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==X-COM Facilities== '''X-COM Command Center:''' The beating heart of X-COM, located in North Scotland, this facility is the command and control centre for all of X-COM operations across the globe. The Geoscape global synchronization and virtual intelligence interface runs from here, providing strategic level control and tactical uplinks to ground and air combat teams. If this facility is lost, so is X-COM.<br> Staff: 20 Technicians, 20 Analysts<br> <br> '''Regional Command Center''': Regional command centers are used to coordinate X-COM operations in specific theatres away from X-COM HQ. It contains a smaller version of the Geoscape interface, and serves as a primary network node for that region.<br> Staff: 10 Technicians, 20 Analysts<br> <br> '''Local Command Center''': Secondary X-COM bases in the same region of operations use Local Command Centers to direct their operations, and link up with HQ or the Regional Command Center. They contain tertiary versions of the Geoscape interface, and interface directly with the primary network hub for their region.<br> Staff: 5 Technicians, 10 Analysts<br> <br> '''X-INT Operations''': A small, discrete set of offices in an X-COM base, this is where the analysts of the Extraterrestrial Intelligence Unit sort through information gathered by field agents, data sweeps, contacts and computer hacks; analyze it, find patterns and convert it into actionable reports for X-COM to act upon.<br> Staff: 30 Analysts<br> <br> '''Hospital''': An advanced medical facility for treating injured X-COM troopers as they come back from the field, equipped with top of the line staff and equipment, for both immediate care after combat evac and long term treatment. It has the capacity for twenty patients at a time; any additional patients will need to be outsourced to local hospitals.<br> Staff: 5 Doctors, 10 nurses<br> <br> '''Laboratory''': A top end research laboratory with the most cutting edge equipment available. The laboratory has a modular design, and so can be reconfigured on short notice to perform any sort of research, from theoretical physics to high energy materials to biochemistry. Each lab can support thirty scientists and one project at a time.<br> Staff: 10 Technicians, 30 scientists<br> <br> '''Workshop''': X-COM will need to both expand its bases and construct new weapons, armors and technologies based off of alien designs. Accordingly, the workshops in the X-COM base are some of the most advanced of their kind, with every type of human tool imaginable. Each workshop can support thirty engineers and one project at a time.<br> Staff: 10 Technicians, 30 engineers<br> <br> Armory: Located just off the hangers, the armory is present in every base with troopers, and stores all their weapons, large and small. HWPs and other drones are also stored and maintained here. <br> Staff: 5 Technicians<br> <br> '''Radar Facility''': UFOs have proven remarkably resistant to radar, being able to evade most casual radar scans. X-COM bases use a high powered suite of high altitude radar systems that are linked into a network of satellites for both heightened detection ability and ground observation. This system focuses solely on scanning for UFOs. In addition, the radar system receives data from national networks to look for patterns from civilian and military detection arrays that could also indicate the presence of a UFO.<br> The range of the system is two thousand nautical miles. In game terms, a radar facility covers two countries within a region. Multiple radar facilities in the same base are redundant, additional bases are needed to provide coverage.<br> Staff: 5 Technicians, 5 Analysts<br> <br> '''X-Bar''': While the general quarters provides a small suite of recreational facilities for off duty X-COM operatives, the most popular hangout on the base is what has become informally known as the X-Bar. A small bar with a laid back attitude that gives soldiers a chance to escape the raging war theyโre fighting in. It also includes the X-COM memorial, for all soldiers lost in the line of duty.<br> <br> '''General Quarters''': A suite of rooms for scientists, soldiers, engineers, pilots and officers. Each section provides living space for one hundred base personnel and includes recreation and dining areas.<br> <br> '''Internal Defense, Light''': This level of defenses only includes a series of security cameras throughout the base, and patrols by security staff, coordinated from a central station. Key and lock access required for secure locations.<br> Staff: 5 Shield Operatives<br> <br> '''Internal Defenses, Moderate''': The previous defenses are upgraded to include checkpoints and security staff added throughout base interior, with upgraded cameras and more eyes monitoring them. Secure locations require keycard access. This is the level currently held by Area 51.<br> Staff: 15 Shield Operatives<br> <br> '''Internal Defenses, Secure''': At this stage, defenses have reached one hundred percent internal coverage with security cameras, and armored defense zones positioned at key points in facility. Secure locations locked with biometric security.<br> Staff: 25 Shield Operatives<br> <br> '''Internal Defenses, Indomitable''': The security cameras are upgraded with tracking machine guns and facial recognition software, security staff training is significantly increased and internal bunkers are added at key choke points. There are multiple layers of biometric security required for access to secure locations.<br> Staff: 40 Shield Operatives<br> <br> '''External Defenses, Light''': A chain link fence surrounds the base. Watch towers with machine guns guard access points and the perimeter.<br> Staff: 5 Shield Operatives <br> <br> '''External Defenses, Moderate''': New checkpoints are present at all access areas; with security cameras and regular patrols on the grounds around the base. An electric fence surrounds the base. MANPADs are issued to the security teams. In the event of aerial attack, this allows an aerial combat check with a d4 to be made against the attacking UFO before it lands.<br> Staff: 15 Shield Operatives<br> <br> '''External Defenses, Secure''': The base is surrounded by a concrete wall. A series of SAM sites are built on the grounds. Bunkers are constructed in the hills surrounding facility and equipped with machine guns and rocket launchers for security staff. Patrols are sent out further into the hills, and liaisons established with local authorities. This is the level currently present at Area 51, thanks to the presence of the American base.<br> Staff: 25 Shield Operatives<br> <br> '''External Defenses, Indomitable''': SAM coverage is vastly increased and bunkers are equipped with missile launchers and 120mm cannons. All approaches have been mined. The patrols range far from the base and include regular helicopter sweeps. In the event of aerial attack, this allows an aerial combat check with a d8 to be made against the attacking UFO before it lands.<br> Staff: 40 Shield Operatives<br> <br> '''Hanger''': X-COM uses vertical oriented hangers with electromagnetic launch catapults for its aircraft in order to better maintain operational security. Each hanger can support, maintain, repair, rearm and launch up to six different aircraft. Helicopters do not take up slots in the hanger.<br> Staff: 10 Technicians<br> <br> '''Reactor''': In order to minimize exterior power requirements, X-COM bases are run on a General Mills micro-atomic reactor, normally used on aircraft carriers. The reactor should provide more than sufficient power to run the base and any possible facilities. If this is lost, so is the base.<br> Staff: 10 Technicians<br> <br>
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