Araxes Orbital Distance: 1.6 AU Orbital Period: 2.5 Earth standard Radius: 7,026 km Day Length: 28.3 hours Atm. Pressure: 1.45 Surface Temp: 23 °C Surface Gravity: 1.04 G Mass: 1.253 Earth standard Terrain: Varied Satellites: None Year settled: 2096 Settlements: Port Haldane, numerous mining stations. Orbital Stations: Ophir Station(orbital traffic station), X-COM Station 27 The fourth of seven worlds in the Chryse system, Araxes is a rare find. Capable of sustaining life as well as holding vast Elerium deposits, this jewel stands out amongst the majority of colonies. Flora and fauna are easily tamed and have even grown into an export to other colonies. Currently, Port Haldane is the only settlement. Plans for two more settlements are under discussion back on Earth as the colony becomes more self-sufficient and mining operations expand. ------------------------------------------------------------------------- Port Haldane Population: 256,621 as of 2110 Districts: 7 (Mwari, Arashi, Gwai, Tamaa, Krak, Fronn and Drake) Governor: Franklyn Hoffer Military Commander: Brigadier General Mira Hayashimizu, 23rd Frontier Expeditionary Force Situated on the eastern coast of the continent Kompira, Port Haldane is a sprawling city built upon a series of low-lying hills and flatlands. The city takes advantage of the nearby waters of the Najran Sea to facilitate their needs. Beyond the city are roads leading to the various mining camps on this continent. Ore trucks in around the clock for refinement and shipment up to Ophir Station for export. Several other mining sites across the planet are under consideration as future locations of other settlements. Despite being a mining town, life in the city is alot more than that. There are verdant nature parks, fancy outlets and eateries, respectable schools and all the other trappings of a major Earth city. Law enforcement is handled primarily by MegaPol with assistance from X-COM should alien involvement be suspected. X-COM flies regular patrols alongside to maintain a vigil watch for alien incursions. Travel is mostly by people tube or mass transit. Personal vehicles usually are the provence of the more affluent as status symbols. However, the wealth of it's citizens has become rather impressive, allowing the masses to buy into this simple indulgence. X-COM Frontier Base 23(aka Fort Glitter) Located near the heart of the city, the local X-Com detachment operates their defense. Within the reinforced walls and various weapon emplacements, the soldiers of X-COM reside. Low-level and NCOs reside at the base's barracks while senior officers are permitted to obtain residences off-post. The facility houses it's own research labs, manufacturing, vehicle hangars and medical facilities. Command of city defenses are coordinated from here along with those at the orbiting base. If needed, the base can house up to five thousand of the cities residents along with their own in a massive underground bunker complex. City weapons defenses include varied energy and ballistic weapons concealed along it's outer perimeter and within. A massive matter/anti-matter reactor feeds directly to the city disruptor shields, providing protection against orbital bombardment as well as surface attack. New recruits are shipped in from Earth after training at MegaPrimus. Local prospects are not permitted to serve on station at their home colony. Rookies are typically lead by a veteran but newly commissioned NCO of sergeant grade. Depending on performance, they may become their own unit or transferred to other units.
Factions X-COM The continued success against alien incursions on Earth and other colonies has seen the organization's placement as the primary defense across human space. No longer viewed as a neccessity in times of crisis, X-COM maintains funding from the various nations of Earth and corporate interests to protect and prosecute alien threats. United Earth Nations Assembly Comprised of the twelve remaining national governments on Earth, UENA is responsible for governing human colonies. They work closely with X-COM to ensure human security and promote expansion. While they are primarily interested in colonial development, there is a great interest in restoration efforts back on Earth in the wake of the first Alien Wars. MegaPol Beginning on Earth, this organization has since spread to all the colonies, replacing groups like MarSec and EuropaPol as the defacto bringer of law enforcement. Their primary tasks is to deal with human crimes, leaving alien matters to X-COM. However, both organizations have worked together when situations overlap. They manufacture their own equipment and have a reputation for non-lethal weaponry effective against even aliens. Prisons are also under their jurisdiction, usually located on off-world sites like inhospitable worlds or airless moons. Rarely do prisoners escape from their stockades. SolMine Having become the number one supplier of Elerium across human space, SolMine enjoys considerable support among Earth and colonial politicians. Reforms have limited some of their power regarding suppressing worker disturbances after several incidents were corporate security was used excessively. Despite this, SolMine continues on, churning out Elerium to Earth and her colonies hungry masses. The Cult of Sirius Established during the First Alien War, members of this group believe in alien superiority over man. It is their belief that man should serve and embrace them, stating that they are superior not just in technology, but in spirit and belief. Members argue that they have never seen aliens fight amongst each other, implying that only humans are capable of such violence. This has led to clashes with both X-COM and MegaPol as they support alien incursions, instigating sabotage and even direct conflict at times. As more alien races are encountered, it is expected their numbers will grow even more. Mutants have found solace amongst their temples, seeking refuge on worlds where it is more discriminated against. As mutants fill valuable roles in the orginazation, X-COM has been forced to the bargaining table from time to time. The Church of Man An amalgamation of numerous monotheistic faiths from Earth. The direct opposite of the Cult of Sirius, the Church believes in returning to Earth, abandoning alien derived technologies and alien worlds. From time to time, they have clashed with Sirius members, decrying them as deviants and heretics. It is their hope that man will see reason and return to Earth, using the gifts God provided him to solve their own problems. In the last few years, they have sponsored several promising technologies not derived from aliens. Some of which are starting to become available on the open market. GalSpan is suspected to be a major suporter. Galactic Spanning Corporation One of the newest corporations, GalSpan has made a name for itself developing new technologies independent of Elerium. Anti-proton power plants, cybernetic interfaces, GalSpan has fingers in many pies. Despite this, they do maintain Elerium mining operations, believeing that it's best to cover their bases. Their corporate security forces are said to be made of former X-COM, MegaPol and other assorted paramilitary groups. CyberWeb Plagued in their early years, the corporation has seen a rejuvenation of business since S.E.L.F.'s efforts at lobbying for fair android treatment. The company is now the premier manufacturer of androids and their systems, ranging from the basic Golems to the massive Ozeki class combat synths. Sentient Engine Liberation Front S.E.L.F. is the face of android representation across human space. Their efforts on behalf of androids saw them become equal members of human society and allowing them to contribute much as their creators did. It is their hope that one day, androids will eventually take even larger roles, becoming members of government and establishing their own corporations. Currently, they have been arguing for clemency on behalf of alien war machines used during the First Alien War. Their claim is that the Sectoids gave them no choice but to be war machines and that their actions were not their own choosing. UENA officials have remained neutral, stating they have not yet completed weighing S.E.L.F.'s evidence. Biolith Enterprises Formed by xenobiology researchers from the previous wars, Biolith has made a name for itself through genetic engineering and xeno studies. In 2098, they secured an exclusive contract with X-COM to supply their troopers with advanced gene-therapy, enhancing trooper performance and survivability four fold. Additionaly, they have developed immunizations and vaccines for humans on the various worlds that have been settled. This has opened previously unsettleable worlds for colonization. Rumors abound that they secretly develop bio-weapons aimed at completely exterminating hostile alien races. Others also say they plan for their deployment against benign races that pose no threat to humanity. PanTerra Dynamics Not every world is human habitable. There are the few that just that far from being habitable. It is this domain that PanTerra holds dominion. The firm conducts the difficult process of terraforming these worlds and taming them for human norms. Some take decades or even centuries. But some take but a few years. As evidenced by the taming of planets like Ursula-Gates, Hagren and Phaeton 4. These worlds are shining example of PanTerra's determination at building better worlds. Recent reports indicate PanTerra has been running alien slave labor. MegaPol is investigating. Lockheed-Mitoma Since the First Alien War, aerospace companies have competed relentlessly to build the best spacecraft. Few have made it like this company. Thier contract with X-COM sees them supply the organization with state of the art vehicles from the Peregrine fast attack transport to the high-speed Raptor interceptor. Jovian Heavy Industries Another X-COM veteran founded firm, JHI manufactures weaponry and systems for X-COM. Beam weapons, missiles, guidance arrays, you name it they make it. Besides being a military contractor, they also provide the public sector with a surprising number of wares ranging from household appliances to the latest in home entertainment.
X-COM Equipment Weapons Note: All X-COM weapons feature an integrated targeting link to all X-COM armors. Some weapons have better targeting arrays than others. X-COM Laser Pistol Magazine Capacity: N/A Range: 60 meters Weight: 2 lbs. Standard issue for all troopers and NCOs, the laser pistol is reliable and accurate. Though it lacks the penetration of particle weapons, it's high rate of fire and precision accuracy make it more than capable in steady hands. An Elerium power pack ensures an infinite supply of ammo, negating the need for spare magazines. X-COM Ion Carbine Magazine Capacity: 75 shots Range: 150 meters Weight: 4 lbs. A close quarters weapon, this carbine fires field-accelerated ions at hyper-velocity speeds. It's range is limited but it is compensated for by the high penetration factor. The ion burst can easily wear down energy shielding and most forms of armor in quick succession. Veteran soldiers equate it to sub-machine guns of the previous century. X-COM Pulse Rifle Magazine Capacity: 110 shots, 5 shots overcharged Range: 00 meters Weight: 6 lbs. A new addition, the pulse rifle fires charged particles at near relativisitc speeds. The high powered bursts is capable of punching clean through disruptor shielding, capable of bringing down charging Mutons and Chryssalids with a single shot. A secondary setting alows the weapon to fire high-power bursts at the expense of greater ammo expendature and weapon damage. The trade-off is worth it as the increased power allows troopers to bring down enemy HWPs. Currently, they are only issued to Crisis Response Units and Elite Tactical Squads. X-COM Designated Marksman Rifle Magazine Capacity: 6 shots Range: 1000 meters Weight: 6.2 lbs. Despite primarily using beam weapons, ballistic weapons are still favored for sniper duty. Especially when penetration is crucial. The DMR fires mono-molecular flechettes at relativistic speeds. However, it is slow to fire and less effective against shields. A special scope integrates an X-Ray scanner, allowing shooters to see through nearly any obstacle. X-COM "Onager" Missile Launcher Magazine Capacity: 1 Range: 2500 meters Weight: 7 lbs. The Onager is a simple affair, able to launch several types of warheads. Choices include fusion high-explosive, incendiary and mono-mol AP. What makes it unique is the smart targeting system. Once locked on, the Onager's missiles can actively pursue it's targets, even evading counter-fire. They are only issued for attack missions. X-COM "Immolator" plasma flamethrower Magazine Capacity: 1 gallon canister Range: 18 meters Weight: 6 lbs. Sometimes, there are certain bio-hazards that need containment. When that happens, the Immolator is deployed. The superheated plasma it projects can burn through even X-COM grade armor in mere moments. It has proved extremely useful in flushing out alien invaders from hiding holes. Sectoids especially fear the weapon given how easily it incinerates them and how painfully as well. MegaPol Stunner Magazine Capacity: N/A Range: 45 meters Weight: 2 lbs. The weapon of choice when it comes to incapcitating hostiles, the Stunner fires a concentrated burst of electricity similar to the ancient tazer. Only more powerful. A selector on the side allows users to choose the intensity of the burst. 1 will leave victims in writhing agony for a few minutes, 2 knocks out most humans, 3 disables androids and is most used for aliens, and the last setting, 4, can leave a target unconscious for days. Some aliens react differently to each setting. Sectoids for example, have been known to suffer violent and fatal heart attacks on the second setting. A human shot with more than 2 shots at four can stop all neural activity permanently. The only drawback is that it is totally ineffective against energy shielding. Some body armors have also proven to be unaffected by it. Nemesis Light Plasma Support Weapon Magazine Capacity: 500 shots, 100 shots continuously before cooling Range: 425 meters Weight: 20 lbs.(weapon and backpack ammo supply) This weapon spits out high-density plasma bursts, easily cutting through shields and armor alike. Considered the lightest of X-COM support weapons, the Nemesis chews through heavy armor like melting butter. Fringe bleed tends to a problem in close quarters, capable of frying standard armor if not careful. Plasma gunners have to take care not to overload the barrel. Even with integrated supercoolers, troopers have been known to slag their weapons in the heat of battle. X-COM Vibroblade Weight: 1.5 lbs A simple mono-mol blade using an Elerium power source to vibrate at high frequency. Perfectly balanced, the vibroblade can be thrown with great accuracy in the hands of a skilled trooper. Explosives Fragementation Grenade Weight: 1.4 lbs. Blast Radius: 12 meters Frag grenades haven't changed much since previous wars. However, the simple metal shards have been replaced with mono-mol shards, allowing greater penetration. Plasma Incendiary Grenade Weight: 1.6 lbs. Blast Radius: 15 meters Plasma grenades are issued for attack missions. Beyond incinerating hostiles, they also are useful at destroying equipment. Fusion Demolition Charge Weight: 8 lbs. Blast Radius: 200 meters These explosives are designed for destroying enemy equipment and installations. Care must be taken as the fusion matrix within is highly unstable. Stary shots have been known to prematurely detonate the device, killing the carrier and everyone nearby. Armor X-COM Standard Armor Weight: 60 lbs. This is issued to all troopers. A low powered exoskeleton covered by a series of armored plates and ballistic fibers. Capable of functioning in nearly any environment. The helmet contains an integrated commlink, various optical views, targeting uplinks and sensor systems. Life support provides up to 48 hours of continous usage, including oxygen and water. The suit's musculature enables wearers to lift up to twice their own body mass. X-COM "Harbinger" Armor Weight: 125 lbs. Reserved for elite and heavy combat units, this armor incorporates all of the best systems. Onboard medical systems, disruptor shields and cloaking devices, this is X-COM's state of the art. The suit's musculature is five times greater than the Standard, allowing it to carry the heaviest of weaponry. Other Equipment Medkit Weight: 5 lbs. Number of uses: 6 Unchanged since the last war, the Medkit dispenses both painkillers and analgesics along with nanocytes to aid in tissue repair. A temporary solution at best, many a trooper's life has been saved because of these devices. It can also deliver counter-agents to alien toxins. OOC: Will add more as new gear is developed. This is just the starter stuff.
Androids Chassis CyberWeb Golem series, Mk. 4 Weight: 500 lbs. Height: 6'9 ft. Power Source: Elerium driven micro fusion pack Upgrade Slots: 4(1 head, 1 body, 1 arms, 1 legs) The basic combat model of all X-COM androids, the Golem is a workhorse. Four times stronger, faster and smarter than human operatives. Outer layer comprised of reactive fiber matrix over composite alloys. High density memory plastic tendons are wrapped around a trinium/titanium skeleton. The Golem's basic sensors see more than human eyes, even with augmentation. Making them excellent marksmen and scouts.
Mutant Abilities Hyper Accelerated Reflexes Able to react and move three times faster than normal human beings. Drawback: Prolonged usage can have detrimental health problems. Requires large consumption of calories to maintain abilities. Minimum 10,000 calories daily. Heightend Senses Exceptional hearing, sight, smell and tactile senses. Can detect anomalies in environment, detect hidden enemies, etc. Drawback: Can suffer sensory overload, potentially debilitating agent. Adaptoid Naturaly evolves responses to situations encountered. Drawback: No control over ability. Enhanced Strength and Durability Molecularly denser muscles and skin. Four times stronger than average human. Drawbacks: Slower movement and reflexes. Bio-Electric Manipulation Can chanel own or manipulate others bio-electric energy to emit powerful energy bursts and shields. Drains others bio energy and refills own. Drawbacks: Requires extreme concentration and mental discipline. Can accidentaly drain friendlies if not carefuly. Depletion of own energy will incapacitate agent. Hyperkinesthesia Has instant awareness of surroundings and knows how to manipulate them. Drawbacks: Works better in confined spaces than wide open areas. Telepathy Able to enter minds and manipulate as sees fit. Create illusions, give commands, view and erase memories and communicate with others. Drawbacks: Alien minds can cause insanity. Telekinesis Able to move objects with only the mind. Can amplify own actions(running, jumping, punching, etc.) up to twice their own ability. Drawbacks: Requires extreme concentration and mental discipline. Heavy objects can cause significant strain, leading to strokes and seizures. Pyrokinesis Can manipulate heat sources(including body heat) to produce powerful directed flames. Drawbacks: Cold and wet environments dampen ability eighty-five percent. Hydrokinesis Can manipulate water sources. Can freeze them, form barriers, even drain bodily fluids. Drawbacks: Violent and fatal reactions to electricity. Note: These are all the abilities. Mutants can have only one.
Vehicles Sentinel Hovercar Used by MegaPol and X-COM, this reliable vehicle can be found patroling colonies across human space. Fast and nimble, it also can carry a surprising weapon loadout, enabling it to do it's part against alien UFOs. Comes in four and six seater variants. Size: 8m long x 4m wide(4 seater), 10m x 5m(six seater) Crew: 1 Pasengers: Up to 6 Weapons Slots: 2x small, 1x medium Engine Type: Small Module Slots: 1x Small Peregrine Fast Attack Transport The workhorse of X-COM, the small craft can deliver up to two fully armed squads to nearly any hot LZ. An array of weapons allows it to also provide onsite fire support to troopers on the ground as well as being fast enough to chase down any UFO foolish enough to take a shot at it. Size: 30m long x 15m wide Crew: 3 Passengers: 16 Weapon Slots: 2x medium, 3x small Engine Type: Medium Module Slots: 2x medium, 2x small Gyrfalcon Gunship Descended from the Retaliator class gunships, the Gyrfalcon is X-COM's heavy hitter out in the colonies. Side mounted weapon pods allow for tailoring to specific needs while a heavy forward battery gives it the punch needed to go toe to toe with most alien warships. Heavy disruptor shields and thick armor provide survivability against concentrated weapon's fire. Size: 42m long x 20m wide Crew: 3 Passengers: None Weapon Slots: 4x large, 2x medium, 4x small Engine Type: Large Module Slots: 1x large, 3x medium Raptor Interceptor The Raptor's powerful engines allow it to catch anything it tracks. A wide array of weaponry gives it the teeth needed to latch on and bring down it's prey. However, it's shielding and hull is somewhat weak, leaving it vulnerable to heavier weaponry. Raptor pilots however, are usually quicker than their foes. Size: 20m long x 10m wide Crew: 1 Passengers: None Weapon Slots: 2x large, 2, medium, 1x small Engine Type: Medium Module Slots: 2x medium, 2x small Atlas Heavy Weapons Platform The only true ground vehicle in X-COM's inventory, the mammoth Atlas is all about firepower. Thick armor coupled multiple geavy weapons, the Atlas is capable of bringing down even Battleship grade UFOs. As such, it is rarely deployed inside the city as it's sheer size is often greater than city streets. Size: 60m long x 50m wide Crew: 3 Passengers: None Weapon Slots: 1x extra large, 1x large, 6x medium Engine Type: Extra large Module Slots: 1x extra large, 3x large OOC: Will add more and detail later.