1 Alien Alloy Token, 1 Powercore Token, 1 Propulsion Token
The Talon Interceptor is something else entirely. A culmination of everything we've done so far.
Its trademark feature are the gravity pulse drives. The aliens' craft are inelegant. Inefficient. They brute force flight. On the other hand, humans have over a century of flight on Earth and in her atmosphere. So instead of blindly using their clumsy technology, let's truly use it. Show the aliens why we won't be phased by a couple thousand-year headstart.
The Gravity Pulse Drive is admittedly, largely alien tech. Namely, the tech just recently pried from their small UFO that they gave to us. We haven't completely reverse engineered it yet to perserve complexity of this design, and we don't need to. Instead of having a complicated multi-array system capable of shifting the gravity in any direction, the Gravity Pulse Drive takes more notes from terrestrial flight systems. It (in extreme layman's terms) essentially "throws" gravitons backwards to give immense speeds. It's not as 360-degree manueverable as alien craft, but it's still vastly more agile and manuverable than anything earthborne.
The Talon still employs copious use of wings (though theoretically losing them would be less awful, just somewhat crippling) in order to allow the GPD to focus on non-vertical propulsion. Some intentional "leakthrough" of the gravity effect cancels out some of the G-forces in the cockpit, allowing the pilot to not become a pile of blood and bones when accelerating the craft.
An alien power core - drawing from our experience in XH2 guns' power sources, the base's power supply, and some tricks/tips in optimizing it for aircraft use thanks to the gifted UFO power core - powers the craft, satisfying the immense power draws of the Gravity Pulse Drive.
The entire crafts outer hull is made up of ceramic plates held in place by an interior and exterior hull plates of Alien-Alloy, this structure armor emplacement allows the craft to tank numerous hits from alien weapons.
The Talon is equipped with two hardpoints on the front for autocannons and other non-missiles. Numerous hardpoints on the wings and elsewhere (number is >= to #raven hardpoints) can be fit with missiles. Or Phoenix gunpods, but they aren't as facilitated. The two front (Phoenix) hardpoints are given a direct line to the power core, meaning any Phoenix gunpods loaded there should be notably more lethal.
An integrated Rockslide system, based on experience from the TAV2 and integration of Rockslide in our base, combined with an advanced (TAV-like) hud allows for extremely easy targetting of foes. The craft, using our computing experience, does a remarkable amount of tasks on its own. Hostile targets are immediately and continously analyzed by the Talon, and all information harnessed about the targets are fed to the pilot and automated targetting systems.
Ultimately, it's amazing. Faster, more agile, more armored, and more deadly than any nation on Earth could have ever dreamed of. It's even mostly based on our own tech. The only really new things are the alloy armoring and Gravity Pulse Drive; where we already have experience (and some more alien alloys to toy with) with the armor, and a propulsion system gifted to us by the aliens to use.
Hard 2 + 4 - 1 = 5 (3 tokens used)
The Talon Interceptor is XCOM's pride. The culmination of a tremendous amount of research and a significant amount of alien technology, it far exceeds the performance of any human plane ever build before.
More than twice as large as the Raven that is technically it's predecessor, the Talon is a very impressive and imposing craft. Covered in gleaming alien armor and with it's sleek narrow delta wing, it's seems the chosen name was surprisingly apt. Even more so when one considers it's armament, which consists of 18 missile hard points (half again more than Raven) as well as a dual nose mount, which by default is equipped with 2 uprated XH2 railguns.
Most of the space within the Talon's double alloy hull is taken up by it's powerful alien power reactor, and the modified grav drive array. The pilot sits safely in front of this powerful array, taking in their surroundings through a modified TAV-2 suite. Additional software systems gather data from the crafts many sensors, helping ensure that the pilot is aware of his surroundings and his enemies.
All in all, it's a spectacular aircraft. Challenging to fly, certainly. The interface can be overwhelming, the grav bleedthrough disorienting, and the whole experience somewhat overpowering. The crafts significant mass combined with the grav drives peculiarities result in a very peculiar flying pattern, with significant inertia causing the craft to possibly fly sideways or backwards if the pilot is overly aggressive with the controls. In the hands of a skilled pilot however, it's deadly, enduring and nimble.
Also, very expensive.
Vehicles
Raven (Interceptor) : Way beyond the bleeding edge of technology, the Raven is far beyond any other jet fighter ever build on Earth. With upgraded avionics, adjusted tracking, and advanced pulse detonation engines, the Raven is capable of pursuing even high speed alien craft. If needed, it can use it's avalanche missiles to shoot down any intruders. Cost : 2 VP
- Rockslide Missiles : An upgraded targeting system, that increases missile effectiveness.
- Ground Combat Package : Replaces half of the Raven's Avalanche missiles with high tech air-to-ground SMART missiles
Talon (Interceptor) : Integrating copious amounts of Alien Technology, the Talon is grav-wave propelled, heavily armored interceptor. Has 18 hard points for missiles and 2 nose mounts, fitted with a railgun by default. Cost : 3 VP
Skyranger (Troop Transport) : World's first supersonic troop transport. The Skyranger is high speed, heavily armored troop transport, capable of deploying and retrieving a single squad of soldiers in various situations. Cost : 1 VP [1 Free Skyranger available]
Equipment
Basic XCOM Rifle : XCOM's standard rifle. Cutting edge, custom designed, yet still affordable. Part of standard equipment.
Cost : 0
XH-2 Railgun Rifle : An effective semi-automatic rifle. Fires a powerful railgun round with tremendous velocity and penetrative power. In addition, it's equipped with a smart SCOPE to allow it to identify enemy drone targets.
Cost : 1
Basic XCOM Grenade : A simple grenade. Activate, throw, explode. Part of standard equipment.
Cost : 0
BASIC XCOM PISTOL : A simple, highpower pistol. It packs a pretty heavy punch, making it an effective if chalkenging sidearm Part of standard equipment.
Cost : 0
Phoenix railgun pod : A modular gun pod containing a light railgun. Relatively low firerate, but decent armor penetrating capability. Can be attached to Skyrangers and Ravens, though the latter looses 4 of it's missiles to make room. Cost: 1 EP for 3
TAV-2: A cobbled together combat visor that can identify and highlight aliens, including disguised ones. Fragile, cobbled together and decidly unergonomic.
Cost : 1 EP
Training Program
Rookie Training Program : A basic introduction to the entire Xcom project. The absolute minimum that any soldier needs to know to operate successfully at XCOM. Cost : 1 Unit Points.
NOTSOFTER training regimen : A hard, effective international training regime, that gives our soldiers the tools and capacity to deal with aliens. Trains forces to a standard marginally higher than that attained by most special force units Cost : 1 Unit Points.
Inter Agency Cooperation teams : As part of ties developed through the NOTSOFTER training regime, we now have the capability of drawing upon special force teams. They're not as well suited to fight aliens as we're however, and nations will object if we keep losing them. Cost 1 Unit Point [SPECIAL : Can't use XCOM GEAR, No vehicle needed for deployment when used in North America or Europe]
Mission Profiles
Interception : A simple mission profile that focuses on intercepting an alien vessel as soon as it's detected, destroying it before it can do any damage to any innocent people.
Down and Capture : A more complicated mission profile that focuses on downing an alien vessel (or waiting for it to land), and then storming it with ground forces.
Combined Arms : A mission profile that integrates air and ground forces to storm UFO's, using aerial bombing, reconnaissance and strafing runs when available to take out enemy strongpoints or UFO armor.
XCOM Resources
Island Mountain HQ [An isolated, hidden underground base on a remote island in the Aegean]
- UFO Power Core
- Railgun Defenses
- Heuristic radar
- Improved production
Aereal reconnaissance program : A simple program that allows us to requisition drone reconnaissance on suspected UFO sites.
6 VP
3 UP
4+1 EP
2 Alien Equipment Token, 1 Unit experience Token, 1 VP Token
Africa
---> Egypt
---> South Africa
---> Nigeria
Asia
--->Australia
--->China
--->India
--->Japan
Europe
--->France
--->Germany
--->Russia
--->United Kingdom
North America
--->Canada
--->Mexico
--->United States
South America
--->Argentina
--->Brazil X
Design PhaseTurn 7Challenge: Command has decided to catalogue our enemies equipment. The side which manages to make the best description/analysis of a piece of enemy equipment may win a price.
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