Design: XCOM Base Overhaul
1 Alien Power Core Token
Instead of trying to work out the many logistical capabilities of constructing or organizing an entirely new XCOM outpost in a new part of the world all in complete secrecy, let's upgrade our main base.
The first, main, and most obvious improvement is the new Elerium Generator, based off of the alien UFO power core and our other experience with elerium (e.g. railguns). This generator lies underneath our base, providing more than enough power for whatever we need. We anticipate engineering (and to a lesser extent, general R&D) to be extremely happy that they'll be able to use as many tools and equipment and expansions to their workshops as they want without causing a base-wide brownout again.
We've also equipped engineering with alien alloy components - the same type of thing we did with the XH-2. Alien alloy components in machinery should greatly increase their lifespan, decrease maintenance costs, and even increase operation speeds as machinery can work faster without overheating or malfunctioning.
Production capacity of all kinds should hopefully go way up thanks to these improvements, and the elerium generator should both pave the way for future power generation technology (being able to work on the scale of a base reactor instead of, say, a rifle-sized reactor, really helps R&D) and "future-proof" our base for anything else that requires power.
Base defenses are improved as well. New overcompensating drastically upscaled railguns are put into place in positions that allow them to be raised out of the ground in case of incoming alien forces, with our new power supply being more than able to keep them running constantly.
Rockslide technology is being integrated into our base in two ways, as well.
The first way is clear - improving our G2A missiles to use Rockslide tech and thus increasing accuracy and effectivenesss.
The second thing we're doing with Rockslide is integrating it into our [radar/sensor arrays/whatever it is that we use to detect UFOs] in order to vastly improve UFO detection and recognition capabilities. We hope to be able to see through ECM, get better advanced warning on incoming alien craft, get more detailed readouts on new UFO types, and more. This is done by embedding the Rockslide recognition technology to use the data from our sensors, allowing it to single out UFOs that would normally be dismissed as background radiation and give us better details on existing sensor signatures.
Hard : 1 + 4 -1 = 4 (Below Average)
Deep underground, on the lowest levels of XCOM HQ, the captured UFO power core is slowly fitted into it's specially designed cradle. Humming softly, the salvaged generates is slowly brought to full power. On another part of the island, large gas turbines fall silent one by one as the load is transferred. They'll not be needed unless the core failed, or the base finds itself under attack.
Culprits of that are the three large railgun turrets, and their superconductor capacitors. Capable of projecting massive slugs at extreme velocity, these large weapons provide a powerful punch to the base defenses, in addition to their already powerful missile weaponry. Until their times comes however they remain unpowered and hidden underground.
Other improvements have also filtered back into the base. The radar systems have been equipped with Rockslide heuristics, though the system's tendency for occasional false alerts has rendered it somewhat unpopular with it's operators. The heuristic was intended for use on already discovered and targeted UFO's, without something to look for it's a lot more fickle. Even so, it should help identify craft.
Lastly, there's the results of unleashing production and research from their tight energy budgets. The first result was the reinstating of those energy budgets, after a few worryingly energetic proposals. Nonetheless, production has picked up somewhat, with machinery working harder and the occassional alien alloy replacement part keeping everything going.
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
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
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 Alien alloy 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
Revision PhaseTurn 6AABBCCDD