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==X-COM Base Types== '''X-COM Headquarters''': The supremely secret facility from which all X-COM forces and operations are directed, the headquarters is also a potent strike base on its own; capable of directing operations across the entire globe. It's hooked into the military and intelligence networks of the world, and represents the height of technology, military science, research, engineering and political influence that the world has to offer. Or it will, once we prove to the world governments that X-COM can fight back against the invaders.<br> The command staff operates out of here. If we lose this base, we lose the war.<br> X-COM Headquarters is located at a non-disclosed location in Northern Scotland; and was initially built in the late sixties.<br> Facilities: Command Center, X-INT Command, Hospital, Laboratory, Workshop, Armory, X-Bar, Two General Quarters, Reactor, 3 Hangers, Radar Facility, Moderate Internal and External Defenses<br> Vehicles: 10 interceptors, 2 Skyrangers, 2 A-10s, 2 Skycranes, 6 Ospreys, 4 Hueys, 10 HummVees, 4 armored SUVs<br> Staff: 30 Sword Team Operators, 20 pilots, 30 scientists, 30 engineers, 50 Shield Operatives, 90 Technicians, 55 Analysts, 5 Doctors, 10 Nurses<br> <br> '''Regional Command Base''': Located in each of X-COM's administrative regions, the Regional Command bases are effectively similar in stature and purpose to X-COM HQ. They direct all X-COM's forces in their region, and file regular updates and reports to HQ. Area 51, Eclipse Operations, Valkyrie Command, Vanguard Outpost and Nova Bastion are X-COM's current regional command bases. Several others are currently being planned for once the budget unlocks from the backing nations.<br> Facilities: Regional Command Center, X-INT Command, Hospital, Laboratory, Workshop, Armory, X-Bar, General Quarters, Reactor, 3 Hangers, Radar Facility <br> Vehicles: 10 interceptors, 2 Skyrangers, 2 A-10s, 2 Skycranes, 5 Ospreys, 4 Hueys, 10 HummVees, 4 armored SUVs<br> Staff: 30 Sword Operators, 8 pilots, 10 scientists, 10 engineers, 50 Shield Operatives, 90 Technicians, 45 Analysts, 5 Doctors, 10 Nurses<br> <br> '''Radar Base''': The most basic form of coverage X-COM can provide for regions: A small base that runs X-COM’s UFO specialized radar systems, and coordinates information from national radar sites. It can’t take down UFOs, but it can alert X-COM to their presence and allow for interceptions from other bases. Each radar base can provide coverage to two regions within its theatre. This base has a local command center, light external defense and light internal defense, and a radar facility. It is staffed by 10 Shield Operatives, 5 technicians and 5 analysts with 4 HummVees and a Huey for local transport. It can ease the panic in its covered regions by providing early notification for national governments about UFO incursions, but little else. Other bases will have to respond to what it detects. These bases will likely be a low priority for alien attack. Cost: 60 Construction time: 3 weeks Maintenance: 15 '''Research Base''': Designed to expand on the research facilities at HQ, Research Bases are focused exclusively on expanding lab access and providing a solid center for research alien technology and artifacts. It also allows for more risky experiments to be conducted, where an explosion won't wipe out an entire garrison of troops. It’s slightly more cost efficient than adding more labs to HQ, but has a greater degree of risk. Mother One is currently the primary research base for X-COM, and has been built up significantly<br> Facilities: Light external and internal defenses, a general quarters and two labs.<br> Vehicles: 2 HummVees, 2 Armored SUVs, 1 Huey<br> Staff: 60 scientists, 20 technicians, 30Shield Operatives.<br> <br> '''Engineering Base''': These secondary bases are more factories than military facilities. They're design to take a team of top of the line engineers, and give them all the tools they need to produce X-COM's weaponry and technology, from nano-forges to large scale 3D Printers. They benefit strongly from heightened access to civilian manufacturing and resources, as they do not need quite as an extensive cover up to hide their presence. It’s slightly more cost efficient than adding more labs to HQ, but has a greater degree of risk.<br> Facilities: Light external and internal defenses, general quarters, two workshops<br> Vehicles: 2 Hummvees, 2 armored SUVs, 2 Hueys, 1 Skycrane<br> Staff: 60 Engineers, 20 Technicians, 30 Shield Operatives<br> <br> '''Interception Base''': This base will allow regions to be defended by X-COM’s elite air assets. It can detect and down UFOs; and then destroy crash or landing sites with A-10 strikes and drone strikes. Alternatively, troops from regions that support squad deployments can raid them.<br> These bases will likely quickly come to the attention of the alien forces and become targets if not properly protected.<br> Facilities: Local Commander Center, moderate internal and external defenses, general quarters, two hangers, reactor, radar facility Vehicles: 10 interceptors, 4 predator drones, 2 A-10s, 4 Hueys, 2 Ospreys, 2 Skycranes, 6 HummVees and 2 armored SUVs. <br> Staff: 40 Technicians, 15 Analysts, 12 pilots and 30 Shield Operatives.<br> <br> '''Strike Base''': This is a full-fledged assault base, with support for Skyrangers, multiple combat teams and a flight of interceptors. This base is almost as potent as a regional command cneter, and will be able to deploy interceptors and combat teams to deal with UFO incursions in its coverage region. It is believed that these bases will be top targets for alien forces as the engage, and will need to be protected accordingly.<br> Facilities: Local command center, moderate external and internal defenses, areactor, hospital, radar base, three hangers, general quarters, armory<br> Vehicles: 10 interceptors, 2 A-10s, 4 predator drones, 2 Skyrangers, 4 Ospreys, 5 Hueys, 2 Skycranes, 8 HummVees, 4 Armored SUVs<br> Staff: 30 Sword Operators, 16 pilots, 55 technicians, 10 analysts, 5 doctors, 10 nurses and 40 Shield Operatives<br> <br> '''Aircraft Carrier''': A hypothetical facility that's been proposed, a converted Russian Kiev-class aircraft carrier purchased by X-COM. It has less direct offensive capability than a standard strike base, but can be repositioned to cover crisis zones, secure undefended regions until a permanent base can be established or provide support to X-COM bases being overwhelmed.<br> <br> Due to its size, it cannot be expanded significantly. It is also somewhat more vulnerable to attack.<br> <br> Facilities: Local command center, moderate external and internal defenses, reactor, radar base, two hangers, general quarters, armory<br> Vehicles: Eight interceptors, one A-10, one skyranger, 2 Ospreys, 4 hueys<br> Staff: 20 Sword Operators, 12 pilots, 20 Shield Operatives<br>
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