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| >> Static Item >> Fiction >> Action/Adventure >> ID #163462 |
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The Interstell Chronicles
Episode 1 - War from Above Technical Guide to…. XCOM Technology This guide is only a rough outline for familiarization of XCOM recruits, and dispatch to authorized Civilian personnel. More detailed descriptions are available upon request to the XCOM engineering core, pending confirmation of security clearance. PISTOL - PL_25 - The standard issue XCOM pistol is a high powered semi-automatic with laser sighting, and a thirteen round capacity, twelve in the clip and one in the tube. RIFLE - AR_15 - Based on a highly accurate sniper rifle with laser guided sights, it takes 6.7mm ammunition in a 20 round clip. It has automatic function that can empty the clip in 8 seconds flat. HEAVY CANNON - HC_01 - A weapon designed by the US military towards the end of the cold war, but never produced due to the collapse of the Soviet Union. It is a devastating, but cumbersome, weapon. It’s versatility comes from it’s ability to take 3 types of ammo, armor piercing, incendiary and high explosive, in racks of six shots. AUTO CANNON - AC_01 - The Auto Cannon is the logical step up from the HC_01. A hybrid design created by the XCOM engineering core, it crosses the versatility of the HC_01 with the rapid fire rate of a chain gun. Using miniaturized versions of the ammo for the HC_01, it causes less damage per individual shot, but has six time the fire rate. Ammo capacity for the clips is fifty shots. The weapon is usually set to fire them in five round bursts, but can be set for fully automatic and single shot. ROCKET LAUNCHER - RL_52 - A guided rocket system that can launch any of three rocket types, Depleted Uranium tipped, High Explosive and Incendiary, the design is on loan from the British SAS. LASER PISTOL - XCOM_LP1 - An effective implementation of new technology in rapid discharge power cells and high focusing crystals that has arrived courtesy of preliminary studies of Alien artifacts, and is the first step on bridging the technological gap between us. Using a high capacity power cell in the handle, it generates a charged light beam in the primary initiator that is brought to it’s destructive potential due to high focusing elements in the barrel. The beam generated is only five hundred millimeters long by five wide. The shot appears larger upon observation because the beam begins to disperse and loose energy as soon as it leaves the barrel. Destructive potential is limited to 45 meters .LASER RIFLE - XCOM_LR1 - A more powerful and accurate version of the pistol, it uses twin power cells to provide a greater shot capacity (now forty as opposed to the 25 of the pistol), while giving more power per shot. Additional focusing elements in the barrel have increased the effective range of the weapon to over 100 meters. HEAVY LASER - XCOM_HL1 - A cumbersome but extremely effective weapon, it contains six power cells in linked banks of three to drastically increase shot power. A new method of focusing call a U tube has been incorporated, meaning that the shot originates towards the final emitter at the front, travels down the barrel towards the rear where is angled up in a U and down the top barrel before being emitted. Range is now 200 meters, but short range destructive capability is eight times that of the pistol. GRENADE - GD_33 - A standard issue grenade in use World wide. This version has an accurate and sophisticated timer for precision control, or can be set for detonation with sufficient pressure applied to miniature sensors studding the exterior (like impact with the ground after being thrown!) SMOKE GRENADE - SGD_13 - A useful tool for providing cover in exposed combat situations, it should be used with care as it can benefit the enemy as much as you. PROXIMITY GRENADE - PoX_GD_35 - Thrown like an ordinary grenade, it is triggered by movements after it lands. Great skill and care should be used as they have no means of identifying friend from foe! HIGH EXPLOSIVES - HEP_C5C - A high explosive pack based on Compressed C5 technology, it was designed solely for the demolition of reinforced structures like bunkers and hangars. MOTION SCANNER - XCOM_MS1 - An XCOM invented device that is highly sophisticated, using a variety of detectors and advanced computer algorithms to identify moving objects. It requires some practice to use effectively. The scanner display shows an arrow to indicate the direction the wielder is facing (North is always at the top of the screen). Flashing blobs appear on screen to show movement. Larger or faster moving units produce larger blobs, but static nits are not detected. MEDI KIT - FTK - The medi kit, or Field Trauma Kit combines a first aid facility with pain killers and stimulants. Trauma Kit - Includes a surgical laser to cauterize the wound, disinfectants and a pack of sterile bandages. Stimulant - Containing a compound called HypoAdrenalin 10, which is a sophisticated mix of chemicals, allows for reviving soldiers from unconsciousness and giving them a temporary energy boost. Caution should be used as the chemical has a mild narcotic effect. Pain Killer - Tria-morphine is the latest in pain relief. A reduced narcotic effect but increased pain suppression, the substance contains an inert enzyme that activates when it detects the chemicals resulting from the natural decay of the morphine. STUN ROD - A meter long metal cylinder topped with a blunt prong, it uses electrical charges to stun it’s victim. A variable charge dial allows for field adjustments. Higher settings could cause a Human heart to stop beating. ELECTRO FLARE - Hitting the contact plate starts the release of power from the long life battery into the reaction chamber. The electricity re-arranges the molecules of the mixture within, causing them to react together producing a bright orange phosphorescent glow that can light a significant area. Each flare can last for 1 hour before the chemical mixture is exhausted.
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