level also features a small parking garage for various vehicles, along with a super-fast slanted cargo elevator for visiting the nearby town.
There is an additional auxiliary base near the summit, connected via the same sort of slanted cargo elevator as the parking garage. It is entirely devoted to anti-orbital defences, including 12 superheavy plasma batteries, 10 missile launch tubes designed to fire a type of extremely maneuverable missile armed with an Elerium shaped charge warhead (nominal yield: 12 megatons) and a laser based anti-missile system. Repairs for the anti-orbital battery have been completed.
Stats
Hangar space: 10/12
Research: 300
Manufacturing: 2,400
personnel on base: 550/600 (max living quarters)
location known to aliens?: yes
Layout
The Von Braun moon base takes much from the design of the Weisshorn base, with a large hangar section, a directly connected main facility, and an anti-orbital battery connected by a high-speed cargo elevator.
Stats
Research: 375
Manufacturing: 1,500
personnel on base: 120/750
Hangar Capacity: 0/15
location known to aliens?: no
You misunderstood. If you take both of a game's upgrades at start, you can't take any powers from a different game.Dwarf Fortress (1 Slot)(What can I say they are awesome)
--Dwarf Fortress Upgrade A: Dorf Physics(1 Slot)
--Dwarf Fortress Upgrade B: Legendary Dwarf (1 Slot)
X-COM (1 Slot)(X-Com baby Why not ? )
Mega Man (1 Slot)(We are Cyborg Dwarf)
Cost: 5 Slot's
1: What is your given name?
[X] Harry
2: What is your family name?
[X] Brady
3: What are your top three favorite pastimes?
[X] Video Games
[X] Tinkering
[X] Reading
4: What's your job?
[X] A high-paying technological job, like being an aerospace engineer.
5: Summarize your personality in a paragraph
[X] Classic Nerd (Somebody other than me should write it.I am bad at it as you can see)
[X] Insertion
Warhammer 40k(Kronus from game maybe.)
[X] I was working on a teleportation machine, it misfired, and now I'm here. At least it didn't explode. (SCIENCE!)
Who doesn't love SCIENCE!
Let's be X-Com Dwarf's with alcoholism trying to survive 8 (with X-Com it's 9 I think) diffrent Alien Invasion's.
At least we will gonna get all the tech's and make Kronus ourWorld EngineDwarf World.
(Wait for me Necron's I will get that tech's)
Sorry than I edited.You misunderstood. If you take both of a game's upgrades at start, you can't take any powers from a different game.
FYI, by only taking one of the Dwarf Fortress upgrades, you actually got 2 more additional slots to put stuff in. Let me clarify
Just noting that SS13 also gives you the eponymous space station itself. Said station is one of two possible spawn locations you can pick between with that build.[X] Plan xcom unleashed
[X] Name: Lex Stark
[X] Space Station 13 (basic package)
-[X] Specialized Knowledge
[X] X-Com
[X] Psychonauts
-[X] Psychic prodigy
[X] Video Games
[X] Tabletop Games
[X] Reading
[X] You do one of the jobs no-one really thinks about but still keeps society running anyways.
[X] Normal Earth (Obvious)
[X] What do you mean, how did I get here? I've always lived here. (You are native to this world, with everything that entails)
So, xcom aliens are invading earth and we start out with a base full of minions but no funding initially.
However, we are now a qualified Engineer, Scientist, Doctor, Mechanic, and Roboticist with the SS13 tech-base. You can even build a teleporter, cloning system or an AI in a cave with a box of scraps!
One of our minions is a subtle infiltrator from the syndicate out to kill us permanently... good thing we are a psychonaut prodigy who can trawl through their minds at a 1:100 time dilation rate. Our psychonaut power would also potentially let us interogate xcom aliens better. And with the SS13 knowledge we could out tech the aliens (although we are still, of course, stealing their all their tech)
You know OP, this massive char gen should really have been split into several parts, each one being voted for separately. it is just a wee bit overwhelming right now.
Oh nice one, I really like this one.
oh yes, this too.Just noting that SS13 also gives you the eponymous space station itself. Said station is one of two possible spawn locations you can pick between with that build.
I see one second please 'bashes his head 'That's what I get for begin little drunk when reading.Thanks I edited againFYI, by only taking one of the Dwarf Fortress upgrades, you actually got 2 more additional slots to put stuff in. Let me clarify
All of these packages cost 5 slots
Game 1 basic
Game 2 basic
Game 3 basic
Game 4 basic
Game 5 basic
Game 1 basic
-Game 1 upgrade A
-Game 1 upgrade B
Game 1 Basic
-Game 1 upgrade
Game 2 Basic
-Game 2 upgrade
Game 3 basic
Game 1 Basic
-Game 1 upgrade
Game 2 Basic
Game 3 Basic
Game 4 Basic
To be blunt I'm just trying to encourage being diverse in your choices.