Manual Notes
@Background
It is the year 1999. The human race is facing a great
threat to its survival. Unidentified Flying Objects
(UFOs) have started appearing with disturbing
regularity in the skies. Reports of violent human
abductions and horrific experimentation has created
a world-wide atmosphere of fear. Mass public hysteria
has only served to expose Earth's impotence against a
vastly superior technology.

On December 11th 1998, representatives from the world's
most economically powerful countries gathered secretly
in Geneva. After much debate, the decision was made to
establish a covert independent body to combat,
investigate and defeat the alien threat.
This organization would be equipped with the world's
finest pilots, soldiers, scientists and engineers,
working together as one multi-national force.

This force was Earth's only hope if mankind was to avoid
extermination or slavery.

This organization was named the Extraterrestrial
Combat unit:

X-COM
X-COM Craft
@Skyranger
Troop transporter. The fastest of its kind,
with vertical take off and landing (V.T.O.L)
capability.
Maximum Speed: 760
Acceleration: 2
Fuel Capacity: 1500
Weapon Pods: 0
Damage Capacity: 150
Cargo Space: 14
HWP Capacity: 3
@Interceptor
Combat aircraft with dual pulse
detonation engines and specially shielded electronic systems.
The best available earth based technology.
Maximum Speed: 2100
Acceleration: 3
Fuel Capacity: 1000
Weapon Pods: 2
Damage Capacity: 100
Cargo Space: 0
HWP Capacity: 0
@Firestorm
Combat craft. This one-man fighter replicates
the classic alien flying saucer design, with central
propulsion unit.
Maximum Speed: 4200
Acceleration: 9
Fuel Capacity: 20
Weapon Pods: 2
Damage Capacity: 500
Cargo Space: 0
HWP Capacity: 0
@Lightning
Transporter and combat craft. A crude but effective
replication of alien propulsion systems.
Maximum Speed: 3100
Acceleration: 8
Fuel Capacity: 30
Weapon Pods: 1
Damage Capacity: 800
Cargo Space: 12
HWP Capacity: 0
@Avenger
Transporter and combat spacecraft. The ultimate replication
of alien technology.
Maximum Speed: 5400
Acceleration: 12
Fuel Capacity: 60
Weapon Pods: 2
Damage Capacity: 1200
Cargo Space: 26
HWP Capacity: 4
X-COM Craft Armament
@Stingray
Advanced air to air missile with specially shielded
electronics.
Damage: 70
Range: 30km
Accuracy: 70%
Re-load time: 15s
@Avalanche
Air to air missile with nuclear warhead,
but an extremely heavy load.
Damage: 100
Range: 60km
Accuracy: 100%
Re-load time: 20s
@Cannon
High powered cannon which fires armour piercing
rounds capable of penetrating 16 inches of steel.
Damage: 10
Range: 10km
Accuracy: 10%
Re-load time: 2s
@Fusion Ball
This launcher fires a ball shaped missile powered by
anti-matter reaction. The ball destroys the target with a
gravity wave implosion.
Damage: 230
Range: 65km
Accuracy: 230%
Re-load time: 25s
@Laser Cannon
This conventional laser beam is
powered by an anti-matter reaction chamber. The gravity
beam directs a finely channelled imploded gravity field.
Damage: 70
Range: 21km
Accuracy: 70%
Re-load time: 4s
@Plasma Beam
Damage: 140
Range: 52km
Accuracy: 140%
Re-load time: 6s
Heavy Weapons Platforms (HWPs)
@Tank/Cannon
Automated heavy weapons platforms are designed to complement
an X-COM squad. The combination of high fire power and strong
armour makes these units valuable for open terrain fire
fights. Make sure that there are sufficient cannon shells in
your stores to re-arm tanks. They are armed automatically
when you assign them to a squad.
Time Units: 70
Health: 90
Front Armour: 90
Left Armour: 75
Right Armour: 75
Rear Armour: 60
Under Armour: 60
Weapon: Armour Piercing
Weapon Power: 60
Ammunition: HWP Cannon Shells
Rounds: 30
@Tank/Rocket Launcher
This automated heavy weapons platform is armed
with powerful rockets.  This will be devastating
for any alien foe. Make sure your stores are
kept supplied with HWP rockets.
Time Units: 70
Health: 90
Front Armour: 90
Left Armour: 75
Right Armour: 75
Rear Armour: 60
Under Armour: 60
Weapon: Rocket Launcher
Weapon Power: 85
Ammunition: HWP Rockets
Rounds: 8
@Tank/Laser Cannon
Laser weapons are a useful
addition for HWPs. It combines heavy firepower with no
ammunition restrictions.
Time Units: 70
Health: 90
Front Armour: 90
Left Armour: 75
Right Armour: 75
Rear Armour: 60
Under Armour: 60
Weapon: Laser Beam
Weapon Power: 110
Ammunition: Laser
Rounds: infinite
@Hovertank/Plasma
Alien technology has given the
HWP a new lease of life. The added manoeuvrability of air
travel and the power of plasma beams is a lethal combination.
Time Units: 100
Health: 90
Front Armour: 130
Left Armour: 130
Right Armour: 130
Rear Armour: 130
Under Armour: 100
Weapon: Plasma Beam
Weapon Power: 110
Ammunition: Plasma
Rounds: infinite
@Hovertank/Launcher
This hovertank has a fusion ball launcher that is capable
of immense devastation.  Use it with great care. You will
have to manufacture the fusion balls to keep these HWPs
fully armed. A fusion ball is an intelligent guided weapon.
In order to fire it you select a number of 'way points' with
the cursor and then click on the launch icon to fire the
fusion ball.
Time Units: 100
Health: 90
Front Armour: 130
Left Armour: 130
Right Armour: 130
Rear Armour: 130
Under Armour: 100
Weapon: Fusion Ball Launcher
Weapon Power: 140
Ammunition: HWP Fusion Bomb
Rounds: 8
Weapons and Equipment
@Personal Armour
Front Armour: 50
Left Armour: 40
Right Armour: 40
Rear Armour: 30
Under Armour: 30
@Power Suit
Front Armour: 100
Left Armour: 80
Right Armour: 80
Rear Armour: 70
Under Armour: 60
@Flying Suit
Front Armour: 110
Left Armour: 90
Right Armour: 90
Rear Armour: 80
Under Armour: 70
@Pistol
The standard issue X-COM
pistol is a high powered semi-automatic with a
12 round capacity.
Damage type: Armour Piercing
Damage: 26
Accuracy: Snap: 60% Aimed: 78%
TU Cost: Snap: 18% Aimed: 30%
@Rifle
This highly accurate sniper
rifle has laser guided sights and takes 6.7mm
ammunition in 20 round clips.
Damage type: Armour Piercing
Damage: 30
Accuracy: Auto: 35% Snap: 60% Aimed: 110%
TU Cost: Auto: 35% Snap: 25% Aimed: 80%
@Heavy Cannon
The heavy cannon
is a devastating, but cumbersome, weapon.
Its versatility comes from the fact that it can
take three types of ammunition - armour piercing,
incendiary and high explosive.
Ammo type 1:
  Damage type: Armour Piercing
  Damage: 56
Ammo type 2:
  Damage type: High Explosive
  Damage: 52
Ammo type 3:
  Damage type: Incendiary
  Damage: 60
Accuracy: Snap: 60% Aimed: 90%
TU Cost: Snap: 33% Aimed: 80%
@Auto-Cannon
The auto-cannon
combines the versatility and power of a heavy
cannon with a faster fire rate.
Ammo type 1:
  Damage type: Armour Piercing
  Damage: 42
Ammo type 2:
  Damage type: High Explosive
  Damage: 44
Ammo type 3:
  Damage type: Incendiary
  Damage: 48
Accuracy: Auto: 32% Snap: 56% Aimed: 82%
TU Cost: Auto: 40% Snap: 33% Aimed: 80%
@Rocket Launcher
The rocket launcher is a laser guided system
which can fire three different sizes of missile.
Ammo type 1:
  Damage type: Armour Piercing
  Damage: 75
Ammo type 2:
  Damage type: High Explosive
  Damage: 100
Ammo type 3:
  Damage type: Incendiary
  Damage: 90
Accuracy: Snap: 55% Aimed: 115%
TU Cost: Snap: 45% Aimed: 75%
@Laser Pistol
The laser pistol is an effective implementation
of new technology. It has the convenience of a
pistol with faster and more accurate firing.
Damage type: Laser Beam
Damage: 46
Accuracy: Auto: 28% Snap: 40% Aimed: 68%
TU Cost: Auto: 25% Snap: 20% Aimed: 55%
@Laser Rifle
The laser rifle is a more powerful and accurate
version of the earlier pistol design.
Damage type: Laser Beam
Damage: 60
Accuracy: Auto: 46% Snap: 65% Aimed: 100%
TU Cost: Auto: 34% Snap: 25% Aimed: 50%
@Heavy Laser
The heavy laser is cumbersome, but extremely
effective.
Damage type: Laser Beam
Damage: 85
Accuracy: Snap: 50% Aimed: 84%
TU Cost: Snap: 33% Aimed: 75%
@Grenade
This standard issue grenade has an
accurate and sophisticated timer for precision
control.
Damage type: High Explosive
Damage: 50
@Smoke Grenade
Smoke grenades are useful for
providing cover in exposed combat situations.
Use with care because they can benefit the
enemy as well.
Damage type: High Explosive
Damage: 60
@Proximity Grenade
A proximity grenade can be
thrown like an ordinary grenade but is
triggered by nearby movement after it lands.
Great skill and care is required to use these
devices properly.
Damage type: High Explosive
Damage: 70
@High Explosive
This explosive should only
be used for demolition purposes. Keep personnel
clear of demolition sites.
Damage type: High Explosive
Damage: 110
@Motion Scanner
This sophisticated
device uses a variety of detectors and advanced
computer algorithms to identify moving enemy
units. However, it requires some practice to
use effectively. Click on the motion scanner
icon on the tactical display. Select
'Use Scanner' from the menu.  The Scanner
display shows an arrow in the centre which is
the direction the soldier is facing (North is
at the top). The flashing blobs show units which
have moved recently. Large units, or fast moving
units, will produce larger blobs. Static units
will not be detected.
@Medi-Kit
The medi-kit combines a
healing facility with pain killers and stimulants.
In order to use the medi-kit you must face towards
the soldier requiring treatment. If the soldier
is stunned you must stand over the body. Click
on the medi-kit icon and select 'use medi-kit'
from the menu. HEALING> Red body parts show
fatal wounds. Click on a body part that is
wounded. Click on the 'Heal' button. One fatal
wound will be cured and some health restored.
STIMULANT> This will restore energy and revive
unconscious (stunned) soldiers. In order to
revive an unconscious soldier you must stand
directly over the body. PAIN KILLER> This
will restore the morale of wounded soldiers
up to an amount equivalent to the soldier's
lost health.
@Psi-Amp
The Psi-amp can only be used by
soldiers with psionic skill. During combat,
click on the Psi-amp, select the type of attack,
and select a target unit with the cursor. There are
two types of psionic attack: PANIC UNIT> If the attack
is successful it will reduce the target's morale and
may cause it to panic. MIND CONTROL> If this is successful
then you will gain immediate control of the enemy unit as
if it was one of your own (except that you cannot access
the object screen). It is more difficult to be successful
with this type of attack.
@Stun Rod
This device can only be used
in close combat, but will stun a living organism without
killing it by using electric shocks.
@Electro-Flare
This compact device produces a bright flare light when it
is thrown. This will highlight enemy units in the vicinity
of the electro-flare during night time missions.
Alien Artefacts
@Heavy Plasma
Plasma pistols are a lethal alien weapon based on
accelerating particles from within a minute anti-gravity
field
Damage type: Plasma Beam
Damage: 115
Accuracy: Auto: 50% Snap: 75% Aimed: 110%
TU Cost: Auto: 35% Snap: 30% Aimed: 60%
@Heavy Plasma Clip
This compact device is used as ammunition for a
Heavy Plasma Gun. It contains a small quantity of Elerium.
Damage type: Plasma Beam
Damage: 115
@Plasma Rifle
This is a devastatingly powerful weapon based on
accelerating particles from within a minute anti-gravity
field
Damage type: Plasma Beam
Damage: 80
Accuracy: Auto: 55% Snap: 86% Aimed: 100%
TU Cost: Auto: 36% Snap: 30% Aimed: 60%
@Plasma Rifle Clip
This small object is used as a power source for a plasma
rifle - a medium powered alien weapon. Contains a small
quantity of Elerium.
Damage type: Plasma Beam
Damage: 80
Accuracy: Auto: 50% Snap: 75% Aimed: 110%
TU Cost: Auto: 35% Snap: 30% Aimed: 60%
@Plasma Pistol
Plasma pistols are a lethal alien weapon based on
accelerating particles from within a minute anti-gravity
field
Damage type: Plasma Beam
Damage: 52
Accuracy: Auto: 50% Snap: 65% Aimed: 85%
TU Cost: Auto: 30% Snap: 30% Aimed: 60%
@Plasma Pistol Clip
Power source for the small alien plasma
pistol. Contains Elerium - the source of all alien power.
Damage type: Plasma Beam
Damage: 52
@Blaster Launcher
This is an alien guided missile launcher which fires powerful
'blaster bombs'. When you click to fire the weapon it
will generate 'way points' for the blaster bomb to
follow.  When you have positioned enough way points
click on the special launch icon.
Damage type: High Explosive
Damage: 200
Accuracy: Aimed: 120%
TU Cost: Aimed: 80%
@Blaster Bomb
This device is a highly explosive missile that has an
intelligent guidance system. It is fired from a blaster
launcher.
Damage type: High Explosive
Damage: 200
@Small Launcher
A small launcher
which fires stun bombs. Very useful for capturing live
aliens.
Damage type: Stun
Damage: 90
Accuracy: Snap: 65% Aimed: 110%
TU Cost: Snap: 40% Aimed: 75%
@Stun Bomb
The Stun bomb is used for capturing live human specimens,
but it can also be used against most alien races. It is
fired from a small launcher.
Damage type: Stun
Damage: 90
@Alien Grenade
This device works in the same way as a terrestrial
grenade - except that it is more powerful.
Damage type: High Explosive
Damage: 90
@Elerium-115
This element has the unusual property of generating
anti-matter power when bombarded with certain particles.
This creates gravity waves and other forms of energy.
It is not naturally found in our solar system and cannot
be reproduced.
@Mind Probe
The mind probe is an alien communication device
which is used to take information directly from
brain waves. X-COM units can use this device in
combat to display an alien's characteristics.
Click on the mind probe and the 'use' option.
Then click on an alien with the cursor.
Base Facilities
@Access Lift
The access lift allows equipment and personnel
to be transferred into or out of an underground
base.  It is always the first facility to be
constructed on a new site.
The lift area is
vulnerable to intrusion from any potential
hostile force.
Construction Time: 1 day
Construction Cost: $300.000
Maintenance Cost: $4.000
@Living Quarters
Each accommodation block
provides for up to 50 personnel.  The facility
provides basic recreation, food and sleeping
areas.
Construction Time: 16 days
Construction Cost: $400.000
Maintenance Cost: $10.000
@Laboratory
Up to 50 scientists can work in a
laboratory facility.  Laboratories are
equipped with the latest technology for
research into materials, biochemistry and
cosmology. There is privileged access to the best
research labs throughout the world, including
military establishments.
Construction Time: 26 days
Construction Cost: $750.000
Maintenance Cost: $30.000
@Workshop
A workshop contains all
the equipment necessary to manufacture equipment
based on designs from the science labs.  Up to 50
engineers can occupy a workshop, although items
under construction will also consume some space.
Construction Time: 32 days
Construction Cost: $800.000
Maintenance Cost: $35.000
@Small Radar System
A small detection system has an effective radar
range of 300 nautical miles and is linked to
satellite systems for ground search. Each system
has a 5% chance of detecting an average sized
object every 10 minutes.
Construction Time: 12 days
Construction Cost: $500.000
Maintenance Cost: $10.000
@Large Radar System
A large detection system
has an effective range of 450 nautical miles and
is linked to satellite systems for ground search.
Each system has a 5% chance of detecting an average
sized object every 10 minutes.
Construction Time: 25 days
Construction Cost: $800.000
Maintenance Cost: $15.000
@Missile Defences
Missile defences
provide some protection against incursion by hostile
craft which are attempting to land near the base.
Construction Time: 16 days
Construction Cost: $200.000
Maintenance Cost: $50.000
Defence Value: 500
Hit Ratio: 50%
@General Stores
All equipment, weapons systems, munitions, recovered
material and Heavy Weapons Platforms are placed in
stores, with the exception of equipment assigned to
craft in hangars.
Construction Time: 10 days
Construction Cost: $150.000
Maintenance Cost: $5.000
@Alien Containment
Living aliens are likely to
require a special habitat to maintain their life
systems.  The containment facility can keep up to 10
alien life forms in self contained units.
Construction Time: 18 days
Construction Cost: $400.000
Maintenance Cost: $15.000
@Laser Defences
Laser defences provide protection against incursion
by hostile craft.
Construction Time: 24 days
Construction Cost: $400.000
Maintenance Cost: $10.000
Defence Value: 600
Hit Ratio: 60%
@Plasma Defences
Plasma beam defences provide
powerful and efficient protection against incursion
by hostile craft.
Construction Time: 34 days
Construction Cost: $600.000
Maintenance Cost: $12.000
Defence Value: 900
Hit Ratio: 70%
@Fusion Ball Defences
Fusion missiles provide the most
effective defence against alien attacks.  These
missiles create an anti-matter implosion which
destroys everything within a specific radius.
Construction Time: 34 days
Construction Cost: $800.000
Maintenance Cost: $14.000
Defence Value: 1.200
Hit Ratio: 80%
@Grav Shield
The Gravity shield repels alien craft attempting
to land near the base long enough for all defence
systems to fire again.  In practice this will
double the effectiveness of any defence systems
at your base.
Construction Time: 38 days
Construction Cost: $1.200.000
Maintenance Cost: $15.000
@Mind Shield
Since alien craft rely on brain
waves to detect human presence then the most
effective counter measure is to shield brain
waves from the base.  This facility will
drastically reduce the chances of detection by
alien craft.
Construction Time: 33 days
Construction Cost: $1.300.000
Maintenance Cost: $5.000
@Psionic Laboratory
The psionics lab can assess the
psionic potential of all soldiers at the base
and give them the necessary training to utilise
their psionic skills. Each lab can train up to
ten soldiers. Training is allocated at the end
of each month. Psionic skills used in conjunction
with a Psi-amp can be used for psionic attacks
during combat.
Construction Time: 24 days
Construction Cost: $750.000
Maintenance Cost: $16.000
@Hyper-wave Decoder
Alien communications rely on a
supra-dimensional wave which travels almost
instantaneously. The decoder facility
intercepts UFO transmissions and decodes the
information. This will show the type of UFO, the
alien race and the type of activity.
Construction Time: 26 days
Construction Cost: $1.400.000
Maintenance Cost: $30.000
@Hangar
Each hangar
can accommodate one craft.  There are facilities
for maintenance, refuelling and repair of X-COM
craft.  Each craft stationed at a base must have
a free hangar assigned to it which cannot be
used by other craft, even if the assigned craft
is out on a mission.
Construction Time: 25 days
Construction Cost: $200.000
Maintenance Cost: $25.000
Alien Life Forms
@Sectoid
The Sectoid Hierarchy ranges from soldiers to leaders with
powerful psionic abilities. These psionic powers can be
used to demoralise soldiers in combat, or even take control
of their minds. They tend to indulge in human abductions
and cattle mutilation.  The abduction is used to extract
genetic material for cross breeding and developing clones
for infiltrating human society.  The cattle provide both
nutrition and genetic material.  This race appears to want
to develop superior genetic hybrids to increase the efficiency
of their hive-like society.
@Sectoid Autopsy
The autopsy reveals vestigial
digestive organs and a simple structure. The brain and eyes
are very well developed.  The structure suggests genetic
alteration or mutation.  The small mouth and nose appear to
have little function.  The webbing between the fingers, and
the flat feet suggest aquatic origins.  There are no
reproductive organs, and no clues as to how this species can
reproduce.  They are most probably a genetically engineered
species.
@Snakeman
This race developed in an extremely hostile environment.
They are extremely tough and can resist extreme temperature
variations. Their mobility depends on a snake-like giant 'foot'
which protects all the vital organs.  Their objectives appear
to be purely predatory and they appear to be under the command
of some other Intelligence which directs their military-style
incursions on earth.
@Snakeman Autopsy
The skin is extremely tough and heat
resistant.  The cardio-vascular system is part of the muscular
system which uses the hydraulic principle to create motion.
The only true muscle is the 'heart'.  The reproductive system
appears to be very efficient.  Reproduction is asexual, with
each snakeman carrying up to fifty eggs inside its body at
any one time.  Left to its own devices this species would be
a severe threat to life on earth.
@Ethereal
This being has awesome
mental powers which allow for telepathic communication and
telekinetic abilities.  The apparently weak physical
abilities of this creature are sustained by its mental
powers.  We do not understand how these telekinetic powers
work, since they seem to defy the laws of physics as we know
them.  They are extremely dangerous in any combat situation,
where they rely on their mental powers for combat. They rarely
appear on earth since they seem to rely on other races to
pursue their objectives.
@Ethereal Autopsy
This being is physically retarded and
seems incapable of sustaining any life functions.
The muscles are severely atrophied and the internal organs
appear to be under-developed.  The sensory organs,
including the eyes, do not appear to function at all.
The brain, however, is well developed and draws on a high
proportion of the body's blood supply.
It is a mystery as to how this creature can sustain itself
without external support.
@Muton
This humanoid creature is
physically powerful and intelligent.  They have a particular
appetite for consuming raw flesh of any kind, which they need
for sustenance like earth based carnivores.
They appear to rely on telepathic commands from a race known
as 'Ethereals'.  Once separated from this telepathic link their
mental system appears to break down and they die.
The cybernetic implants are used to enhance their combat
performance.  They are clearly the foot soldiers for a higher
intelligence. 
@Muton Autopsy
The 'skin' of this creature appears to be an
organically created protective armour which is grafted onto
the body.  There are numerous cybernetic implants which are
used to enhance the cardio-vascular system and the senses.
The reproductive organs appear to have been surgically removed.
Evidently these unfortunate creatures are limited to a life of
warfare and conquest.  Armour piercing ammunition is not very
effective against their toughened skin.
@Floater
The Floaters are primarily
soldiers and terror agents. They are naturally predatory
beasts, genetically engineered and cybernetically enhanced
to make formidable warriors. The lower half of the body and
most internal organs are surgically removed, and a life
support system is installed. This implant contains an
anti-grav unit which enables the creature to float, albeit
unsteadily, through the air.
@Floater Autopsy
The creature has been
drastically altered by surgery.
The device which seems to form the core of the body is a
life support system, taking over the function of heart,
lungs and digestive system.  This would enable the creature
to survive in extremely hostile environments.
The brain is smaller than ours, but the sensory organs
are well developed.
@Celatid
This life-form has the mysterious natural ability to float
through the air. It appears to detect human brain waves and
will move towards a human target even if well hidden.
Once a target is detected the Celatid lands and fires small
globules of extremely corrosive venom.  The creature has
the ability to clone itself at an alarming rate. It
accompanies the Muton race in its wonderings.
@Celatid Autopsy
The core contains a small bio-mechanical device which
appears to be a naturally evolved anti-gravity propulsion
system. The sac of venom is the largest organ and there
does not appear to be a separate brain structure.
There is no discernible digestive or reproductive system.
A small organ contains embryos which can grow rapidly into a
new being.
@Silacoid
This silicon based life form generates an enormous
amount of heat.  It has the strength to crush rocks which can
then be ingested by the hot core.  It has a primitive
intelligence and can be controlled by implants or telepathic
beings. It works with the Muton alien race.
@Silacoid Autopsy
The core of the
creature is extremely hot, and seems to be the basis for a
digestive system.  Its unique muscle system has tremendous
power and speed. Its rock like skin is not harmed by fire
or incendiary ammunition.
@Chryssalid
The crab like claws of this
creature are a powerful weapon in close combat. The high
metabolism and strength of this creature give it speed
and dexterity. Instead of killing its victim it impregnates
it with an egg and injects a venom which turns it into a
walking zombie.  A new Chryssalid will burst from the victim
shortly after impregnation.  Chryssalids are associated with
the Snakeman race.
@Chryssalid Autopsy
The exo-skeleton of this creature is
extremely tough, but surprisingly vulnerable to explosive
ammunition.  The brain is well developed, and its cell
growth rate very fast.  The creature carries twenty eggs
which are laid inside other organisms.  This creature is a
very effective terror weapon.
@Reaper
This bipedal carnivore has powerful
jaws and a voracious appetite. It has a number of brain
implants which are used to control its activity. the
primitive predatory instincts of this creature are of
little use except to terrorise and destroy.
Reapers are commonly associated with Floaters.
@Reaper Autopsy
The Reaper contains two 'brains' and two 'hearts' which
allow it to function even when heavily wounded.
However its furry skin is highly flammable, making the
creature vulnerable to incendiary weapons.
@Sectopod
Sectopods are robot creatures with a powerful plasma
beam weapon. The control if these mechanical beasts is
via a telepathic link to their controllers, the Ethereals.
Sectopods are the most powerful terror weapon available
to the alien forces.
@Sectopod Autopsy
The robot is sturdily constructed
with powered armour capable of resisting most forms of
attack, in particular plasma weapons.  However, the
sensing circuitry seems particularly vulnerable to laser
weapons.
@Cyberdisc
This miniature flying saucer is an automated
terror weapon armed with a powerful plasma beam.
The anti-grav propulsion gives it a big advantage in
difficult terrain. Its primary function is destruction
and terror in the service of the Sectoid race.
@Cyberdisc Autopsy
The Cyberdisc is well shielded and is particularly good
at withstanding explosive ammunition. The primary
anti-gravity system is too badly damaged to gain any
understanding of its functioning.
Alien Research
@Alien Origins
It is clear that we are fighting a losing
battle on earth. The alien hordes are overwhelming in
number.  The best we can do is slow down their progress.
The only hope for humanity is to tackle the aliens at
their source.  Our research seems to indicate a nearby
base of operations within our solar system.
Aliens indicate this place to be the centre of an
ancient civilisation that pre-dates Human history.
We must locate this place as soon as possible.
However we need to capture and interrogate an alien
leader to gain more detailed information. The larger
UFOs probably contain at least one Alien leader.
@The Martian Solution
Our research now points to Mars as the base of alien
operations.  The base is well hidden, and contains
all the manufacturing and cloning facilities to fuel
the infiltration of earth.  It also seems to contain
a controlling computer of some kind that controls
the whole operation. It seems that the hive-like
alien society has some kind of 'queen bee'.
This is their fundamental weakness - if we can
eliminate the 'brain' then the body will die.
We must step up our research efforts before it is
too late.  In order to progress we must capture the
highest ranking aliens - the commanders - which
only reside in alien bases.
@Cydonia or Bust
It is now clear that
the alien hordes are being controlled from an
underground base in Cydonia - which is an unusual
area of Mars featuring five sided pyramids and a
large formation resembling a human face.
Cydonian civilisation once flourished on Mars many
millions of years ago, but we do not know why it
died out, or what the connection is with the latest
alien activity there. Whatever the explanation we
must send an expedition to Cydonia.  This is the
only way that we can defeat the aliens.  We must
destroy the controlling master 'brain'.  We will
need an Avenger craft equipped with the most
awesome destructive power at our disposal.
There is nothing more we can learn here - we must
await the outcome of the Cydonian assault.
@Alien Research
The alien research mission is
used for collecting basic data on earth and its inhabitants.
Small vehicles are predominantly used, with occasional
landings in deserted areas.  This type of alien activity
poses the least threat to X-COM, with little concern from
governments or the public.
@Alien Harvest
The aliens have many uses for
earth's fauna.  Animals are abducted secretly, and returned
with various organs removed. Cattle mutilations are
predominantly reported along with UFO sightings.
This type of alien activity causes great concern by
governments and considerable anxiety amongst the population.
This type of activity occurs mainly in farming land.
The theory behind the 'alien harvest' suggests that alien
races originally 'seeded' the planet with its flora and
fauna, and now they have returned to reap the harvest they
have sown.
@Alien Abduction
This is the most insidious form of alien
activity.  The abduction by aliens is widely reported,
despite the aliens' attempts to erase the experience from
their victims' memories. Abductees report being subject to
humiliating physical examinations, including impregnation
of alien foetuses and bizarre genetic experiments.
The purpose behind this activity appears to be linked to
genetic mutation and manipulation of the aliens own genetic
material. This activity causes great alarm, and occurs in
populated areas or cities.
@Alien Infiltration
Earth governments can be
infiltrated by alien agents which are human in appearance.
This can result in official contact between aliens and
governments at the highest level. The climax of this
activity is characterised by intense UFO activity in the
vicinity of major cities. The aliens will attempt to sign
a pact with an earth government by offering knowledge of
their superior technology. In return the government will
allow the aliens to conduct their activity unhindered.
This alien mission represents the worst threat to X-COM.
If a government agrees to a pact then its funding will
cease.
@Alien Base
Aliens will construct secret underground bases
in remote locations. After some initial reconnaissance
flights some intense UFO activity will occur as the base
is being built.  These bases are known to contain
experimental labs for human abductees, and supplies for
further activity in the region.  The presence of alien bases
will generate a large amount of reported alien activity
without the presence of UFOs. In order to locate a base an
X-COM craft must patrol an area for a few hours to stand some
chance of detection.
@Alien Terror
When the aliens terrorise a city they
will deploy some special forces with awesome powers.
Civilians will be directly threatened, and governments will
be forced to evacuate whole areas. The main purpose behind
this activity is to generate sufficient public hysteria so
that governments will threaten the X-COM project.
@Alien Retaliation
If X-COM interceptors are being particularly
successful in shooting down UFOs then the aliens may
take some retaliatory action. This could result in a
direct attack against an X-COM base.
However, the aliens have to find an X-COM base in order to
attack it, and provided UFOs are kept away then there
should be little danger of an assault.
@Alien Supply
Once an alien base
is constructed then it is resupplied on a regular basis
by a special supply vessel.  If one of these vessels is
detected while landing then it is certain that an alien
base is nearby.
UFO Components
@UFO Power Source
The power source
of alien craft is an anti-matter reactor which uses
Elerium (element 115) to generate powerful gravity
waves as well as other forms of energy.
The conversion of matter to energy is an incredible 99%
efficient, therefore tiny quantities of Elerium can
produce a huge amount of power.  This unit can be
reproduced easily using alien alloys.
@Alien Navigation
Alien craft use
sophisticated computers to navigate on earth and through
space.  The system is based on optical processors
arranged in network fashion. The control interface is
relatively simple - the navigator controls the direction
of gravity waves generated by the power source to move
the craft in any direction. This system can be used
easily by humans, and it can be reproduced using alien
alloys and other components.
@Alien Construction
Alien craft consist of
three main components - a power source, a navigation
system and a hull built from alien alloys.  The hull
is specially designed to allow gravity waves to be
directed and controlled.  In addition a small quantity
of Elerium is required to fuel the power source.
Once the principles of construction are understood, and
the functions of each component are known, then it is
possible to build these types of craft.
@Alien Food
These chambers
contain various enzymes which are used to digest the
body parts of cattle, other animals and even humans.
The liquid is then consumed as ready digested
food - probably direct to the bloodstream.
This suggests a certain dependence on earth for
food - a symbiosis between earth and alien society.
@Alien Reproduction
These chambers contain alien foetuses.  The design
of these containers seems to suggest that the aliens
which use this process rely completely on laboratory
reproduction.  The rich nutrients ensure rapid
development of the foetus.  This factory line system
could generate thousands of alien clones in a short
space of time.  The process could be easily adapted
for human reproduction, or alien-human hybrids.
@Alien Entertainment
The most likely function of these spheres is recreational.
The psionic circuitry stimulates various centres of
the brain.  The effect is similar to hallucinogenic drugs.
This is the only evidence that aliens have any cultural or
recreational pastimes.
@Alien Surgery
This surgical equipment uses laser
cutters to extract certain body parts from cattle and
other animals.  The widespread cattle mutilations can
be accounted for by this bizarre alien activity.
It is likely that these parts are used for nutritional
or genetic purposes.
@Examination Room
In the past many thousands of
people have claimed to have been abducted by aliens,
sometimes repeatedly.  The truth is far more horrific.
Humans are abducted, researched and monitored.
The best specimens have genetic material extracted.
Women have human-alien hybrid foetuses implanted, and
then removed several months later.  Who knows what
sinister motives the aliens have?
@Alien Alloys
Alien craft are
constructed from special alloys with unique properties.
They are extremely light and durable, and can be moulded
by electro-magnetic methods.  This material can be
reproduced and used in many kinds of manufacturing
processes.
UFOs
@Small Scout
This tiny craft is primarily used for
reconnaissance or research. It normally precedes larger
vessels at the start of an alien mission.
Damage Capacity: 50
Weapon Power: 0
Weapon Range: 0
Maximum Speed: 2.200 Knots
@Medium Scout
A medium sized
scout vessel that poses little threat to earth forces.
Normally appears before larger vessels during missions.
Damage Capacity: 200
Weapon Power: 20
Weapon Range: 120
Maximum Speed: 2.400 Knots
@Large Scout
The largest alien scout craft is a general purpose vessel
that is used in all types of alien mission.
Damage Capacity: 250
Weapon Power: 20
Weapon Range: 272
Maximum Speed: 2.700 Knots
@Harvester
The harvester
has a trap door in its base and is equipped with lifting
gear to haul up cattle or other beasts.  Laser cutters
are used to extract the desired material and the carcass
is dumped on the ground. There are also storage containers
for body parts.
Damage Capacity: 500
Weapon Power: 40
Weapon Range: 176
Maximum Speed: 4.000 Knots
@Abducter
This vessel is equipped with an examination
room for performing horrific experiments on human subjects.
The victim is normally paralysed by telepathic powers,
but remains conscious while on the operating table.
Damage Capacity: 500
Weapon Power: 40
Weapon Range: 160
Maximum Speed: 4.300 Knots
@Terror Ship
The terror ship has a containment facility for large
alien terror weapons or creatures. It is used to transport
these alien terrorists into populated areas.
Damage Capacity: 1.200
Weapon Power: 120
Weapon Range: 336
Maximum Speed: 4.800 Knots
@Battleship
The battleship
is the largest and most powerful alien craft. It is
normally the primary alien mission craft, equipped with
powerful weapons and numerous crew members.
Damage Capacity: 3.000
Weapon Power: 140
Weapon Range: 520
Maximum Speed: 5.000 Knots
@Supply Ship
The supply vessel is used during the construction of
alien bases or for supplying existing bases.
It carries alien food containers and reproduction chambers. 
Damage Capacity: 2.200
Weapon Power: 60
Weapon Range: 288
Maximum Speed: 3.200 Knots
Mission Briefings
@UFO Crash Recovery
Exercise caution - There may be operatives in the
UFO or around the crash site. Mission will be
successful when all enemy units have been
eliminated or neutralised. Recovery of UFO
remains, artefacts and alien corpses can then be
initiated. To abort the mission return X-COM
operatives to transport vehicle and click on the
'Abort Mission' icon.
@UFO Ground Assault
Explore landing site and, if possible, gain entry to
the UFO.
Mission will be successful when all enemy units
have been eliminated or neutralised.
Recovery of UFO, artefacts and alien corpses can
then be initiated. To abort the mission return
X-COM operatives to transport vehicle and click
on the 'Abort Mission' icon.
@Base Defence
An Alien vessel has landed nearby. Our base is
in severe danger. As per standard procedure all
non combat personnel and X-COM craft have been
evacuated. Alien units will enter the base via
hangar doors or the access lift. Defend the base
and its vital installations at all costs - this
is a fight to the death. If you click on the
'abort mission' icon you will concede defeat
and lose the base.
@Alien Base Assault
X-COM operatives have gained entrance to an alien
base.  The control centre must be destroyed to
render the base inoperative.  The Mission will
terminate when all enemies are eliminated, or
when your squad has returned to the green exit
area (click on the 'abort mission' icon to
escape).
@Terror Mission
Mission will be successful when all enemy
units have been eliminated or neutralised.
You must attempt to save the lives of any
civilians in the area by neutralising the alien
menace. To abort the mission return X-COM
operatives to transport vehicle and click on
'Abort Mission' icon.
@Mars: Cydonia Landing
Your Avenger craft has
landed in the region of Cydonia on the surface of
Mars. Our information indicates that one of the
pyramid constructions contains a green access lift to
an underground complex. Once you have assembled all your
soldiers in the lift area click on the 'abort mission'
icon to continue to the next stage.
@Mars: The Final Assault
The pyramid lift takes your battle weary soldiers
deep below the planet's surface. They arrive in the heart
of a large complex of tunnels and chambers. The alien brain
is hidden somewhere in the labyrinth. It must be destroyed
if the earth is to be saved from alien enslavement.
Good Luck!
Historic Highlights
@The loss of Mankind
The researchers concluded how the world would go down
if the aliens won the war, and made this report:

You have not succeeded in dealing with the
alien invasion and the council of funding nations has
regrettably decided to terminate the project. Each nation
shall deal with the problem as they see fit. We can only
hope that we can come to some accommodation with these
apparently hostile forces, and that the general population
will come to terms with the alien visitors.
You have failed to stop the alien
onslaught.  One by one the funding nations sign
pacts with aliens promising technology, prosperity
and peace. However it soon becomes clear that the
aliens have other plans...

The aliens attempt to exterminate all humanity,
destroying cities and poisoning the air and sea.
The resistance of earth armies is futile in the
face of vastly superior technology. Surviving
generations suffer terrible mutations as they flee
alien destruction. They are rounded up into slave
camps to help transform earth into an alien colony
which is part of some unknown empire. The knowledge
gained through the X-COM project is lost forever.
You have failed to save the earth.
@The last words from 'The Alien Brain'
As you enter the chamber you see the alien brain
- the object of your quest.  Before you can fire it
communicates to you via a screen at its base.
It implores you to listen to its arguments for
survival before you make the decision to pull the
trigger...

The brain speaks: 'Many millions of years
ago the planet you call Mars was alive.  This life
was brought to a barren planet by our civilisation
as it was to yours.  For millions of years we have
visited your planet and genetically developed your
species.  You cannot kill us, you are part of us...
Here is the centre of Martian civilisation -
the pyramids built millions of years before yours -
by a species which is your ancestor.  No planet
is beyond our reach.  This power could be yours
before long. All we ask is your co-operation...'

The alien brain
is interrupted by a burst of hot plasma, and the
entire alien force is defeated. Once the aliens
have lost Mars they have lost the earth.
Before long the X-COM research allows humanity to
flourish once more, and claim Mars for itself.
The alien menace has gone, but for how long, no
one knows...
END OF FILE.
