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It takes a LOT of money to run an XCOM base! These are the typical monthly running costs for all items that a base can have:
The primary means for entering and leaving the base. The
Access Lift normally has Stealth technology concealed and camouflaged
upper doors. (Aircraft can enter and leave via their hangars'. Normally the lift goes down around 200 feet into
the base below, providing a nice, thick roof as shelter above. Caged in thick housings, the Aliens can be held here to be studied safely and at will. Up to 10 aliens can be held in each Alien Containment unit, their offensive and defensive abilities neutralized. Excess Aliens must be destroyed or some in the containment center got rid of before more can be added. Each General Store can handle up to 10,000kg of
XCOM personnel combat hardware. A Heavy Weapons platform (HWP) takes up
1,500kg of space (assuming sufficient ammo for one deployment, typically
each load for a HWP takes up 500 kg of space). Aircraft need huge bays to be stored, worked on
and to keep supplies for them. Each Hangar can hold just one aircraft,
and with enough fuel to keep an Interceptor or Skyranger going for a
couple of months of duties at least. Heavy aircraft weaponry are stored
here as well, up to 30 tons of ordinance! For weights, an Avalanche
Missile takes up 1 ton of space, as does its launcher, Stingray Missiles
are1/3 that in size, as is a cannon and a full ammo load for it. The
Advanced weapons and their ammunition take up the same space as an
Avalanche missile. Laboratories are stocked with all manner of advanced technological aids, used in the understanding of the Aliens, their equipment and the creation of new human technologies as well. Up to 50 scientists can use each laboratory at the same time. These units scan the sky in a 7,000km distance, and are linked into satellite and military radars in the vicinity for precise tracking. Their chance of detecting a typical UFO is 5% per 10 minutes, but this can increase with the size of the UFO and its flight pattern. i.e. if large and slow the detection chance could be 40% per 10 minutes. These are designed to hold up to 50 people in relative comfort. Although a tad spartan, they do come with computers and entertainment systems for enjoyment and research. Also each unit has a small gym to keep fit in. These massive ground-to-air missile units
are camouflaged, and open fire on any hostile aircraft out to a range of
30 miles. However they can't be reloaded except over a considerable time
so when an alien craft attacks they can be used just once. However they
are very powerful, they fire a swarm of missiles, so are guaranteed to
hit any target, and do 2d4+1x10 hull points of damage. These units scan the sky in a 4,000km distance. Their chance of detecting a typical UFO is 5% per 10 minutes, but this can increase with the size of the UFO and its flight pattern. i.e. if large and slow the detection chance could be 40% per 10 minutes. A Work Shop can produce any of the items XCOM researches in
its Laboratories, from known but not perfected technologies like laser
weapons, to as yet unknown Alien devices! A Work Shop allow up to 50
engineers to work at one time, but their projects ALSO take up some
space ("work shop space needed" in item entries) so this cuts
down the amount of space equal to that number of personnel.
Based on the Blaster Launcher, these antimatter
missiles can blow a small mountain apart! Against a UFO they hurl dozens
of projectiles, they always hit since so many are fired, and do
8+d4 x 10 hull points of damage out to a range of 20 miles. It takes too
long for them to be reloaded to fire more than once. This curious device projects a massive gravity wave up at attacking craft! In use this causes attacking UFOS quite some time to re-align themselves, and come on once again. This allows an XCOM base's defencive weapons to be reloaded and fired again! So Missile, Laser, Plasma and Fusion Ball Defences can fire an extra barrage before the Aliens land! The Aliens communicate with their ships using an
other-dimensional wave of highly unusual properties. When XCOM can
decode this, it shows exactly what a UFO's type is, along with the race
manning it, and their current task! Using the base's generator, laser Defences fire a
storm of light that can melt through 12' of steel! When used against a
UFO it's guaranteed to hit, due to the amount of attacks. An incredibly complex blending of Alein
technologies and human leectronic engineering, a Mind Shield helps
blanket out the mental process of base personnel from snooping aliens,
who use psionics to help spot concealed bases. Hurling superheated bolts of energy into
the sky, Plasma Defence units can smash most craft out of the sky with
great ease. This base unit is vital, as it allows the training of XCOM personnel in psionic warfare! (see Combat for details) Up to 10 soldiers can use the Psionic Laboratory each month |
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