Manual Notes
@X-COM Background
Dear Section Commander

Welcome to X-COM (Extraterrestrial Combat Unit).
You are now a part of a tradition that spans back to
the late 1990's. Let me appraise you of X-COM's
activities to date, more importantly, the activities
of the Aliens we have encountered.

Back in the mid 1990's it became evident that
"we were not alone". By 1998, UFOs began to land
openly in rural areas; the aim of these early
missions was the abduction of local inhabitants and
animals. Our first military contact with the Aliens
led to the massacre of an entire squad.
In November of that year, and emergency meeting was
convened at the United Nations.
As a result of that meeting, X-COM was established.
In the following years, X-COM waged war against
the Alien menace. Most of this activity occurred in
the cities and rural areas of Earth, but eventually
it took us to the Alien's main Base on Mars (Cydonia).

Our victory at Cydonia saw the defeat of the
immediate Alien threat, but, in its turn reawakened a
second of destruction that X-COM were later enlisted
to counter.

Alien activity began once more in 2039. X-COM had
only a nominal existence at this time; most of our
Bases were decommissioned or converted into Theme Parks.
The call for the re-institution of X-COM was led by
the media after numerous ship and aircraft losses at sea.
Years of recession and political feuding meant that
funding from the world's governments was not
forthcoming; we had to raise the money by alternative
corporate means.

From 2041, after the initial recruitment in 2040, the
second Alien war was waged under the seas and oceans
of the world. The war came to its climax in the battle
at the Alien city of T'leth. Buried underwater for
65 million years, the city had the ability to destroy
the Earth. Fortunately, we discovered that Alien society
was constructed like that of the bees and after
killing the Alien 'Queen', everything else disintegrated.

T'leth rose from the water only to self-destruct;
a sight I don't think any present at that time will
forget. Since then we have had few recorded encounters.
X-COM and Marsec however, were enlisted in the late
2060's to fight a territorial war against Aliens in the
newly established deep space mining colonies.
This conflict left uncontaminated... that was until a
short while ago, when the first Dimension-Gate
appeared; right here in Mega-Primus.

The last war has indeed proven to be an expensive
victory. The contamination of Earth's atmosphere and
the devastating climatic changes that ensued, have
affected everyone. Whilst many sought to leave Earth
and colonize other planets, a self-sufficient,
self-contained city was successfully constructed here
on Earth and thrived under the hazardous toxic
atmosphere that surrounded our home world.
Mega-Primus has already become an important
historical achievement.

Unfortunately, the last four years have seen this
comfortable, low-cost lifestyle rapidly deteriorate.
The social and physical fabric of our society has
decayed at an alarming rate; sociologists have
been, as yet, unable to explain the cause of decay.
Statistics clearly demonstrate increases in physical
and cyberspace violence, family breakdowns, crime,
ethnic unrest and strange cult group involvement.

The frequency and pace at which incidents are
occurring, is even more disturbing. The concern of
the citizens is evident. Many have already fled the
city. The ongoing mass migration increases the
concern of all remaining citizens as each day
passes. Losses in tax revenue are restricted to the
city's ability to deal with incidents and the emergency
services are unable to do any more than fire-fight
existing problems.

Unless we deal with the source of the problem,
social collapse appears to be a very real
possibility! Whilst the Senate remains unconvinced
that Alien interference is the source of the problems,
they have secretly agreed to fund a covert
investigation by X-COM.

Due to your recent promotion, we have decided that
you shall be responsible for this investigation.
We will forward existing information to you shortly.

Yours faithfully

J.G Steinbach
@X-COM Intelligence Report and Objectives Summary
X-COM Supreme Commander
To: Section Commander
From: Tactical Office
Subject: X-COM Intelligence Report and Objectives Summary
Date: March 2084

Congratulations on your recent promotion and good
luck in the upcoming battle. We don't have much to
go on but this information should prove useful.

The Aliens are not acting as openly as before.
UFOs have been appearing intermittently but no
attacks have been made; these appearances have
been sporadic and short-lived. In the past we were
invaded from other worlds but now, in 2084,
the Aliens are travelling from another dimension.
The means by which they achieve trans-dimensional
travel is unclear, but it is apparent that the
UFOs use some form of Dimensional Gateway. The
gateways can appear anywhere in Mega-Primus.
We would advise beginning the research of Dimension
Gates immediately.

You have at your disposal the finest technology
Mega-Primus has to offer, to combat the Alien
menace. Your Agents will be responsible for
investigating any strange events that might
reveal Alien activity.

The objective of these investigations is to
gather as much information about the Aliens and
their technology as possible. To defend
Mega-Primus effectively, you will be responsible
for research and development based on the results
of these investigations.

X-COM must recover all Alien artefacts and technology
from Alien encounters, in order to research and develop
new weapons and craft. The results of your
investigations will be published in the UFOpedia,
so that both you your Agents have the most up-to-date
information. Without this information we will not know
of the Aliens' intent or, more importantly, a means by
which we can defeat them.

X-COM should retain a covert status as it monitors the
situation in the city. Our investigation is secretly
funded by the Senate and without this funding, the
effectiveness and scope of operations will be severely
diminished.

The success of our operation depends on your efforts.
The safety of Mega-Primus is in your hands; your task
is to command X-COM's forces to defeat the Alien
incursion!
^Organizations
The Organizations which operate in Mega-Primus consist of
corporations, political groups, criminal gangs and the
government. All of them are at risk from Alien infiltration
but some are more vulnerable than others.
@X-COM
The Extraterrestrial combat force known as
X-COM was originally founded in 1998 to defend
the Earth from Alien invasion. After a period
of obsolescence, X-COM was revived in 2040 to
fight the second Alien war under the seas of the
Earth. X-COM has now been enlisted to investigate
recent Alien incursions. The city's senators have
agreed to fund a covert initiative, with the
assistance of local Megapol stations, who will
pass on reports of possible Alien activity directly
to the X-COM base commander. X-COM is under pressure
to solve the Alien problem before new elections to
the Senate. Senators and the corporate elite of
Mega-Primus are nervous about the prospect of
popular panic undermining the social fabric of
the city.
@Alien
The Alien scare first began on 7th March, 2084 when
a strange Dimension Gate appeared in the skies
above Mega-Primus. During the following days strange
UFOs came and went, but they did not appear to
attack anything or abduct anyone. It was only when
strange reports of Alien monsters lurking in the
recesses of city buildings filtered through to the
senatorial security committee that the plan to enlist
X-COM was proposed.
@Government
Mega-Primus is a city state ruled by thirteen elected
senators. This Government is directly responsible for
the legal system and the mass transit systems. All
other city services, including the policing of the
city, are contracted to various corporations. In
practice the immense bureaucracy holds the most power.
Senior civil servants are responsible for maintaining
the city edicts and defining citizenship and its
obligations. They cannot be removed from their jobs
except through proven misconduct.
@Megapol
Megapol not only runs the city police force and
prison service, it also manufactures vehicles,
weapons and munitions. It directly competes with
the Marsec corporation for lucrative markets in the
mining colonies and Mega-Primus. The major problems
for Megapol are the criminal gangs that distribute
Psiclone and the UFO incursions which are regarded
as a threat to city security. Police vehicles
bravely intercept UFOs as they materialize from
the Dimension Gates, but they are woefully under
equipped to deal with them.
@Cult of Sirius
This bizarre cult has whipped up a religious
frenzy following the appearance of the Dimension
Gates. The cult has long believed in redemption
of the human race by a superior Alien race. They
believe the UFOs and Aliens to be harmless and
are rapidly gaining credibility and recruits
from the general population. This represents
a considerable threat to X-COM because the
cultists will do anything to assist the Aliens
in their purpose, whatever that might be.
@MarSec
The ominous and highly secretive Marsec
corporation took over from X-COM as the leading
provider of off-world security, as X-COM centered
its activities around Mega-Primus. During the
initial years of their operation Marsec was
empowered to impose order on the rebellious
Mars colony. Marsec (Mars Security) developed
high technology weaponry and vehicles by
recruiting top Scientists from Earth and using
the equipment left by X-COM. With the establishment
of the remote Elerium mining colonies, Marsec
secured contracts for military equipment despite
competition from Megapol.
@Superdynamics
The refinement of Elerium powered anti-grav
propulsion units has created a new industry for
ecologically friendly power sources. Superdynamics
has developed sophisticated plants for producing
power units of all sizes as well as a variety of
airborne anti-grav vehicles. The cost of
manufacture is high and Elerium is also in short
supply. This means that privately owned vehicles are
rare, but Superdynamics developed and installed
the anti-grav system for the People Tubes. These
safe and efficient tube ways rapidly became the mass
transit system for Mega-Primus in direct competition
to the road network.
@General Metro
The General Metro corporation designs and manufactures
road vehicles. Since the corporation installed an
efficient anti-grav system inside the road structure
it became possible to produce low powered anti-grav
road vehicles which were cheap and efficient,
despite being limited to the road system. The
vehicle designs were based on the exuberant
styling of the 1950s according to the requirements
of city planners. General Metro is a major competitor
to Superdynamics, as both corporations provide
transport systems.
@Cyberweb
The Cyberweb corporation developed artificial
life forms to provide a willing and obedient
workforce for the future. However, popular protest
against unemployment forced the Senate to pass
laws against artificial life. No more Androids
could be built and they were banned from
employment except the most menial and degrading
jobs. Cyberweb had to change strategy and compete
with the Nanotech corporation for medical and
military contracts. The unfortunate Androids
were either banished from the city or had to be
bought and sold as household servants or pets.
Androids are good for combat, although they
possess no Psionic abilities, and the few that
remain may well risk seeking employment by
X-COM and join the battle against the Aliens.
@Transtellar
The Transtellar corporation owns the Space
Port and many of the Space Liners that ship
to the city. They also own many warehouses
spread throughout the city which are used by
many corporations involved in importing and
exporting. The city goods transport service and
the taxi service are owned and run by Transtellar.
The corporation has been regarded suspiciously by
Megapol which considers the corporation
susceptible to Alien contamination.
@Solmine
The discovery of Elerium sources in distant solar
systems has produced a new gold rush. The
Solmine corporation owns most of the mining
operations and it imports Elerium directly to
Mega-Primus. These mining operations sustain
the economies of the numerous small colonies,
but they are still governed from Earth. There
have been demands for independence and some
rebellions. Major corporations, fearing
diminished profits and raised Elerium prices
have suppressed these revolts with the aid of
Solmine and Marsec.
@Sensovision
The entertainment industry entered a new
phase with the advent of Psionic projectors.
Actors connected to Psionic sensors can
record their thoughts and experiences in
any environment. The recorded patterns are
edited into 'Sensovision'  experiences and
replayed at 'Sensodromes' where many people
can connect to Psionic receivers. The receiver
allows people to see, hear, feel and smell
what the actor experienced. Sensoviosion
actors are wealthy celebrities and the
Sensovision corporation is now selling the
expensive receiver sets into peoples homes.
The only competition comes from the addictive
and illegal Psionic implant known as Psiclone,
which is supplied by the criminal syndicates.
@Lifetree
The Lifetree corporation runs the city
schools and universities. They have
developed a controversial but highly effective
Psionic tutoring system which imparts knowledge
far more efficiently than reading or listening
to lecturers. If the student resists the
knowledge transfer then pain results.
Lifetree have been accused of brainwashing
since the introduction of the 'moral education'
program which is designed to turn the youth into
model citizens. They are competing with
Sensovision in the production of Psionic devices.
@Nutrivend
Nutrivend has developed a highly efficient
organic farming system that produces huge
quantities of fruit, vegetables and livestock
of all known varieties. The corporation also
owns food processing plants and shops. The
city regulations governing the additives in
food are so strict that rival producers cannot
compete economically, with the single exception
of Evonet.
@Evonet
Recycling is the business of Evonet. According
to city regulations all waste has to be recycled,
Evonet have turned this into a profitable enterprise
through the construction of their recyclotoriums.
These buildings process organic waste,
including sewage, into foodstuffs for human and
animal consumption. The corporation also owns the
sewage works and the highly sophisticated water
plants which purify water according to the high
standards required by the city Senate.
@Sanctuary Clinic
Longevity is the major obsession of medical
research. Life can be prolonged by genetically
reprogramming cell death mechanisms, but
disease is still a major killer. Nano technology
is employed to destroy cancer cells and solve
all kinds of medical problems. Operations are no
longer performed by humans - artificial
intelligence's are employed instead. The
Sanctuary Clinic controls hospitals,
pharmaceutical plants and the procreation parks.
@Nanotech
The Nanotech corporation has specialized in
developing microscopic robots which are used
in the medical and pharmaceutical industries.
The intelligence of these devices is limited,
but they can be designed to perform a wide
variety of tasks, such as killing bacteria or
manufacturing chemicals. Nanotech also produce
the highly effective Medi-Kits used in military
combat which use Nanobots to perform battlefield
surgery and tissue repair.
@Energen
Energen builds power stations which use fusion
power cells to generate energy. This is an
alternative but cheaper large scale power
system than equivalent Elerium units.
However, the corporation is wary of attempts
by Solmine to create cheaper Elerium energy
systems. This can only be achieved by
lowering the price of Elerium which could
happen if the rebellious mining colonies
are totally subdued.
@Synthemesh
Manufacturing is largely automated but the
ideas for new products still come from human
designers. Synthemesh employs many designers
to keep generating the latest fashions which
fuel consumer demand. The manufacturing
plants produce mostly consumer durables,
but the corporation also controls a fleet
of construction vehicles which are used to
build or repair the city infrastructure.
@GravBall League
GravBall is a fast paced aerial version of
Soccer where the players use anti-grav
backpacks to fly around an immense stadium.
Due to the fast and violent nature of the game,
players wear tough armor, injuries are still
common though. Cybernetic implants are used to
substitute for mangled limbs, but a GravBall
player must be at least 50% original human
flesh in order to qualify in the GravBall league.
Due to the popularity of the sport the GravBall
League, which owns all the stadiums in the city,
has become a prosperous corporation. However,
alternative recreations such as Sensovision or
the illegal Psiclone are proving to be serious
competition.
@Psyke
Psyke is a criminal syndicate which is based in
the slum areas. The organization is originally
thought to have developed the Psiclone implant
in 2081 with the aid of a renegade Marsec scientist.
The design was quickly copied by the other
syndicates creating an unprecedented level of gang
warfare. The degradation of city life is frequently
blamed on Psyke's activities, but they are no
longer the biggest gang in the region.
@Diablo
Diablo is a criminal syndicate with a particularly
violent reputation. They have muscled in on the
Psiclone trade and have consequently become bigger
and more powerful than Psyke. Gang members are
intensely loyal to their cause and hostile to
any outsiders.
@Osiron
The Osiron syndicate is the wealthiest criminal
operation in the city area. Although they are
based in the slum areas they are able to conduct
apparently legitimate business in the city and
there is no proven link between Osiron and violent
crime. It is widely suspected that they employ
the services of the other gangs where possible,
only resorting to direct action if necessary.
@Sentient Engine Liberation Front (SELF)
The city edict of 2076 effectively banished
Androids from most areas of city life. They were
forced into slum areas and treated as little more
than vermin. They considered themselves to be
artificial life forms of equal intellect to
human beings and decided to fight back. SELF is
an organization dedicated to fight for equality
for all sentient life forms, whether flesh or
machine. Their activity has been limited to
pressure group politics, but there are demands
within their ranks to resort to more direct,
violent action.
@Mutant Alliance
The first wave of Alien incursions resulted
in many genetic experiments involving crossbreeding
humans and the Alien species known as Sectoids.
These hybrids have survived in human society,
but they have been denied the right to
procreate within the city. They also suffer
discrimination in employment and education.
Although they are genetically almost identical
to humans, they retain some Alien facial
characteristics and are renowned (and distrusted)
for their Psionic abilities. Hybrids Psionic
abilities may well prove useful to X-COM in the war
against the Aliens. The Mutant Alliance is active in
city politics and promotes the concerns of the
hybrid community.
@Extropians
The Extropians are one of the city's major political
organizations that dominate the Senate.
The Extropian philosophy is basically a faith
in a bright technological future - a brave new world
free of disease, pollution, old age and dull aesthetics.
They pioneered the city regulations governing the
future-retro styling of the architecture and vehicles.
They have strong support from Solmine, Marsec and the
larger corporations.
@Technocrats
Politically the Technocrat's philosophy is really no
different to the Extropians, except they are a
little less colorful and more skeptical of
technological solutions to social problems.
They believe in a structured and ordered
society which rigidly adheres to laws and
punishes corruption. They draw most support
from the smaller corporations and the populations
of the mining colonies.
^Vehicles
Citizens of Mega-Primus use two types of vehicle.
There are common road traveling vehicles that
use a low cost anti-gravity system embedded in
the road surface and airborne flyers which employ
more sophisticated Elerium powered anti-gravity engines.
The bold red military vehicles are available for X-COM to
purchase.
@Police Hovercar
Megapol's police Hovercars are the scourge of the slum
dwelling criminal gangs. They are well armed and able to
travel freely within and outside the city boundaries,
scouring the ground or air for unlicensed criminal
vehicles. They are no match for heavier military vehicles,
but Megapol is able to manufacture many of these scout
cars and can replace any losses. The vehicle's styling is
required to conform to city aesthetic ordinances concerning
pleasurable design of public vehicles.
Constitution: 40
Armor: 12
Weight: 700
Passengers: 4
Weapons Space: 6
Weapons Slots: 2
Engine Size: 4
Equipment: 6
@Airtaxi
The wealthy citizen would not normally travel by people-tube
or road, but instead hire the services of a fast and reliable
Airtaxi. The styling is conspicuously based on the more
humble road going version, but the ride is more refined.
Expect the occasional Airtaxi you see to contain a VIP, or
flamboyant Sensovision celebrity.
Constitution: 25
Armor: 0
Weight: 600
Passengers: 4
Weapons Space: 0
Weapons Slots: 0
Engine Size: 4
Equipment: 0
@Rescue Transport
The airborne rescue vehicle serves as an ambulance and
fire engine. It is specially equipped to deal with rescue
situations involving car accidents and other disasters.
However dealing with the Alien invasion is well beyond the
scope of the rescue service which normally has little to do
given the strict safety regulations governing all aspects of
city life.
Constitution: 35
Armor: 0
Weight: 1400
Passengers: 6
Weapons Space: 0
Weapons Slots: 0
Engine Size: 8
Equipment: 12
@Construction Vehicle
This multipurpose craft is used to build and repair any type
of building within the city boundary. It will also
repair roads, bridges and other structures. The
aesthetic regulations also require construction
vehicles to be equipped for landscape gardening and
forestry work.
Constitution: 60
Armor: 0
Weight: 4000
Passengers: 1
Weapons Space: 0
Weapons Slots: 0
Engine Size: 4
Equipment: 24
@Airtrans
Heavy transportation is mainly undertaken by these
heavy duty air transports. Manufactured goods are
transported entirely by air, given the unreliability
and dangers of road transport in the deregulated
areas, or slums. The Airtrans is a computer controlled
craft, but must be manned by law according to the
inter-personal contact ordinances.
Constitution: 60
Armor: 0
Weight: 3000
Passengers: 8
Weapons Space: 0
Weapons Slots: 0
Engine Size: 16
Equipment: 24
@Space Liner
The huge Space Liners enable commerce with Mars, the
Moon and the deep space mining colonies. Huge quantities
of manufactured goods are transported outwards, the
Space Liners then return laden with raw materials and
small quantities of the precious Elerium.
Constitution: 800
Armor: 19
Weight: 15000
Passengers: 20
Weapons Space: 0
Weapons Slots: 0
Engine Size: 16
Equipment: 0
@Phoenix Hovercar
The Phoenix is manufactured by Marsec mainly for
military purposes. This sleek but rugged vehicle
is used for reconnaissance in dangerous environments
such as the Mars colony. A variety of weapon and
engine configurations can be used and a well equipped
Phoenix is more than a match for a police Hovercar.
Constitution: 70
Armor: 24
Weight: 700
Passengers: 4
Weapons Space: 6
Weapons Slots: 2
Engine Size: 8
Equipment: 4
@Hoverbike
The unusual Hoverbike with 'side car' is used for
military purposes or for the personal pleasure of
wayward youth who enjoy speed and altitude. Its good
power to weight ratio means that this is the most
maneuverable air vehicle but it can only carry light
armaments. The Hoverbike can be a valuable means of
transport for the Agent on investigative missions
where speed of response is essential.
Constitution: 25
Armor: 6
Weight: 100
Passengers: 2
Weapons Space: 3
Weapons Slots: 1
Engine Size: 4
Equipment: 1
@Valkyrie Interceptor
The Valkyrie is the standard military vehicle
manufactured by Marsec. Its sleek lines appear
reminiscent of old rocket designs, but it is a
fully capable anti-grav dependent craft with a
variety of engine configurations. There is space
for many types of armaments and equipment loads.
It is capable of solar system travel and is
feared by the criminal cartels when it is used
to police the space lanes to Mars and beyond.
Constitution: 280
Armor: 36
Weight: 3000
Passengers: 8
Weapons Space: 8
Weapons Slots: 2
Engine Size: 16
Equipment: 12
@Hawk Air Warrior
The Hawk is essentially a heavy weapons platform
capable of carrying a significant payload. It is
the most powerful vehicle manufactured by Marsec
and should be the first line of defense against
any invasion force, wherever it comes from.
Constitution: 460
Armor: 46
Weight: 5000
Passengers: 10
Weapons Space: 14
Weapons Slots: 3
Engine Size: 16
Equipment: 16
@Dimension Probe
This unmanned automated probe is designed to
explore the Alien Dimension and has minimal
armaments and defenses. The Probe will enable
X-COM to test its new adaptation of the Aliens
inter-dimensional technology. Exploration is a
vital requirement for developing further
knowledge of the Alien threat and the probe is
just the first step.
Constitution: 80
Armor: 48
Weight: 800
Passengers: 0
Weapons Space: 4
Weapons Slots: 1
Engine Size: 0
Equipment: 0
@Biotrans
This inter-dimensional transport is designed
for transporting Alien life forms or Alien
technology captured during tactical missions
in the Alien Dimension.
Constitution: 600
Armor: 47
Weight: 2000
Passengers: 4
Weapons Space: 4
Weapons Slots: 1
Engine Size: 0
Equipment: 32
@Explorer
The first manned inter-dimensional vehicle
produced for the initial exploration of Alien
structures. The craft only has a small equipment
and armament load and must conduct its excursions
with great care.
Constitution: 400
Armor: 50
Weight: 3000
Passengers: 8
Weapons Space: 14
Weapons Slots: 3
Engine Size: 0
Equipment: 12
@Retaliator
The development of the Retaliator shifts the
emphasis from exploration to attack. Our
Engineers have at last produced a craft which
can match the capabilities of many of the Alien
ships.
Constitution: 450
Armor: 66
Weight: 3400
Passengers: 4
Weapons Space: 22
Weapons Slots: 3
Engine Size: 0
Equipment: 16
@Annihilator
The ultimate expression of X-COM technology - a
mean, fast and devastating craft which, if properly
equipped, is more than a match for the biggest
Alien attack ships. The Annihilator will help
secure X-COM domination of the Alien Dimension.
Constitution: 700
Armor: 78
Weight: 4000
Passengers: 8
Weapons Space: 40
Weapons Slots: 3
Engine Size: 0
Equipment: 30
@Autotaxi
The road going Autotaxi is a more luxurious and
relaxed form of public transport than the bustling
People Tubes. Although a driver is not technically
required regulations specify that a 'driver' is
needed to fulfill the required inter-personal
contact, which is necessary in a society dominated
by automation.
@Autotrans
A computer controlled, fully automated goods vehicle.
The road going Autotrans is a more economical
version of the Airtrans, but the AI is still so
advanced that they can anticipate demand for their
services with uncanny accuracy and rarely need to
be ordered in advance.
Constitution: 20
Armor: 0
Weight: 800
Passengers: 4
Weapons Space: 0
Weapons Slots: 0
Engine Size: 4
Equipment: 16
@Police Car
The standard Megapol patrol vehicle is proudly
styled in the current retro fashion, but is still
capable of carrying several types of weapon system.
The recent prevalence for criminals to engage in
road combats has led to an increase in patrols and
an upgrade in armament.
Constitution: 50
Armor: 14
Weight: 430
Passengers: 4
Weapons Space: 4
Weapons Slots: 1
Engine Size: 4
Equipment: 0
@Civilian Car
The private car is a luxury which is only afforded
by celebrities and gangsters. The road system in
the city is an anti-grav ducting system that allows
for fast and safe travel by low powered anti-grav
vehicles. Although the car hovers over the road it
is not capable of leaving it, except through
exceptionally careless manual driving.
Constitution: 20
Armor: 0
Weight: 360
Passengers: 4
Weapons Space: 0
Weapons Slots: 0
Engine Size: 6
Equipment: 0
@Stormdog
A Marsec vehicle renowned for its handling and power.
Once loaded with weapons systems it proves to be a
useful military vehicle and an ideal transport for
X-COM Agents.
Constitution: 45
Armor: 18
Weight: 450
Passengers: 4
Weapons Space: 4
Weapons Slots: 1
Engine Size: 8
Equipment: 2
@Wolfhound APC
Military vehicles are rarely required within the
boundaries of Mega-Primus, but if trouble erupts
in the deregulated areas then the Wolfhound Armored
Personnel Carrier is normally deployed into the
conflict zone. Its armament load is small and is
primarily used for secure transport.
Constitution: 550
Armor: 168
Weight: 1000
Passengers: 14
Weapons Space: 4
Weapons Slots: 1
Engine Size: 16
Equipment: 8
@Blazer Turbo Bike
The road going anti-grav 'bike' is a plaything of
rich speed freaks. It is extremely fast and
maneuverable. Consequently it is ideal for the lone
X-COM Agent.
Constitution: 20
Armor: 6
Weight: 80
Passengers: 1
Weapons Space: 0
Weapons Slots: 0
Engine Size: 4
Equipment: 0
@Griffon AFV
The meanest Marsec manufactured land based vehicle
is an extremely heavily armored all-terrain vehicle
with a choice of three different turret mountings.
Projectile and Plasma Cannons can be fitted, or a
missile launching unit for targeting airborne vehicles.
Constitution: 700
Armor: 192
Weight: 1800
Passengers: 4
Weapons Space: 16
Weapons Slots: 1
Engine Size: 16
Equipment: 2
^Vehicle Equipment
All military vehicles can be equipped with a variety of
weapons, engines and special equipment. The engines and
weapons are divided into road and airborne categories.
Careful attention to improving vehicle equipment is
an essential part of military strategy.
@Bolter 4000 Laser Gun
Mid-powered Laser Beam gun commonly used in
airborne police vehicles. The atomic power
cells contained in these weapons allow for many
thousands of shots before they expire.
Weight: 50
Size: 1x3
Damage: 12
Accuracy: 55%
Range: 200m
Fire Rate: 3.00 r/s
@Lancer 7000 Laser Gun
High energy Laser Beam weapon designed for
military and police vehicles. Powerful atomic cells
provide the energy source.
Weight: 80
Size: 1x4
Damage: 16
Accuracy: 60%
Range: 300m
Fire Rate: 3.00 r/s
@Rendor Plasma Gun
A popular but expensive alternative to the Bolter
laser gun. The rare Elerium fuel is used to power
both the plasma chamber and the electro-magnetic
accelerators that propel the ultra-heated plasma
to near light speeds.
Weight: 70
Size: 1x2
Damage: 20
Accuracy: 64%
Range: 250m
Fire Rate: 3.00 r/s
Ammo Type: Elerium-115
Ammo Capacity: 70
@Lineage Plasma Cannon
The Marsec corporation has privileged access to
Elerium supplies due to a strong security role
in the Elerium mining colonies. The Lineage
weapons technology represents the ultimate
Elerium powered accelerators. They are expensive
but devastating.
Weight: 95
Size: 1x3
Damage: 25
Accuracy: 66%
Range: 400m
Fire Rate: 3.00 r/s
Ammo Type: Elerium-115
Ammo Capacity: 110
@Plasma Multi-System
The Plasma Multi-System is a series of connected
plasma turrets designed to provide all round fire
power. This weapon is ideally suited to
installation in larger, less maneuverable craft.
Weight: 65
Size: 2x2
Damage: 14
Accuracy: 62%
Range: 175m
Fire Rate: 6.00 r/s
Ammo Type: Elerium-115
Ammo Capacity: 30
@Light Disruptor Beam
Alien weapons technology is based on a complex
sub-atomic particle system. The Disruptor Beam
is generated from an inter-dimensional power
source. It propels sub-atomic particles which
disintegrate molecules in their path. The weapon
does not require ammunition since the energy
chamber appears to be a self-perpetuating energy
source.
Weight: 50
Size: 2x2
Damage: 20
Accuracy: 50%
Range: 150m
Fire Rate: 2.40 r/s
@Medium Disruptor Beam
The Medium Disruptor Beam is a more powerful
version of the Light Disruptor Beam. It uses
the same sub-atomic, inter-dimensional technology
but the energy chamber is larger. It is capable of
penetrating the heaviest armor.
Weight: 90
Size: 2x3
Damage: 40
Accuracy: 60%
Range: 300m
Fire Rate: 2.12 r/s
@Heavy Disruptor Beam
The Heavy Dispruptor Beam is an immensely powerful
weapon. Its only drawbacks are its size and
difficulty of manufacture. The energy chamber is
enormous, drawing energy from another dimension.
It is possible that the weapon's original power
source is actually located in some alternative
dimension.
Weight: 130
Size: 4x4
Damage: 80
Accuracy: 70%
Range: 600m
Fire Rate: 1.80 r/s
@40mm Auto Cannon
The standard cannon for police and military vehicles;
it fires a high velocity armor piercing shell.
Weight: 60
Size: 1x2
Damage: 10
Accuracy: 70%
Range: 175m
Fire Rate: 6.00 r/s
Ammo Type: Multi-Cannon Round
Ammo Capacity: 300
@Janitor Missile Array
Primarily a short range anti-air missile system.
It is effective against smaller air vehicles.
Weight: 70
Size: 1x3
Damage: 22
Accuracy: 76%
Range: 250m
Fire Rate: 1.00 r/s
Ammo Type: Janitor Missile
Ammo Capacity: 24
Turn Rate: 24
@Justice Missile Launcher
A long range missile system with a powerful fusion
warhead. Only useful against ground targets or
slow moving vehicles.
Weight: 80
Size: 1x3
Damage: 50
Accuracy: 74%
Range: 1000m
Fire Rate: 0.51 r/s
Ammo Type: Justice Missile
Ammo Capacity: 1
Turn Rate: 12
@Prophet Missile Array
The Prophet system is more effective than the
Janitor missiles against faster moving targets.
Its guidance systems are much more accurate,
but the array only has a limited missile capacity.
Weight: 70
Size: 1x3
Damage: 26
Accuracy: 76%
Range: 350m
Fire Rate: 0.86 r/s
Ammo Type: Prophet Missile
Ammo Capacity: 8
Turn Rate: 32
@Retribution Missile Launcher
This is an extremely powerful long range missile
system, which should only be used with extreme
caution. The destructive fusion warhead is designed
to be used against distant ground targets.
Weight: 55
Size: 1x4
Damage: 68
Accuracy: 78%
Range: 1150m
Fire Rate: 0.40 r/s
Ammo Type: Retribution Missile
Ammo Capacity: 1
Turn Rate: 10
@Disruptor Bomb Launcher
This Alien missile system is incredibly destructive.
The explosive force exceeds the Retribution Missiles
and its speed is greater. Fortunately the range is
quite limited.
to be used against distant ground targets.
Weight: 120
Size: 2x3
Damage: 94
Accuracy: 82%
Range: 450m
Fire Rate: 0.40 r/s
Ammo Type: Disruptor Bomb
Ammo Capacity: 32
Turn Rate: 34
@Stasis Bomb Launcher
This unusual Alien weapon causes an inter-dimensional
flux field to surround the target when it is hit,
rendering it immobile and inactive. The field only
lasts a short while but during this time the target
vehicle is extremely vulnerable.
Weight: 130
Size: 2x4
Damage: 0
Accuracy: 80%
Range: 250m
Fire Rate: 0.40 r/s
Ammo Type: Stasis Bomb
Ammo Capacity: 5
Turn Rate: 34
@Disruptor Multi-Bomb Launcher
The multi-bomb has a short range but splits into
fast, multiple independently targeted missiles.
This makes it a deadly weapon against numerous
small targets.
Weight: 180
Size: 2x4
Damage: 98
Accuracy: 84%
Range: 250m
Fire Rate: 0.30 r/s
Ammo Type: Disruptor Multi-Bomb
Ammo Capacity: 12
Turn Rate: 24
@Laser Defense Array
This Megapol produced defense system uses a large
number of accurate, short range laser guns to
shoot down incoming missiles.
Weight: 50
Size: 2x2
Damage: 8
Accuracy: 88%
Range: 64m
Fire Rate: 9.00 r/s
@Plasma Defense Array
The Marsec version of the defense array uses
more powerful and accurate plasma beam weapons
to defend against missile attacks.
Weight: 45
Size: 2x2
Damage: 12
Accuracy: 92%
Range: 84m
Fire Rate: 9.00 r/s
@SD Standard
A compact anti-grav unit suitable for Hoverbikes
and smaller vehicles only.
Weight: 75
Size: 2x2
Power: 1000
Top Speed: 10
@SD Deluxe
A more high-powered version of the Superdynamics
standard, but still small enough for a Hoverbike.
Weight: 100
Size: 2x2
Power: 2000
Top Speed: 11
@SD Sports
Larger anti-grav units give more speed and
acceleration for Hovercars and other small
airborne vehicles.
Weight: 140
Size: 2x2
Power: 4000
Top Speed: 12
@SD Turbo
A large anti-grav unit designed for military
vehicles or commercial transports.
Weight: 190
Size: 2x4
Power: 8000
Top Speed: 13
@SD Elite
A high powered anti-grav unit generally
restricted to military or police vehicles.
Weight: 240
Size: 4x4
Power: 16000
Top Speed: 14
@SD Special
The ultimate engine upgrade for large airborne
vehicles.
Weight: 180
Size: 4x4
Power: 32000
Top Speed: 15
@40mm Auto Cannon Turret
A discreet, but powerful computer targeting
turret system. Designed for small road vehicles.
Weight: 20
Size: 2x2
Damage: 14
Accuracy: 70%
Range: 150m
Fire Rate: 6.00 r/s
Ammo Type: Repeater 40mm Cannon Round
Ammo Capacity: 500
@Airguard Anti-Air Cannon
A more powerful and accurate cannon system
manufactured by Marsec and designed for small
road vehicles.
Weight: 25
Size: 2x2
Damage: 16
Accuracy: 72%
Range: 180m
Fire Rate: 2.00 r/s
Ammo Type: Airguard 52mm Cannon Round
Ammo Capacity: 600
@GLM Array
A compact ground launched missile system for
small road vehicles. This will turn a humble
road car into a serious threat to airborne vehicles.
Weight: 30
Size: 2x2
Damage: 26
Accuracy: 76%
Range: 225m
Fire Rate: 1.50 r/s
Ammo Type: Ground Launched Missile
Ammo Capacity: 12
Turn Rate: 12
@Plasma Turret Cannon
The Plasma Turret Cannon is a powerful weapon,
but lacks the ability to track and hit fast airborne
vehicles.
Weight: 140
Size: 4x4
Damage: 30
Accuracy: 85%
Range: 400m
Fire Rate: 4.50 r/s
Ammo Type: Elerium-115
Ammo Capacity: 130
@GLM Air Defence
A missile launcher which transforms the heavy tank
into an effective air defense unit.
Weight: 140
Size: 4x4
Damage: 28
Accuracy: 75%
Range: 325m
Fire Rate: 1.06 r/s
Ammo Type: Air Defence Missile
Ammo Capacity: 16
Turn Rate: 14
@Rumble Cannon
A powerful cannon which fires explosive shells
over large distances. Its effectiveness is limited
to static or slow moving targets.
Weight: 140
Size: 4x4
Damage: 34
Accuracy: 75%
Range: 250m
Fire Rate: 5.14 r/s
@Metro Roadhog
A low powered road engine for bikes and small vehicles.
Weight: 40
Size: 2x2
Power: 200
Top Speed: 3
@Metro Roadgrav
A standard road vehicle anti-grav unit.
Weight: 50
Size: 2x2
Power: 300
Top Speed: 4
@Metro Turbograv
A high powered road vehicle engine for standard
size road vehicles
Weight: 65
Size: 2x3
Power: 450
Top Speed: 5
@Metro Powergrav
A powerful road engine normally reserved for police
or military use.
Weight: 80
Size: 2x4
Power: 700
Top Speed: 6
@Metro Multipower Plus
The ultimate road  vehicle engine, strictly for
armored military vehicles.
Weight: 110
Size: 4x4
Power: 1000
Top Speed: 7
@Light Weapons Control
A complex AI unit manufactured by Cyberweb.
It is designed to assist the aiming and
intelligent targeting for all installed weapons
systems.
Weight: 5
Size: 1x1
Accuracy: +10%
@Medium Weapons Control
A more complex and capable version of the Light
Weapons Control. Accuracy is improved over the
smaller model.
Weight: 7
Size: 2x1
Accuracy: +20%
@Heavy Weapons Control
The largest and most complex weapons control
system available from Cyberweb. An expensive unit
that should only be used on heavily loaded weapons
platforms.
Weight: 12
Size: 2x2
Accuracy: +30%
@Advanced Control System
X-COM Scientists have devised a superior and
more compact weapons control system designed
specifically for X-COM vehicles. It assists
targeting of the more agile UFOs.
Weight: 16
Size: 2x2
Accuracy: +50%
@Cargo Module
A standard module for transporting goods.
X-COM Agents should have cargo capacity at
a building after a tactical combat mission
in order to retrieve equipment and Alien
artifacts.
Weight: 55
Size: 2x2
Cargo: 50
@Passenger Module
Allows a vehicle to carry an extra four passengers
in addition to the standard passenger capacity
for the vehicle type.
Weight: 55
Size: 2x2
Passengers: 4
@Bio-Transport Module
This X-COM produced unit is designed to contain
Alien specimens, alive or dead. In order to
retrieve Alien life forms, X-COM Agents must
have Bio-Transport capability at a building
after a tactical combat mission.
Weight: 65
Size: 2x2
Aliens Held: 20
@Missile Evasion Matrix
The Cyberweb evasion system is designed to track
hostile missiles and disrupt their guidance
systems using various forms of radiation. It is
not totally effective but a very useful complement
for other defense systems.
Weight: 10
Size: 2x2
Jamming: 40%
@Small Disruption Shield
The Aliens have manufactured an energy shield
that can protect an entire vehicle. It is far
more effective than any armor system and can
turn a small vehicle into a deadly weapons
platform. The disruption field it
generates can absorb any kind of beam or
projectile, but it loses power for each hit.
Power levels are gradually restored but the
unit will cease functioning if the power level
is reduced to zero.
Weight: 80
Size: 2x2
Shield: +200
@Large Disruption Shield
A larger and more powerful version of the
Small Disruption Shield designed for larger
Alien craft. Its absorption level is much
greater, but will still malfunction if the
power level is reduced to zero.
Weight: 120
Size: 3x3
Shield: +400
@Cloaking Field                          
The Cloaking Field is an Alien defense system
that disrupts the detectors of missiles or weapon
control systems. Effectively this means that the
craft is almost invisible to radar, infra-red and
visual sighting. It is very effective but the
field must be disabled temporarily if the craft
is using any of its own weapons systems.
Weight: 80
Size: 3x4
Jamming: 20%
Cloaks Craft
@Teleporter
The Aliens have developed a very effective
teleportation system that allows a craft to
jump instantly over short distances. The unit is
automatically activated when a vehicle is under
fire and receiving damage. Its offensive use
is limited because the destination cannot be
controlled accurately.
Weight: 90
Size: 2x2
Teleports
^Equipment
X-COM Agents should be equipped in preparation for
tactical missions. You can choose from a variety of guns,
missile launchers, ammunition types, grenades and armor.
@Megapol AP Grenade
The Megapol AP Grenade is a standard
anti-personnel grenade with a timer mechanism.
It can also be activated on impact making
it highly useful in time-critical combat
situations.
Weight: 2
Size: 1x1
Power: 56
Damage Type: Explosive
@Megapol Stun Grenade
The Stun Grenade can be used to stun targets
within a small area for a brief time.
Larger Aliens may need weakening before
they can be stunned.
Weight: 2
Size: 1x1
Power: 80
Damage Type: Stun Gas
@Megapol Smoke Grenade
This explosive device generates an instant
smoke cloud that inhibits visibility.
This can be used in combat situations for
surprise attacks or to provide cover for
retreating Agents.
Weight: 2
Size: 1x1
Power: 90
Damage Type: Smoke
@Marsec Proximity Mine
A powerful explosive that will detonate
when a sizable moving object moves
within its detection field.
The range of the proximity field can
be programmed.
Weight: 3
Size: 2x1
Power: 75
Damage Type: Explosive
@Marsec High Explosive
A high explosive system for breaking
through barriers or impassable terrain.
Extra care must be taken when throwing
this device. Its increased size means
that it can't be thrown the same
distance as a conventional grenade.
Weight: 14
Size: 2x1
Power: 120
Damage Type: Explosive
@Megapol Lawpistol
A standard issue hand gun which is good
at short range and quite powerful.
Its usefulness should not be underestimated
because it allows an Agent to use
other equipment, such as a grenade,
with the spare hand.
Weight: 3
Size: 1x2
Power: 24
Damage Type: Armour Piercing
Range: 43m
Fire Rate: 2.00 r/s
@Megapol Lawpistol Clip
Ammunition for the Lawpistol.
Weight: 1
Size: 1x1
Power: 24
Damage Type: Armour Piercing
Range: 43m
Fire Rate: 2.00 r/s
@Marsec M4000 Machine Gun
A military automatic firing projectile weapon.
It is good at close range using automatic fire,
but not accurate enough to be effective
at longer ranges.
Weight: 7
Size: 2x4
Power: 21
Damage Type: Armour Piercing
Range: 56m
Fire Rate: 3.00 r/s
@Marsec M4000 Gun Clip
Ammunition for the M4000 Machine Gun.
Weight: 1
Size: 1x1
Power: 21
Damage Type: Armour Piercing
Range: 56m
Fire Rate: 3.00 r/s
@Megapol Laser Sniper Gun
A laser gun with a laser sight designed for
accurate long range shooting.
This weapon is a good complement for the
Marsec M4000 Machine Gun and should be
used by Agents with good accuracy ratings.
Weight: 6
Size: 2x5
Power: 26
Damage Type: Laser Beam
Range: 75m
Fire Rate: 0.86 r/s
@Megapol Laser Pod
Ammunition for the Laser Sniper Gun.
Weight: 1
Size: 1x1
Power: 26
Damage Type: Laser Beam
Range: 75m
Fire Rate: 0.86 r/s
@Megapol Auto Cannon
The Megapol Auto Cannon is a bulky but
versatile weapon. It can fire armor
piercing rounds, high explosive shells
or incendiary shells. It is best used
at medium range with explosive or
incendiary ammunition, or at close
range with armor piercing rounds.
Weight: 10
Size: 2x4
Power: Depends On Clip
Damage Type: Depends On Clip
Range: Depends On Clip
Fire Rate: Depends On Clip
@Auto Cannon AP Clip
Armor piercing ammunition for the Auto Cannon.
Weight: 2
Size: 1x1
Power: 40
Damage Type: Armour Piercing
Range: 56m
Fire Rate: 1.06 r/s
@Auto Cannon HE Clip
High Explosive ammunition for the Auto Cannon.
Weight: 2
Size: 1x1
Power: 33
Damage Type: Explosive
Range: 56m
Fire Rate: 1.06 r/s
@Auto Cannon IN Clip
Incendiary ammunition for the Auto Cannon.
Weight: 2
Size: 1x1
Power: 37
Damage Type: Incendiary
Range: 56m
Fire Rate: 1.06 r/s
@Megapol Plasma Gun
An expensive but effective single-handed
plasma weapon. Its small size and power
make it a versatile weapon.
It can be used effectively at long or
short range and leaves one hand free to
use other equipment or grenades.
Weight: 5
Size: 1x2
Power: 35
Damage Type: Plasma
Range: 56m
Fire Rate: 1.20 r/s
@Megapol Plasma Pod
Ammunition for the Plasma Gun.
Weight: 1
Size: 1x1
Power: 35
Damage Type: Plasma
Range: 56m
Fire Rate: 1.20 r/s
@Marsec Heavy Launcher
A guided missile launcher that can
fire explosive or incendiary missiles.
It is an extremely devastating device
and should be used with extreme caution.
It is unwieldy because of its bulk and
Agents with heavy launchers should at
least be equipped with a supplementary
weapon such as the Megapol Lawpistol.
Weight: 9
Size: 3x5
Power: Depends On Clip
Damage Type: Depends On Clip
Range: Depends On Clip
Fire Rate: Depends On Clip
@Heavy Launcher AG Missile
This conventional missile contains a
highly effective gas which targets Alien
life forms. The gas is harmless against
humans and structures making it ideal
for forcing Aliens to flee from cover.
Weight: 4
Size: 1x3
Power: 90 
Damage Type: Anti-Alien Gas
Range: 75m
Fire Rate: 0.45 r/s
@Heavy Launcher HE Missile
High explosive ammunition for the Heavy
Launcher.
Weight: 4
Size: 1x3
Power: 90 
Damage Type: Explosive
Range: 75m
Fire Rate: 0.45 r/s
@Heavy Launcher IN Missile
Incendiary ammunition for the Heavy
Launcher.
Weight: 4
Size: 1x3
Power: 90 
Damage Type: Incendiary
Range: 75m
Fire Rate: 0.45 r/s
@Marsec MiniLauncher
A sophisticated single handed missile
launcher. Although the guided missiles
are small they are quite destructive.
Weight: 5
Size: 2x3
Power: Depends On Clip
Damage Type: Depends On Clip
Range: Depends On Clip
Fire Rate: Depends On Clip
@MiniLauncher AG Missile
Developed by X-COM to target Alien life
forms. When the warhead explodes it
releases a cloud of gas deadly to Aliens
but harmless to humans.
Weight: 2
Size: 1x2
Power: 40 
Damage Type: Anti-Alien Gas
Range: 37m
Fire Rate: 0.55 r/s
@MiniLauncher HE Missile
Explosive ammunition for the MiniLauncher.
Weight: 2
Size: 1x2
Power: 40 
Damage Type: Explosive
Range: 37m
Fire Rate: 0.55 r/s
@MiniLauncher IN Missile
Incendiary ammunition for the MiniLauncher.
Weight: 2
Size: 1x2
Power: 40 
Damage Type: Incendiary
Range: 37m
Fire Rate: 0.55 r/s
@Megapol Stun Grapple
The Stun Grapple is a powerful police
weapon used for stunning and capturing
prisoners. It is effective against Aliens
but can only be activated at a very short range.
Larger Aliens may need weakening before
they can be stunned.
Weight: 6
Size: 2x3
Power: 90 
Damage Type: Stun
Range: 6m
Fire Rate: 0.82 r/s
@Alien Gas Grenade
A grenade which releases the X-COM developed
anti-Alien gas. It does not harm humans or
terrain but will be lethal for any Alien
remaining within its dense gas cloud.
Weight: 2
Size: 1x1
Power: 80 
Damage Type: Anti-Alien Gas
@Toxigun
An X-COM weapon designed to shoot high
powered projectiles containing anti-Alien toxic fluids.
It is designed to cause minimal harm to other
targets and is not very good at penetrating armor.
Weight: 5
Size: 1x2
Power: Depends On Clip
Damage Type: Depends On Clip
Range: Depends On Clip
Fire Rate: Depends On Clip
@Toxigun A-Clip
Ammunition for Toxigun. It contains a lethal fast
acting poison designed to target Alien life forms.
It is not so effective against the more advanced
bipedal Alien types.
Weight: 1
Size: 1x1
Power: 50
Damage Type: Toxin A
Range: 50m
Fire Rate: 4.50 r/s
@Toxigun B-Clip
Ammunition for Toxigun. It contains a lethal
fast acting poison designed to target Alien lifeforms.
It effectively renders the earlier A-type
toxin obsolete because it is more powerful and
more effective against the higher Alien life forms.
Weight: 1
Size: 1x1
Power: 65
Damage Type: Toxin B
Range: 50m
Fire Rate: 4.50 r/s
@Toxigun C-Clip
Ammunition for Toxigun. A fast acting poison which
targets all Alien life forms with equally devastating
effects. This toxin effectively supersedes the A or
B types.
Weight: 1
Size: 1x1
Power: 85
Damage Type: Toxin C
Range: 50m
Fire Rate: 4.50 r/s
@Mind Bender
A Psionic projection device for psionically
trained Agents. This device must be used in
order to initiate Psionic attacks in combat
situations. The target needs to be within
clear line of sight of the operator before an
attack can begin. The Agent has a choice of
four different attacks of increasing difficulty.
Psionic Probe reveals information about the
target, Psionic Panic reduces morale, Psionic
Stun will render the target unconscious and psionic
control will allow complete control of the target.
Weight: 3
Size: 2x2
@Disruptor Gun
The Disruptor Gun is a remarkable piece of
technology. It propels a beam of sub-atomic
particles at immense speeds and quantity.
The chamber which generates the energy is
an inter-dimensional device which materializes
energy from an alternative dimension.
The power source, once initiated, is
self-perpetuating and no ammunition or energy
pods are required to sustain the fire power.
Our replicators can reproduce this technology
fairly accurately.
Weight: 5
Size: 2x3
Power: 42
Damage Type: Disruptor Beam
Range: 50m
Fire Rate: 1.12 r/s
@Devastator Cannon
This is an immensely devastating version of
the standard Disruptor Gun. Again it is based
on the same inter-dimensional technology that
seems to power the Dimension Gates.
It is possible that these weapons are actually
drawing power from some remote source
connected by an inter-dimensional field.
This amazing technology seems to be
incongruous with the Aliens' organic weaponry
and may originate from some other Alien
intelligence.
Weight: 8
Size: 2x4
Power: 70
Damage Type: Disruptor Beam
Range: 62m
Fire Rate: 0.90 r/s
@Boomeroid
The Boomeroid is a devastating and
terrifying weapon. It is actually a
semi-intelligent device that hurls itself
towards any moving organic target and then
explodes when it reaches a pre-set range.
The Boomeroid has to be primed for
explosion proximity as well as time delay.
Weight: 3
Size: 2x2
Power: 70
Damage Type: Explosive
@Power Sword
A close combat weapon that uses an Elerium Plasma
Generator to enhance the blade. It is a very
powerful device but can only be used against
adjacent targets.
Weight: 4
Size: 1x4
Power: 75
Damage Type: Plasma
Range: 2m
Fire Rate: 1.03 r/s
@Brainsucker Launcher
This weapon is an organic launcher for
Brainsucker Pods. If the pod lands within
the vicinity of a human target it will
burst open and the Brainsucker will attack
the victim. It is not a useful weapon for
us to replicate, even if it were possible.
Weight: 9
Size: 2x4
Power: 90
Damage Type: Brainsucker
Range: 31m
Fire Rate: 0.56 r/s
@Entropy Launcher
This weapon is essentially an organism
that is genetically engineered to launch
a living missile which flies directly
towards its chosen target. The missile
then erupts and a foul smelling sticky
goo smothers the unfortunate victim.
The substance is a combination of
enzymes and acids that can erode metallic
or organic compounds.
Unfortunately this weapon is not very
effective against Aliens and we cannot
replicate it.
Weight: 10
Size: 2x3
Power: 18
Damage Type: Entropy Enzyme
Range: 75m
Fire Rate: 0.36 r/s
@Entropy Pod
The pod is a genetically engineered
missile that flies directly towards
a target.
It is fired from the Entropy Launcher.
Weight: 2
Size: 1x1
Power: 18
Damage Type: Entropy Enzyme
Range: 75m
Fire Rate: 0.36 r/s
@Dimension Missile Launcher
This launcher propels devastating
Dimension Missiles which contain an
immensely powerful explosive system.
The missile is guided to its target
and is very accurate at long ranges.
The technology is reproducible and
quite distinct from the organic
weaponry that is used by most Aliens.
Weight: 12
Size: 3x5
Power: 110
Damage Type: Explosive
Range: 87m
Fire Rate: 0.38 r/s
@Dimension Missile
The missile explodes with devastating
power. It seems to use an
inter-dimensional flux to suck in
anti-matter from an alternate dimension.
This instantly generates an atomic reaction
which destroys the missile and most of
its surrounding matter.
It should not be used in situations where
buildings and civilians need to be protected.
Weight: 4
Size: 1x2
Power: 110
Damage Type: Explosive
Range: 87m
Fire Rate: 0.38 r/s
@Vortex Mine
This explosive device uses a tiny dimensional
flux generator which allows anti-matter to
seep through a tiny dimensional warp.
The resultant explosion is very powerful.
Weight: 4
Size: 2x2
Power: 150
Damage Type: Explosive
@Personal Disruptor Shield
The Personal Disruptor Shield generates an
energy field which warps the space around
the user. This causes beams or projectiles
to be deflected and dissipated.
Any hit causes the shield's energy to
drain and if it reaches a critically
low level it will malfunction.
It is a highly sophisticated device that
we can reproduce only with great effort.
Weight: 4
Size: 3x2
@Personal Teleporter
This extraordinary device uses
inter-dimensional capability to transport
the user over short distances via a
dimensional flux. The energy level
depletes according to the distance
jumped, but it recovers over time.
Weight: 8
Size: 2x2
@Personal Cloaking Field
The Personal Cloaking Field generates
a warping effect that bends various wave
forms. Effectively this means that the
user is considerably less visible to radar,
infra-red and visual sighting.
The field is disabled temporarily if the
user initiates combat.
Weight: 6
Size: 2x2
@Medi-Kit
A compact but highly sophisticated life support
kit. Wounds and bleeding can be healed quickly by
injecting Nanobots into the bloodstream.
When the device is  activated the operator must
select a part of the body affected by
critical wounds. The device will cure these
wounds quickly, but only if the Agent remains
inactive while it is in operation.
Weight: 3
Size: 2x2
@Motion Scanner
When this unit is activated the display shows
anything moving relative to its position.
The sensors can penetrate any kind of terrain.
Weight: 2
Size: 1x1
@Incendiary Grenade
A grenade which disperses an incendiary agent,
creating fires within a large radius.
The incendiary grenade was originally created
by Diablo and is popular with many of the
city's criminal gangs.
Weight: 1
Size: 1x1
Power: 80
Damage Type: Incendiary
@Megapol Armor
This is a standard issue armor which provides
very effective protection but inhibits the
wearer's speed. The leg, torso, arms and helmet
are all separate components and can be mixed
with other armor types.
Under no circumstances should an Agent be sent
into combat without full armor cover. 
Weight: 55
                         Protection
Megapol Leg Armor       :42
Megapol Body Armor      :45
Megapol Right Arm Armor :38
Megapol Left Arm Armor  :38
Megapol Helmet          :44
@Marsec Armor           
An expensive, Elerium powered armor system.
This armor offers less protection than the
Megapol armor on average but will not slow
down the wearer so much. The expensive torso
section also has an integrated levitation unit
which will allow the wearer to fly or
hover in the air. This is an extremely useful
ability, but an airborne Agent will suffer an
accuracy penalty while using weapons or
throwing grenades.
Weight: 32
                         Protection
Megapol Leg Armor       :36
Megapol Body Armor      :35
Megapol Right Arm Armor :32
Megapol Left Arm Armor  :32
Megapol Helmet          :38
@X-COM Disruptor Armor
A lightweight armor developed by X-COM using
Alien disruption field technology.
This offers superb protection and excellent
mobility.
Weight: 7
                         Protection
Megapol Leg Armor       :65
Megapol Body Armor      :75
Megapol Right Arm Armor :65
Megapol Left Arm Armor  :65
Megapol Helmet          :75
@Psiclone
The Psiclone implant is manufactured and
distributed by criminal gangs. It allows
the user to experience any mental state or
images just by imagining them.
Its widespread popularity and detrimental
effect on the health of young citizens
led the Senate to ban the use or
distribution of the device. The price
of Psiclone implants has subsequently
soared and this has resulted in open
warfare between the criminal gangs
and Megapol.
Weight: 6
Size: 1x1
@Elerium
Since its introduction during the first
Alien invasion, Elerium has proved to
be an essential power source for
interplanetary travel and military use.
It is mined from distant planetary
systems and transported back to Earth
where its rarity ensures a high price.
Tiny quantities contained in small
pods fetch a high price.
Corporations store pods in preference
to gold because the stability of its
value is guaranteed.
Weight: 6
Size: 1x1
END OF FILE.
