Manual Notes
@Prologue
Huddled under the Number Two cooling tower, the inside
of her light vacuum suit claustrophobic with sweat and
the outside covered with grease and a thick layer of
pulverized asteroid, Theresa Brizzi brooded on how
much she hated repair tours. The platform shuddered
again, and she saw the Number One tower slant at a
very wrong angle. Torpedo, she thought silently,
one more of those and I'll have to walk back to the
outpost. Brizzi normally talked to herself without
reserve - all the mining techs in the Frontier did.
What with the distance between things in deep space
and the frequent reassignments, it was a lonely job.
The only companionship you could count on out here was
your own, and that suited her just fine.
Right now, though, she kept quiet because she didn't
trust the radio - not with attackers this close.
No telling what they'd do with a female captive.
Being captured by Kabron pirates would be bad enough,
but even the thought of aliens made her skin crawl.

The Number One tilted further, then began to languidly
twirl away. Brizzi could see that it had been sheared
off messily near the base. It exploded in utter
silence, and the snow started soon after. That's when
Madison started yelling.

"Brizzi!" he screamed; he sounded terrified. She had
no idea where Madison was, but he was broadcasting on
every frequency their suits could manage. Not for the
first time, she cursed the outpost manager for assigning
work partners at random. She'd never even met this guy
before today, and now he had become a threat to her life.

"Brizzi!" There was nothing she could do, and she wished
he would just shut up.

"Brizzi!" No way she was leaving her hiding place to
look for him. Let him get himself killed, what did she
care? Then again, she thought, what makes me think the
Number Two is any safer than the Number One was?
She unrolled herself and scrambled out from under the
tower - and into a twinkling cloud of floating particles.

In another situation, she might have found it beautiful.
Fine like snow, in turns twinkling darker and brighter,
dust hung suspended all around her, swirling where her
passage had disturbed it. Might cover me from their
sensors for a while, she thought. Madison was nowhere in
sight, and his signal was breaking up.

"I heard the wo..." he sounded like he might be
passing behind the reactor core, "...rik hawl in the
bitter cold night." Brizzi decided right then that her
partner had lost it. Stories she'd hear of the Alien Wars
described alien mind control devices - maybe she
shouldn't go looking for him after all.
She felt the platform rumble behind her, and that decided
it. Anywhere's better than here, she thought.

There was no safe way to move quickly; the only things
her to the surface of the ore processing plant were
the soles of her magnetic work-boots and her self herself.
Taking careful steps, she headed for the far side of
the core. Brizzi tried not to notice how much it was like
running in a nightmare.

"...narok, the final battle, is upon us!" Madison song
at the top of his lungs, and Brizzi swore that if she
found him before the attackers did, she'd kill him herself.
"The rain of dust he...crackle... end of the gods, and..."
his radio fell silent.

Finally! Brizzi sighed. Now all she had to do was find
the big idiot, save his pathetic life if he wasn't already
dead, and somehow escape from the doomed platform before
the aliens or pirates or whatever blew the whole things
to bits. Feeling her way through the thickening asteroid
dust, she made her slow, clanking way to the core module.

She found him just as the smaller rumblings, which she
recognized as the regular pattern of energy beam impacts,
stopped abruptly. She followed the vacuum emergency drill
and checked the body automatically.
The dark blue repair coverall showed no sign of damage or
injury, the fishbowl helmet wasn't cracked.
The air supply was next, and that's where she found the
reason for his silence and unconsciousness, and maybe for
his dementia, too. His oxygen supply tubes had been sliced
open - probably too near one of the explosions.
The filters were filled with dust, and his tanks were empty.

Without hesitating, she disconnected the entire breathing
assembly from his suit and tossed it aside. She switched
her secondary oxygen feed off, unplugged it from the seal
on her helmet, and shoved it into place on Madison's.
When she reactivated it, the telltales on his chin plate
turned yellow. When they switched to green, she let herself
relax. He was out of the woods. Then she frowned, because
she realized that they were linked together for the
duration of the action - for better or worse.


That's when a ship she didn't recognize flashed silently
overhead, followed closely by one of a type she had seen
before.

"Interceptor!" she shouted.

From where she sat, crouched over Madison's unmoving form,
she could only see part of the action, but it was enough.
Caught by suprise, the bizarre alien saucers didn't have
a chance to put up much resistance. The sleek, forward
swept X-COM fighters had pinned down and destroyed every
one within minutes.

Much later, a tiny craft with the ancient red plus sign
on the sides landed only a few meters away. After
Madison - still unconscious but alive - was safely
loaded aboard, Brizzi climbed out of her safety
harness and into the co-pilot's seat.

"Our radios don't have that kind of range," she asked
him without preamble.
"'How'd they know we were still here?"
After a few seconds, the pilot reached up to switch
radio frequencies. She repeated the question.

"Squadron leader told me it was like this," he said
as the vacuum doors sealed. "Just after they arrived on
the scene, Ensign Cooper - he was the second wingman,
last one in, you know - he picked up a miniature blip
on his sensors. Turned out to be the breathing
assembly off a SolTech 6970 Vac-Tuff vacuum-rated
coverall." The pilot paused to switch frequencies
again and shout at somebody, then ignited the engines.
"Y'ask me, that was a hell of a good idea, throwing
that thing out where they could see it."

As the rescue runabout lifted off, Brizzi twisted
around and managed to get a brief glimpse at what
was left of the OPP. Looking at the twisted wreckage
and how little area was left undamaged, she
grudginly admitted to herself that there were worse
things that repair duty.

Ensign Wayne Zeller picked his way briskly through
a rainbow tangle of colour-coded cables and
temporary structural member. Hangar Bay 3 would be
finished later today, and all the nonessential
equipment stowed tight, but right now it didn't
look at all like an ultramodern launching, arming,
and repair facility. It looked like an electrical
supply depot had exploded - and smelled like burnt
metal, sweat, and grease. His watch on
communications duty would be over in a few minutes,
and he wanted to get back to station and sign off on
time. Zeller paused next to a disassembled missile
loader up a tall ladder, haranguing whoever was
standing above him with his head inside the fuel
pump assembly. Zeller hurried over.

"Commander!" he shouted when the ACX paused for
breath. The officer glanced down, then turned and
slid down the rails to the deck without touching
any of the rungs in between. The tech with his
head in the hole wiped his forehead in relief.

"Report, ensign," the ACX demanded.

"Sir. Message from the Sector Manager for the
OMS. Letter of complaint, sir." He handed over the
remote display and remained at attention.
Didn't pay to stretch the rules when the boss was
already hot over something.

"Orbital Mining Syndicate," the commander mused,
"That was fast."

Zeller stood at attention and watched as the
Acting Commander: X-COM scanned the letter.
The fumes from nearby welding stung Zeller's eyes.
The ACX finished reading, topped his forehead
a couple of times, then smiled thinly.
He poked at the FILE NO REPLY button and handed
the display board back.

"OPP near Regulon damaged by alien attack a few
hours ago," the commander said, removing his hard
hat momentarily to run his big hand over cropped
black hair. "Our Interceptors got there a little
late. No casualties, but some damage to the plant.
Shortsighted scumbag only cares about the
equipment. He's threatening to cut funding end of
month."

"Reply, sir?" Zeller asked. He hoped there was none.
More paperwork just meant longer until he got off shift
and back to his bunk.

"No, ensign. Not my problem anymore," at that moment,
the ACX seemed as tired as Zeller has ever seen
him. He looked old. Hard to believe he was barely
two years of training, just eighteen months ahead of
Zeller himself. What was he talking about?

"Sir?"

"New Commander's due in tonight. I turn over the
reins at twenty-four hundred. New year and a new boss,
ensign. Better hope they sent us a good one. Dismissed."

As the messenger picked his way out of the hangar bay,
the ACX said softly, so softly that no one could
possibly overhear, "...'cause if they didn't, we're all
dead."
X-COM Ships and Installations
@X-1A "Lightning" II Interceptor
The X-1A Lightning II was designed
specifically for patrol duty in the Frontier.
Built by the Transtellar corporation, the
Lightning II is equipped with modular weapon
hard points and equipment bays to allow for
the easy upgrade of armament and other systems.
Although somewhat vulnerable defensively,
this interceptor is by far the fastest
available to X-COM pilots.
Cost: $400,000
Maximum Speed: Conversion Drive: 111 m/s
	       Gravity/Induction Drive: 261 m/s
	       Graviton Pulse Drive: 447 m/s
Hull Strength: Standard Armor: 350
	       Tri-Titanium Armor: 475
	       Trans-Dermal Armor: 525
Missile Hard Points: 2
Beam Hard Points: 2
Special Equipment Hard Points: 2
@Superdynamics S-2 "Firestar" Interceptor"
The S-2 Firestar interceptor was developed
in response to the need for a more versatile
craft. While still agile enough to be a good
match for most alien saucers in a dogfight,
the S-2 has tri-titanium hull plating and
added weapons capacity also make it an
effective attacker - even against larger,
well defended targets such as alien mining
outposts and ore processing facilities.
Although capable of using the older gravity
wave engines, the Firestar performs best
when equipped with the newer Gravity Induction Drive.
Cost: $550,000
Maximum Speed: Conversion Drive: 59 m/s
	       Gravity/Induction Drive: 137 m/s
	       Graviton Pulse Drive: 236 m/s
Hull Strength: Standard Armor: 500
	       Tri-Titanium Armor: 625
	       Trans-Dermal Armor: 675
Missile Hard Points: 3
Beam Hard Points: 4
Special Equipment Hard Points: 4
@Marsec M-3 "Super Avenger" Interceptor"
The M-3 Super Avenger is the ultimate fighting
craft available in the Frontier. Using Alien
Hull Alloys, Marsec was able to create a
tough, powerful bomber capable of going
head-to-head with heavily-armed alien targets
for extended periods of time. The added weapons
hard points -- including one that is capable of
mounting a special munitions rack for oversized
payloads -- make it a formidable adversary for
larger targets. The M-3 also has surprising
agility in a dogfight when equipped with the
new Graviton Pulse Drive system.
Cost: $800,000
Maximum Speed: Conversion Drive: 33 m/s
	       Gravity/Induction Drive: 77 m/s
	       Graviton Pulse Drive: 132 m/s
Hull Strength: Standard Armor: 650
	       Tri-Titanium Armor: 775
	       Trans-Dermal Armor: 825
Missile Hard Points: 5
Beam Hard Points: 4
Special Equipment Hard Points: 6
@Cybermove Systems Star Ranger"
Terran Freighter The Cybermove Systems Star
Ranger has been in service for a number of years.
A space-going upgrade to the venerable Sky
Ranger transport, the Star Ranger was originally
designed to move equipment from Earth to her
in-system colonies. Upgraded for hyper-light
travel, these vessels now serve effectively
in deep space as well.
Maximum Speed: Conversion Drive: 4 m/s
	       Gravity/Induction Drive: 11 m/s
	       Graviton Pulse Drive: 19 m/s
Hull Strength: Standard Armor: 850
	       Tri-Titanium Armor: 975
	       Trans-Dermal Armor: 1025
Missile Hard Points: 0
Beam Hard Points: 1
Special Equipment Hard Points: 1
@Patton-Class Research Cruiser
The research vessels used by the Galactic Science
Corps are retired military vessels left over
from the years following the Second Alien War.
Now, with their weapons replaced by advanced
sensor and detection equipment and their primitive
sub-light engines replaced with hyper-light drive
units, Patton-class vessels should continue to
serve the GSC well into the next decade. Many
ships of this class have also been drafted
into private service by some of Earth's wealthier
corporations.
@Earth Outpost
The corporate Outposts in the Frontier
coordinate the activity of Ore Processing
Plants (OPPs) in a star system and act as a
repository for the minerals they collect.
The raw materials gathered here are either
shipped to Earth or used in the construction
of supplies for X-COM bases in the Frontier.
Outposts also serve as recruiting points for
potential X-COM personnel. A pool of potential
pilots can always be found stationed at
Frontier Outposts, awaiting their chance
to serve. Although Outposts are equipped with
minimal shields and armament, their chance of
surviving a full-scale alien assault
is minimal at best. X-COM's funding and
livelihood depend heavily on these facilities,
so their protection is X-COM's primary goal.
@Corporate Ore Processing Plant
Ore Processing Plants (OPPs) are orbital
stations manned by a small crew of civilian
technicians. These facilities collect raw
materials and ship them to the local corporate
Outpost. Each OPP in an Outpost system makes
a vital contribution to the wealth and
efficiency of the corporate operation.
When an OPP is lost to an alien attack, X-COM
funding and supply availability from an
Outpost system can decrease dramatically.
Though they possess limited armament, OPPs are
incapable of effectively defending themselves
from a prolonged alien attack. They must be
protected at all costs.
@GSC Science Station
The Galactic Science Corps operates a number
of research outposts in Earth colony areas,
conducting research on a wide variety of
subjects -- from astronomical studies to
xenobiology. The GSC is strictly a civilian
operation; there is no military presence on
a science station, nor is the base equipped
with any offensive weaponry. There are
several GSC Science stations in the Frontier region.
@Kabron Pirate Base
The Kabron pirates build their bases from
pilfered equipment and materials acquired
from raids on whatever trade routes
they plague. Thus, it is a rarity to find
two pirate bases that look alike.
Although no pirate activity has yet been
recorded in the Frontier region, the
possibility of a hidden base in the area
is not entirely unlikely.
@Corporate Interceptors
Corporate Outposts and OPPs are not
particularly well equipped to handle an
enemy attack. Normally, the corporations
operating in the Frontier depend on X-COM
fighter support for protection - however,
some corporations take precautions
of their own. Corporate interceptors use
the same hull types as those
operated by X-COM. These craft, which are
almost exclusively stationed near
Outposts and Ore Processing Plants, are
flown by mercenary pilots with adequate
but unspectacular combat skills.
In a particularly fierce attack,
corporate interceptors can be helpful
allies to a defending X-COM fleet.
Weapons
@Laser Cannon
Of all the weapons that have come and
gone since the First Alien War, none
has been as useful and long-lived as
the basic Laser Cannon. The latest
iteration of this weapon, specially
modified to be mounted on the fighters
in service on the Frontier, is almost
identical in function to those used on
atmospheric interceptors in AW-I.
This is a simple, readily available, and
relatively inexpensive weapon.
Cost: $182,000
Size: 7 CSUs
Time To Produce: 0 Man Hours
Rate of Fire: 2
Range: 4 km
Direct Damage: 30
@Heavy Laser
Advanced research in the field of
lasers has led to several interesting
theories regarding the improvement of
the basic Laser Cannon. The Heavy Laser
focuses the beam through a tiny Elerium
crystal, resulting in significantly
increased firepower. Unfortunately,
the Elerium-focused beam requires far
more energy than its standard counterpart,
making the Heavy Laser less
energy-efficient than other laser-based
weapons. The rate of fire is also quite
slow for this weapon.
Cost: $275,000
Size: 12 CSUs
Time To Produce: 700 Man Hours
Rate of Fire: 1
Range: 2 km
Direct Damage: 65
@Gatling Laser
The Gatling Laser is a concept derived
from Advanced Laser research. By utilizing
an advanced pre-stage coolant array
charged with a lithium Bose condensate,
this weapon can fire a pulsed laser beam
at twice the rate of a standard
Laser Cannon. This makes the Gatling
Laser one of the quickest weapons available.
Although the damage inflicted by each
individual shot is somewhat less than
that of the standard Laser Cannon, the
overall damage potential of this weapon
is much greater.
Cost: $250,000
Size: 10 CSUs
Time To Produce: 500 Man Hours
Rate of Fire: 6
Range: 3 km
Direct Damage: 25
@Tracer Cannon
The Tracer Cannon is a new twist on old
technology. The added accuracy of the
Emissions Targeting System, combined
with advanced laser technology has
allowed Marsec weapon engineers to create
this powerful, continuous beam
energy weapon. The Tracer Cannon deals
continuous damage as long as the beam
remains in contact with the target.
Ships must be equipped with the
Emissions Targeting System or better in
order to fire this weapon.
Cost: $225,000
Size: 8 CSUs
Time To Produce: 750 Man Hours
Rate of Fire: Continuous
Range: 3 km
Direct Damage: 30
@Tracking Tracer Cannon
The Tracking Tracer Cannon is an
excellent example of how to use alien
technology to significantly increase
the effectiveness of existing X-COM
equipment. Modified to take advantage
of the Advanced Autonomous Targeting
System (AATS), the Tracking Tracer Cannon
- once it successfully connects with a
target -- automatically tracks that
target as long as it remains in the
weapon's firing arc. Though it sacrifices
some firepower in favor of advanced
targeting capabilities, this weapon is
much more practical and effective than
its manually-targeted predecessor.
Cost: $300,000
Size: 12 CSUs
Time To Produce: 950 Man Hours
Rate of Fire: Continuous
Range: 2 km
Direct Damage: 25
@Phase Cannon
The Phase Cannon is an alien weapon that
focuses a pulsed particle beam through
an emitter array that automatically
alters the frequency and  phase of the
beam's pulse. This emitter array, which
is linked into the ship's passive sensors,
changes the character of the Phase
Cannon's energy beam to be dissonant with
that of a target vessel's shields.
The result is an energy beam that is
extremely effective at eliminating a
target's shields.
Cost: $300,000
Size: 12 CSUs
Time To Produce: 800 Man Hours
Rate of Fire: 3
Range: 5 km
Direct Damage: 65
@Plasma Pulse Cannon
This is the most commonly encountered
alien beam weapon, similar in many
respects to the Plasma Beams used on alien
ships during the First Alien War.
Plasma Pulse Cannons produce an energy
beam that is measurably more powerful than
a standard Laser Cannon with little or no
difference in power consumption per-shot.
Cost: $190,000
Size: 7 CSUs
Time To Produce: 750 Man Hours
Rate of Fire: 2
Range: 5 km
Direct Damage: 32
@Psi Blaster
This insidious alien weapon amplifies
psionic energy and projects it as a
coherent beam which can easily break
down a pilot's psionic defenses, causing
him to panic or become the unwitting
slave of a controlling alien presence.
The psionic defensive systems that have
been integrated into all X-COM craft
since shortly after the Second Alien War
seem to have no effect against the
Psi Blaster. Luckily, this device can be
modified and used as a weapon on X-COM
ships as well, allowing us to give the
aliens a taste of their own technology.
Cost: $325,000
Size: 10 CSUs
Time To Produce: 1500 Man Hours
Rate of Fire: 1
Range: 2 km
Direct Damage: Special
@Tachyon Pulser
It is quite evident that, in order to
succeed, all enemy craft must be studied
as closely as possible. In order to do
so, each alien ship type must be
captured intact and dismantled component
by component. The Tachyon Pulser is
designed to make the task of capturing
alien ships easier and more practical.
This weapon affects only a target's
shields and engines, the goal being to
render the target helpless.
Once disabled, an alien craft can easily
be towed back to an X-COM base and
shipped back to Earth for examination.
Cost: $195,000
Size: 7 CSUs
Time To Produce: 650 Man Hours
Rate of Fire: 3
Range: 6 km
Direct Damage: 18
@X-winder Missile
X-winder Missiles are the mainstay of
the X-COM missile arsenal. A modern
equivalent to 20th century heat-seeking
missiles, X-winders lock onto the
infrared emissions of a target's
engine exhaust. While not powerful
enough to be practical against large,
heavily-shielded targets, X-winders
are quite effective in ship-to-ship combat.
Cost: $9,000
Size: 1 CSU
Time To Produce: 0 Man Hours
Range: 10,000 km
Speed: 1,000 km/s
Duration: 10 s
Direct Damage: 300
Proximity Damage: 200
@X-winder Missile Launcher
The launcher rack for X-winder Missiles.
Each rack can carry five missiles.
Cost: $16,000
Size: 3 CSUs
Time To Produce: 0 Man Hours
Ammunition Capacity: 5
Rate of Fire: 4
@Fusion "Base Buster" Missile
The Fusion Missile was designed for one
purpose: mass destruction. Although
too slow to be used effectively in
ship-to-ship combat, the "Base Buster"
lives up to its name when used in
bombing runs against large targets.
Cost: $32,000
Size: 9 CSUs
Time To Produce: 1100 Man Hours
Range: 5,250 km
Speed: 250 km/s
Duration: 15 s
Direct Damage: 3000
Proximity Damage: 1000
@Fusion Missile Launcher
The launcher rack for Fusion
"Base Buster" Missiles. Each rack can
carry two missiles.
Cost: $210,000
Size: 16 CSUs
Time To Produce: 600 Man Hours
Ammunition Capacity: 2
Rate of Fire: 6
@Permeator Missile
The study of alien shield technology
has provided a working knowledge of
how a ship's shields can be
temporarily disrupted. Milliseconds
before a Permeator Missile hits a
target's shields, the warhead generates
a highly-focused graviton pulse, which
temporarily disrupts a section of the
shield bubble. This allows the missile
to pass directly through the shields
and deliver its payload directly to
the ship's armor, hull, and
internal systems. Ships must be
equipped with the Emissions Targeting
System or better in order to fire
this weapon.
Cost: $14,000
Size: 4 CSUs
Time To Produce: 350 Man Hours
Range: 9,500 km
Speed: 950 km/s
Duration: 10 s
Direct Damage: 550
Proximity Damage: 200
@Permeator Missile Launcher
The launcher rack for Permeator
Missiles. Each rack can carry
three missiles.
Cost: $170,000
Size: 6 CSUs
Time To Produce: 300 Man Hours
Ammunition Capacity: 3
Rate of Fire: 2
@Doppelganger Missile
The Doppelganger Missile is the ultimate decoy.
When fired, it uses holographic and psionic projectors
to create an exact image of the ship from which it
was launched. The missile then proceeds to make
aggressive attack runs at the targeted vessel,
all the while behaving and performing as if it
were an actual ship. This performance continues
until the missile runs out of fuel, at which time
it reverts to its original form. Ships must be
equipped with the Advanced Autonomous Targeting
System (AATS) in order to fire this weapon.
Cost: $95,000
Size: 14 CSUs
Time To Produce: 800 Man Hours
Range: 15,000 km
Speed: 500 km/s
Duration: 30 s
Direct Damage: Special
Proximity Damage: 300
@Doppelganger Missile Launcher
The launcher rack for Doppelganger Missiles. Each
rack can carry one missile.
Cost: $160,000
Size: 5 CSUs
Time To Produce: 400 Man Hours
Ammunition Capacity: 1
Rate of Fire: Special
@Nova Bomb
The Nova Bomb is the most devastating weapon ever
created by humans. Instead of targeting ships or other
objects, the Nova Bomb targets stars. When fired,
the missile slowly accelerates to hyper-light speed.
When it reaches the target star, it buries itself in
the star's fusion core. Once inside, the Nova Bomb
detonates, setting off a chain reaction that causes
the star to explode, destroying everything in the
system (including the star itself).
This weapon holds such far-reaching destructive
potential that the scientists who developed the
device have placed a bill before Earth's government
proposing that research data on this weapon be
stricken from all official records and the technology
outlawed for all time. Ships must be equipped with
the Advanced Autonomous Targeting System (AATS) in
order to fire this weapon.
Cost: $750,000
Size: 65 CSUs
Time To Produce: 12500 Man Hours
Range: 26,250 km
Speed: 175 km/s
Duration: 150 s
Direct Damage: Special
Proximity Damage: 300
@Nova Bomb Launcher
Launcher for the Nova Bomb. This apparatus is so
massive that it can only be mounted on a Super Avenger.
Capable of carrying one Nova Bomb.
Cost: $250,000
Size: 5 CSUs
Time To Produce: 400 Man Hours
Ammunition Capacity: 1
Rate of Fire: Special
@Elerium Torpedo
The Elerium Torpedo is the most basic
type of alien missile. It has a longer
flight time and a slightly more powerful
warhead than the X-winder missile.
Cost: $10,000
Size: 1 CSU
Time To Produce: 200 Man Hours
Range: 11,000 km
Speed: 1,100 km/s
Duration: 10 s
Direct Damage: 400
Proximity Damage: 250
@Elerium Torpedo Launcher
The launcher rack for the Elerium torpedo.
Each rack can carry four missiles.
Cost: $160,000
Size: 3 CSUs
Time To Produce: 300 Man Hours
Ammunition Capacity: 4
Rate of Fire: 1
@Enveloping Fusion Torpedo
This alien weapon is truly unique.
When the torpedo reaches its target,
the warhead generates a powerful
containment field around both the target
and the missile itself. The warhead then
explodes inside the field. The effect is
that the power of the explosion is
distributed equally over the entire
surface of the target (or its shields).
Ships must be equipped with the Emissions
Targeting System or better in order to
fire this weapon.
Cost: $28,000
Size: 8 CSUs
Time To Produce: 700 Man Hours
Range: 14,700 km
Speed: 1,050 km/s
Duration: 14 s
Direct Damage: 500
Proximity Damage: 300
@Enveloping Fusion Torpedo Launcher
The launcher rack for the Enveloping
Fusion Torpedo. Each rack can carry
three missiles.
Cost: $242,000
Size: 14 CSUs
Time To Produce: 600 Man Hours
Ammunition Capacity: 3
Rate of Fire: 3
@Sidestep Missile
One of the problems faced when
targeting alien ships is their
high maneuverability. The aliens'
use of Vector Control Thrusters allows
their ships to outmaneuver even the
fastest missiles. To counter this
ability, the Sidestep Missile incorporates a
small Vector Control unit and an advanced
targeting gyro that homes in on the
electromagnetic emissions of the target
vessel. The result is a missile that can
easily track almost any target.
Ships must be equipped with the Emissions
Targeting System or better in order to
fire this weapon.
Cost: $16,000
Size: 3 CSUs
Time To Produce: 450 Man Hours
Range: 17,400 km
Speed: 1,450 km/s
Duration: 12 s
Direct Damage: 450
Proximity Damage: 275
@Sidestep Missile Launcher
The launcher rack for the Sidestep Missile.
Each rack can carry four missiles.
Cost: $155,000
Size: 5 CSUs
Time To Produce: 325 Man Hours
Ammunition Capacity: 4
Rate of Fire: 2
@Passive Cloaking Torpedo
This weapon combines long flight time
with cloaking technology to create a weapon
that is extremely difficult to detect -
until it's too late. The Passive Cloaking
Torpedo is not fired; instead, it simply
drops from the launcher. Within a second of
its release, the torpedo cloaks, hiding
itself from detection. While cloaked, it
passively scans the area for a valid target.
When an enemy ship comes within one
kilometer, the missile locks onto the
target vessel, de-cloaks, and accelerates
to attack speed. If the missile loses
tracking, it re-cloaks and begins scanning
for another target. Ships must be equipped
with the Advanced Autonomous Targeting
System (AATS) in order to fire this weapon.
Cost: $21,000
Size: 4 CSUs
Time To Produce: 350 Man Hours
Range: 24,750 km
Speed: 1,650 km/s
Duration: 15 s
Direct Damage: 350
Proximity Damage: 200
@Passive Cloaking Torpedo Launcher
The launcher rack for the Passive Cloaking
Torpedo. Each rack can carry two missiles.
Cost: $165,000
Size: 5 CSUs
Time To Produce: 300 Man Hours
Ammunition Capacity: 2
Rate of Fire: 3
@Parallax Torpedo
The warhead and propulsion system of the
Parallax Torpedo are almost identical to
those of the Elerium Torpedo. What makes
this weapon unique is the inclusion of a
psionic projector that generates two false
visual and sensor images of the missile at
random locations within a ten-meter sphere
of the actual missile. This makes it
tremendously difficult for the target to
lock onto the missile and destroy it.
Ships must be equipped with the Emissions
Targeting System or better in order to
fire this weapon.
Cost: $22,000
Size: 3 CSUs
Time To Produce: 600 Man Hours
Range: 24,000 km
Speed: 2,000 km/s
Duration: 12 s
Direct Damage: 400
Proximity Damage: 250
@Parallax Torpedo Launcher
The launcher rack for the Parallax Torpedo.
Each rack can carry three missiles.
Cost: $160,000
Size: 5 CSUs
Time To Produce: 300 Man Hours
Ammunition Capacity: 3
Rate of Fire: 3
Technologies
@Advanced Lasers
Continued study in the field of lasers has
produced a number of techniques to improve
the performance of the venerable X-COM Laser
Cannon. One involves channeling the beam
through a small Elerium crystal, which
significantly improves the weapon's beam strength.
Another technique involves the use of a special
coolant array which allows the beam to be cycled
at much higher speeds."
@Alien Hull Alloys
Study of the remains of more advanced alien ships
shows that the aliens have apparently abandoned
Tri-Titanium alloys in favor of a lighter,
stronger material. Although there is no trace of
this alien metal on any of the explored planets in
Terran space, the Galactic Science Corps has been
able to replicate the molecular structure of the
alloy under laboratory conditions. Using this
material, Marsec has developed a new interceptor
design - the M-3 Super Avenger. Further study of
the new alien material could lead to more efficient
spacecraft armor.
@Cold Fusion
For centuries, scientists have searched for a
way to initiate a fusion reaction at
room-temperature. A breakthrough in the Galactic
Science Corps labs has led to a method whereby
this result can easily be achieved. In addition
to being a huge step forward in the field of
power generation, this technology allows the
development of some extremely powerful weapons.
@Hyper-Dimensional Data Transfer
Examination of captured alien saucer components
has given us insight into their communications
technology. Alien comm systems generate signals
whose transmission speed far exceeds messages
generated by X-COM hyperwave technology.
This is achieved by channeling signals through
a tiny dimensional rift. This technology has
allowed us to develop Downlinks capable of
downloading research data at a much faster rate.
@Microbit Compression
By examining the communication systems of the
"Spectre" saucer, the Galactic Science Corps has
found that the aliens further increase data
transmission speed by compressing the data prior
to transmission and decompressing it on reception.
The alien compression algorithm is capable of
reducing file size by up to 99.9 percent. By
adapting this technology to our existing equipment,
we can now produce a Downlink Module capable of
downloading data at speeds never before thought
possible.
@Psionic Amplification
Although the principles of Psionic Amplification
were studied as far back as the First Alien War,
this technology was never developed to its
fullest extent. Study of captured Psi Blasters
has given us new insight into the design of
psionic weaponry, and may lead to new applications
of this technology.
@Psionic Holography
The technology used in alien Parallax Torpedoes to
project false psionic images to confuse pilots
spurred GSC scientists to attempt similar
projection techniques to simulate larger objects.
Unfortunately, the power requirements for such
projections were found to be prohibitive. Now,
with the discovery of alien psionic amplification
techniques, the Galactic Science Corps has been
able to generate convincing, ship-sized psionic
holograms under laboratory conditions.
Confidence is high that this technology can be
developed into a practical weapon.
@Psionic Projection
Study of the tiny psionic projectors built
into alien Parallax Torpedoes has revealed
the techniques used to create convincing
psionic images of small objects over fairly
long distances. GSC scientists are continuing
research in this field to determine whether
the technology has more far-reaching
implications.
@Solar Fusion
In an effort to fully understand fusion
reactions, Galactic Science Corps scientists
have turned to the study of the reactions
that take place in a star's core. By
cataloguing and recording stellar core activity,
we could someday gain the knowledge necessary
to initiate and control fusion reactions at will.
@Synthetic Elerium
Although the Elerium cache recovered from the
Cydonia base on Mars has provided Earth with
all the Elerium it needs for power-generation
purposes, scientists have warned that this
supply won't last forever. For most
non-propulsion purposes, Elerium remains banned
from military use. Luckily, detailed study of
this elusive mineral has finally lead to a
ground-breaking discovery: for the first time
ever, Galactic Science Corps scientists have
synthesized Elerium in the lab. The ability to
synthesize weapons-grade Elerium allows GSC
scientists to freely construct Elerium-based
weaponry on Frontier Outposts without tapping
Earth's precious reserves.
@Trans-Dimensional Fields
The most advanced alien ships incorporate
equipment that allows them to generate an
electroplasmic field around the ship that -
in a strictly limited local volume -- breaches
the barrier between our universe and that of
the aliens. This ability, which is actually a
radical extension of the alien trans-dimensional
communication technology, seems to have
widespread applications, including shielding and
propulsion systems.
@Tri-Titanium Construction
Although the hulls of alien spacecraft appear to
the naked eye to be organic in nature, they are
actually composed of a densely bonded molecular
compound of titanium and various alien materials.
The result is an extremely strong, bulky,
material that is well suited to spacecraft
construction. The discovery and analysis of this
alien material has led to the development of a
more powerful interceptor - the S-2 Firestar -
and should allow the construction of more effective
armor plating for spacecraft.
@The Galactic Science Corps
The Galactic Science Corps is a multi-national
organization that was formed shortly after the
first off-world colonies were established.
The goal of the GSC is pure research and discovery.
Equipped with the most sophisticated exploration
and analytical equipment available, which is
cross-linked with state-of-the-art CyberWeb
computer arrays in their labs back on Earth, GSC
exploration ships and research stations continue
to expand the boundaries of explored space.
All off-planet X-COM operations depend on GSC's
Earth-based labs for their research and analysis work.
@Marsec
Mars Security, or Marsec, is the leading manufacturer
of high-tech weapons and equipment in human space.
They also operate a private security force that is
employed on Earth's lunar and Martian colonies.
Marsec is currently the primary provider of military
hardware and technical development for X-COM, and it
is branching out to provide weapons and equipment to
many of the most powerful military groups on Earth
and in the colonies.
@The Kabron Pirates
The mass colonization of space has, over the past
decade or so, led to the resurgence of a very
old profession: piracy. Although dozens of small
groups have plagued the supply and shipping lines
between Earth and the off-world colonies since
about 2058, none is as infamous as the Kabron clan.
These pirates have cost Earth corporations billions
of dollars, yet not a single Kabron has been
captured. All attempts to eradicate the Kabron
have failed. Even X-COM has been unable to bring
them to justice. Space battles usually end up in
a stalemate, since the Kabron employ stolen X-COM
fighters as a defense force.
The Kabron are a threat to both the economy and
the safety of human space, and they must be dealt
with as soon as an opportunity arises.
@The First Alien War (1999-2002)
AW-I was a war fought between X-COM forces and a
number of invading alien races. Starting with
animal mutilations and intermittent human abductions,
alien activity steadily escalated, eventually
threatening the continued existence of humanity.
Striking from hidden bases throughout the world,
X-COM soldiers managed to maintain some semblance of
order, keeping the alien menace in check until the
invaders' base of operations could be located.
In a final, cataclysmic battle, a squadron
of X-COM soldiers invaded the aliens' base at
Cydonia on Mars, killing all the inhabitants
and neutralizing the central Brain that controlled
the alien invasion force.
The Second Alien War (2041-2046)
AW-II was a war fought between X-COM forces and a
number of aquatic alien races beneath the surface
of Earth's oceans. These aliens, apparently in
cryo-stasis for thousands of years, were awakened
by an automated signal sent from the alien base
at Cydonia at the end of the First Alien War
in 2002. The signal activated the alien city of
T'leth, hidden in the Sigsbee Deep in the
Gulf of Mexico, unleashing the horde of aquatic
aliens therein. Fighting a long and arduous battle,
X-COM finally located and destroyed T'leth.
The eradication of the alien city ended the invasion,
but with grave results. The resulting cataclysmic
explosion heavily contaminated Earth's atmosphere,
wreaking ecological havoc that continues to
plague Earth to this day.
@Mega-Primus
A social and ecological restoration project
conceived and backed by the major corporations of
Earth. Mega-Primus is the prototype for the ultimate
human habitat -- self-sustaining, pollution-free,
and safe. The construction of this virtual utopia
is years behind schedule due to the lack of
sufficient raw materials on Earth and at her
near-space colonies. If all goes according to
plan, the corporate mining Outposts in the Frontier
should supply the raw materials needed to complete
the Mega-Primus project.
@Black Holes
Black holes are the remnants of collapsed giant
stars. The immense mass of the star is compressed
into such a small volume that anything
-- even light -- that passes within a certain
distance (the "Event Horizon") is pulled in by the
incredible gravity. Depending on the star's original
mass and the amount of mass it has collected since
collapsing, the event horizon can be smaller than
a millimeter in diameter or larger than a star.
Black holes are dangerous navigational hazards
and should be avoided if at all possible.
The enormous gravitational forces near a black
hole make space flight extremely hazardous.
Even ship with advanced drives cannot escape if
they wander beyond the event horizon.
@Asteroid Fields
Asteroid fields are an extremely important find for
a corporation. Usually mineral-rich, asteroid fields
are much easier to mine than planets since the
mineral deposits are, for the most part,
already exposed. Because the minerals are so easily
accessible, corporations establish four OPPs in an
asteroid field instead of the usual one.
Asteroid fields present a very real navigational
hazard, and caution should be exercised when
traveling in these regions to avoid collisions.
Equipment
@Standard Armor
For heavy combat situations, all X-COM craft can
be fitted with an additional layer of armor plating.
Standard armor consists of a series of titanium
steel plates which are attached to built-in
connection points on an interceptor's hull.
Although the interceptor's flight performance is
somewhat degraded by the armor's weight, the
increase in hull integrity is usually considered
worth the trade-off.
Hull Integrity: +250 (Fore and Aft)
Cost: $25,000
Size: 2 CSUs
Time to Produce: 0 Man Hours
@Tri-Titanium Armor
Study of alien craft has led to a number of useful
construction techniques that can be used to
improve X-COM craft. One such innovation is
Tri-Titanium Armor. This composite plating, which is
molecularly bonded directly to the interceptor's hull,
is much denser than Standard Armor, and provides a
great deal more protection. One drawback is the
weight -- tri-titanium alloy is significantly heavier
than normal titanium steel plating. This tends to
detrimentally affect the ship's performance.
Hull Integrity: +375 (Fore and Aft)
Cost: $50,000
Size: 3 CSUs
Time to Produce: 650 Man Hours
@Trans-Dermal Armor
The light-weight Alien Alloys now used to construct
our interceptor craft also have applications in
the field of protective armor. While Alien Alloys
are significantly lighter than titanium, they are
a great deal stronger than even tri-titanium.
The GSC has been able to fuse several layers of
this miraculous material into the best armor
plating available to date. Trans-Dermal Armor is
the ultimate combat protection available -- maximum
deflection with minimal effect on craft maneuverability.
Hull Integrity: +425 (Fore and Aft)
Cost: $85,000
Size: 2 CSUs
Time to Produce: 800 Man Hours
@Deflector Shield
The type-1 Marsec Deflector Shield generator provides
an additional layer of protection in addition to
armor and hull plating. The generator projects a
globular energy field around the interceptor which
is capable of deflecting many projectile and
energy-based attacks.
Shield Protection: 300 (Fore and Aft)
Cost: $75,000
Size: 2 CSUs
Time to Produce: 0 Man Hours
@Electroplasmic Shield
Examination of captured alien defensive equipment
has revealed that they possess a shielding technology
substantially more powerful than X-COM's standard
Deflector Shields. The Electroplasmic Shield combines
energy projection and particle beam technologies to
project a particle/energy deflector that is
significantly more effective than standard
Deflector Shields.
Shield Protection: 400 (Fore and Aft)
Cost: $90,000
Size: 2 CSUs
Time to Produce: 1000 Man Hours
@Trans-Dimensional Shield
The Trans-Dimensional Shield uses truly unique
technology to provide additional shield protection.
While the field generated is nearly identical
to that of more primitive shielding systems,
the Trans-Dimensional Shield is able to dissipate
a portion of every attack that impacts the shield
bubble into another dimension. In addition to the
substantial physical protection, this advanced
shielding system also provides a medium-level
anti-psionic field that protects against
Psi Blaster attacks.
Shield Protection: 500 (Fore and Aft)
Cost: $125,000
Size: 2 CSUs
Time to Produce: 1400 Man Hours
@Accumulator Shields
Apparently, the aliens' Shade fighters employ a
new shielding technology that is far superior to
those used on their other craft. Accumulator Shields
operate exactly like conventional shielding systems
when it comes to deflecting missiles and explosive
energy. However, when a beam weapon hits this type
of shield, part of the beam's energy is actually
absorbed into the shield generator, increasing the
shield's defensive strength.
@Ship Damage Control Computer
Many alien spacecraft are equipped with a computer
sub-system that coordinates the automatic repair
of all ship systems while in combat. While all
X-COM ship systems are self-repairing, they lack
the level of coordination and efficiency provided
by this alien system. GSC scientists have been able
to replicate this technology for X-COM use.
When installed on an interceptor, the Ship Damage
Control Computer increases in-flight repair rates
by 100 percent.
Cost: $85,000
Size: 2 CSUs
Time to Produce: 500 Man Hours
@Conversion Drive
The Conversion Drive is the standard propulsion
system for X-COM craft. The technology is derived
from study of alien drive systems used during the
First Alien War. The power source generates gravity
waves which are, in turn, converted into thrust.
While this is the pinnacle of human star drive
technology, observations of alien craft indicate
that their current drive systems are far more
sophisticated.
Static Thrust: 5,400 kg
Cost: $80,000
Size: 15 CSUs
Time to Produce: 0 Man Hours
@Gravity/Induction Drive
This is the basic drive system used in current alien
spacecraft. While similar to the older gravity wave
system in many ways, the Gravity/Induction Drive
boosts engine thrust output by channeling the
gravity waves through a bio-electric induction coil.
The result is an engine roughly the same size as
a standard Conversion engine, but capable of
driving larger, heavier ships -- or driving small
ships at extremely high speeds!
All X-COM interceptor hulls can easily be adapted
to accept this new drive system.
In addition to its real-space capabilities, the
Gravity/Induction engine decreases a craft's fuel
consumption in hyperspace.
Static Thrust: 11,000 kg
Cost: $145,000
Size: 15 CSUs
Time to Produce: 1400 Man Hours
@Graviton Pulse Drive
The pinnacle of alien drive system development,
the Graviton Pulse Drive injects a pulsed stream
of gravitons into the gravity wave flow chamber.
The graviton stream stabilizes and controls the
reaction, making the system nearly 100 percent
efficient. The resultant increase in thrust is
quite dramatic. Although it can be used on any
type of vessel, the Graviton Pulse Drive is
particularly well-suited to ships of large mass.
Hyperspace fuel efficiency of ships equipped with
Graviton Pulse engines is extremely high,
allowing ships to travel significantly farther
from their home bases.
Static Thrust: 16,000 kg
Cost: $185,000
Size: 15 CSUs
Time to Produce: 1700 Man Hours
@Vector Control Thrusters
Alien ships have been found to have a highly
developed directional control system that allows
them to change directions almost instantly.
This thruster system accounts for much of the
maneuverability difference between alien
and X-COM craft.
Fortunately, Marsec has developed Vector Control
Thrusters -- a system that closely emulates the
alien thruster array. X-COM ships equipped with
this device are able to move laterally - port and
starboard - as well as straight up and down.
When used in conjunction with the ship's main
engines, this adds a new degree of combat
maneuverability to any interceptor craft.
This technology can also be adapted for use in a
missile weapon.
Cost: $55,000
Size: 2 CSUs
Time to Produce: 450 Man Hours
@Dimension Jump Drive
Until now, the aliens' ability to enter and
exit black holes was a complete mystery.
This feat is accomplished through the use of the
Dimension Jump Drive. This system is apparently
capable of generating a localized field that
creates a temporary Einstein-Rosen bridge between
a black hole in our universe and a similar body
in a parallel universe. As long as the drive
remains active, the ship generating the dimension
jump field is able to cross the bridge and
emerge on the other side, unaffected by the
tidal and gravitic forces of the black hole.
Despite the best efforts of GSC scientists, the
power requirements of this device are much too
high to allow it to be adapted to X-COM interceptors.
However, the GSC is currently producing a
prototype unit that should function on a large
interstellar vessel. The discovery of this device
is an important step toward defeating the aliens
on their own turf.
@Standard Targeting System
The standard targeting system for X-COM craft
is, essentially, an advanced version of the radar
and heat-seeking targeting systems used in the
late 20th century.
The sensor portion of the system uses a continuous
OPDAR -- Optical Detecting and Ranging - scan to
detect and track all ships and installations
within a 70,000 km radius of the ship.
The targeting system handles weapons targeting
for all basic missile and beam weapons.
Optimum Targeting Range: 3 km or less
Cost: $65,000
Size: 2 CSUs
Time to Produce: 0 Man Hours
@Emissions Targeting System
Study of alien targeting systems has revealed
that they use a much more sophisticated method
of detecting and locking onto targets than we do.
Instead of relying on reflected optical signals
and heat images to obtain a lock, the
Emissions Targeting System actually detects the
plasma residue emitted by the target's engines
and reactor systems. This faster and more accurate
targeting method allows for the development of a
new generation of weapons and subtly increases
the effectiveness of existing weapons systems.
Optimum Targeting Range: 4 km or less
Cost: $85,000
Size: 2 CSUs
Time to Produce: 650 Man Hours
@Advanced Autonomous Targeting System
The AATS is the logical evolution of alien
targeting technology. Not only does this targeting
device detect plasma residue, it can actually
sense minute differences in the plasma emitted
by various targets. Once the system has catalogued
the sub-atomic plasma "fingerprint" of the target,
it feeds the information to the active weapon
system. Weapons designed specifically to take
advantage of this technology are among the most
deadly available. Of course, this system has been
modified so that all existing weapon systems are
compatible.
Optimum Targeting Range: 5 km or less
Cost: $100,000
Size: 3 CSUs
Time to Produce: 750 Man Hours
@Cloaking Device
The Cloaking Device surrounds the ship on which it
is mounted with a gravity wave bubble with in
which it generates a trans-dimensional field.
The field shifts the ship slightly out of phase
with our universe, rendering it invisible to
both visual and sensor scans. This system is not
perfect, since cloaked ships can eventually be
detected due to the spatial distortion caused by
the device itself. However, when used sparingly,
the Cloaking Device can be a valuable tactical tool.
It should be noted that, due to power consumption
issues and the field's high interior reflectivity,
ships cannot target and fire weapons while cloaked.
Cost: $100,000
Size: 3 CSUs
Time to Produce: 1500 Man Hours
@ECM Pod
Study of the aliens'
tracking and targeting capabilities has
resulted in the creation of an electromagnetic
countermeasures (ECM) system that should prove
effective against many alien missile weapons.
The ECM Pod emits a false plasma residue signature
some distance from the actual location of the ship,
while at the same time using a graviton field to
mask the ship's actual plasma exhaust.
ECM Pods have a built-in friend-or-foe recognition
system that allows them to selectively jam only
enemy-controlled missiles. While not one hundred
percent effective, the ECM Pod can be of great
use in situations where missile combat is
prevalent.
Effectiveness: 10%
Range of Effect: .25 km
Cost: $45,000
Size: 2 CSUs
Time to Produce: 600 Man Hours
@Advanced ECM Pod
Based on further study of electromagnetic
countermeasures and alien targeting technology,
the Advanced ECM Pod incorporates several new
countermeasures, including a phase-shifting
algorithm that constantly alters the frequency
of the ship's plasma signature.
This design has been proven to work against both
new and old missile designs.
Effectiveness: 25%
Range of Effect: .5 km
Cost: $75,000
Size: 2 CSUs
Time to Produce: 800 Man Hours
@Tractor Beam
The Tractor Beam is, essentially, an inverted
particle beam that acts as a tow rope composed
of coherent energy. This beam, which is targeted
in the same way as standard beam weapons,
envelops the target and establishes an energy
link between it and the beam generator.
It is recommended that the target vessel be
disabled prior to establishing a Tractor Beam
link, since serious structural and engine damage
can result from a Tractor Beam tug-of-war.
In addition, the towing ship needs to have
sufficient engine power and mass to overcome
the inertia of the target. Because Tractor
Beams consume a great deal of energy, the
towing ship cannot fire beam weapons while
the Tractor Beam is engaged.
Range: .25 km
Cost: $95,000
Size: 3 CSUs
Time to Produce: 800 Man Hours
X-COM Base Modules
@Main Base Structure
The Main Base Structure is the core of any
X-COM base. It contains the hardware
housings and power systems required for
the attachment of up to 33 ancillary modules.
The Main Base Structure is delivered to the
site of a new base fully-assembled and ready
to receive additional modules.
Cost: $1,500,000
Structural Integrity: 3,000
Time to Produce: Special
@Hangar Module
A Hangar Module provides mooring facilities
for up to three X-COM interceptors of any type.
In addition to housing the ships themselves,
Hangar Modules house the equipment and crews
necessary to rearm, refit, repair, and
maintain the ships. Each X-COM base can have
up to three Hangar Modules.
Cost: $200,000
Size: Large
Structural Integrity: 400
Time to Produce: 20 Days
@Personnel Module
A Personnel Module provides living quarters,
food preparation facilities, entertainment
complexes, and all of the other amenities
necessary to house five pilots.
Cost: $400,000
Size: Medium
Structural Integrity: 200
Time to Produce: 16 Days
@Cargo Module
Cargo Modules provide storage space for all
base equipment, including weapons,
ammunition and other supplies. Each Cargo
Module can store up to 1000 Cargo Space
Units (CSUs) of equipment.
Cost: $150,000
Size: Medium
Structural Integrity: 300
Time to Produce: 10 Days
@Probe Launch Module
Because ships and bases are extremely
expensive, the best way to explore distant
regions of the Frontier is through
scientific probes. There are also a number
of probe types used for other purposes.
The Probe Launch module provides the means
for launching any type of probe.
Cost: $100,000
Size: Medium
Structural Integrity: 75
Time to Produce: 12 Days
@Standard Downlink
Downlink Modules provide the means by
which scientific research information
transmitted from the Galactic Science Corps
research labs on Earth is received by
X-COM bases in the Frontier. Every base can
have up to three Downlink Modules.
Each Standard Downlink is able to download
30 teraquads of information per hour.
Cost: $600,000
Size: Medium
Structural Integrity: 300
Time to Produce: 22 Days
@Hyper-Com Downlink
The Hyper-Com Downlink uses alien
hyper-communications technology to boost
the rate of data transfer from the research
labs on Earth. Each Hyper-Com Downlink is
capable of downloading 35 teraquads of
information per hour.
Cost: $650,000
Size: Medium
Structural Integrity: 350
Time to Produce: 26 Days
@Hyper-Dimensional Downlink
The Hyper-Dimensional Downlink is the most
efficient data transfer device available
for the download of research data.
Using a combination of alien Hyper-Dimensional
Data Transfer and Microbit Compression
technologies, the Hyper-Dimensional Downlink
achieves download speeds of 40 teraquads per
hour.
Cost: $700,000
Size: Medium
Structural Integrity: 400
Time to Produce: 30 Days
@Deflector Shield Generator
Base Shield Generators use the same shielding
technology as the standard interceptor
Deflector Shield, but on a much larger scale.
The Deflector Shield Generator provides
shielding with a rating of 2000 FSP
(on the Fitzgerald scale). Due to power
consumption, each base is capable of housing
only one shield generator at a time.
Cost: $900,000
Size: Medium
Structural Integrity: 400
Time to Produce: 18 Days
@Electroplasmic Shield Generator
The result of research into alien shield
technology, the Electroplasmic Shield
Generator uses the same techniques as
ship-mounted Electroplasmic Shields.
This module has a shield rating of 3000 FSP.
This module is designed to replace the
base's existing shield module (if any);
the existing module is dismantled and removed
automatically as soon as the new module
comes on line.
Cost: $1,200,000
Size: Medium
Structural Integrity: 450
Time to Produce: 22 Days
@Trans-Dimensional Shield Generator
The best shielding available for an X-COM base,
this shield generator uses Trans-Dimensional
shield technology to boost shielding capacity
to 4000 FSP. Like the Electroplasmic Shield
Generator, this module is designed to
replace the base's existing shield module
(if any) -- the existing module is dismantled
and removed automatically as soon as the new
module comes on line.
Cost: $1,500,000
Size: Medium
Structural Integrity: 500
Time to Produce: 28 Days
@Standard Sensor Module
The base's Sensor Module performs the same
functions as a ship's Targeting System, but
on a much larger scale. Both detection and
targeting ranges are dramatically extended by
the greater power available at a base installation.
The Standard Sensor Module uses the same
technology as the interceptor Standard
Targeting System. Each base can have only one
sensor module of any type at a given time.
Cost: $500,000
Size: Medium
Structural Integrity: 400
Time to Produce: 12 Days
@Emissions Tracking Sensors
The second evolution in base sensor technology,
Emissions Tracking Sensors use the same
technology as the alien-based Emissions
Targeting System. This system provides detection
and targeting ranges significantly greater than
those of the Standard Sensor Module, and allows
the use of several new weapons systems.
When this module is added to the base, it
automatically replaces any existing
sensor module.
Cost: $800,000
Size: Medium
Structural Integrity: 450
Time to Produce: 18 Days
@AATS Sensors
The most sophisticated base sensor system
available, the AATS Sensors use the same
technology as the ship-mounted Advanced Autonomous
Targeting System. Detection and targeting ranges
are greater than those of Emissions Tracking
Sensors, and the system is capable of
controlling all available weapon types.
When this module is added to the base, it
automatically replaces any existing
sensor module.
Cost: $1,400,000
Size: Medium
Structural Integrity: 500
Time to Produce: 26 Days
@ECM Module
A higher-powered version of the ECM generators
carried by ships, the ECM Module generates a
missile-jamming signal that extends to a one
kilometer radius from the base. Like their
ship-mounted counterparts, ECM Modules have a
friend-or-foe system that allows them to
selectively jam only enemy-controlled missiles.
The jamming effects (but not the ranges) of
ECM Modules are cumulative.
Cost: $350,000
Size: Medium
Structural Integrity: 150
Time to Produce: 22 Days
@Advanced ECM Module
Using the same advanced technology as the
ship-mounted Advanced ECM Pod, this module
boasts an increase in both range and
effectiveness over the standard ECM system.
Effective jamming range for the Advanced ECM
Module is two kilometers.
Cost: $450,000
Size: Medium
Structural Integrity: 150
Time to Produce: 25 Days
@Training Module
Training Modules act as all-purpose
educational facilities, providing advanced
training for pilots in the areas of space
flight and psionics. Each Training Module
can train up to five pilots simultaneously.
Cost: $750,000
Size: Medium
Structural Integrity: 250
Time to Produce: 20 Days
@Advanced Damage Control Module
The ADC Module is a base mounted version of
the Ship Damage Control Computer.
This module augments the efforts of the
base's damage control teams and the
self-repairing systems, effectively doubling
the rate at which systems are repaired.
Although multiple ADC modules can be installed,
the effects of this module are not cumulative.
Cost: $350,000
Size: Medium
Structural Integrity: 150
Time to Produce: 18 Days
@Missile Defense Modules
Missile Defense Modules are versatile
defensive systems capable of delivering a
wide variety of ordnance. The cost and
ammunition capacity of each Missile Defense
Module varies according to the type of
missile it fires. The type of ordnance
available for use in Missile Defense Modules
is dependent on both technological knowledge and
the type of sensors currently in use at the base.
Certain missile types cannot be used in Missile
Defense Modules under any circumstances.
Cost: Special
Size: Small
Structural Integrity: 100
Time to Produce: 15 Days
@Beam Defense Modules
Beam Defense Modules are universal weapons
platforms capable of mounting almost any beam
weapon available. The cost of a Beam Defense
Module varies according to the type of beam
weapon it uses, and the weapons available for
use in Beam Defense Modules are dependent on
both technological knowledge and the type of
sensors installed on the base. Certain beam
weapons cannot be mounted on Beam Defense Modules
under any circumstances.
Cost: Special
Size: Small
Structural Integrity: 100
Time to Produce: 10 Days
@Communications Module
Communications Modules are vital to the operation
of interceptors from a base. If a base is not
equipped with a Communications Module, in-flight
orders cannot be issued to intercept craft
assigned to the base.
Cost: $500,000
Size: Medium
Structural Integrity: 200
Time to Produce: 10 Days
@Medical Module
Although minimal patient care facilities are
built into every Personnel Module, these
facilities cannot equal those of a fully-equipped
hospital. Each Medical Module can house up to five
injured pilots simultaneously.
When room is available, injured pilots can be
placed into a Medical Module to receive treatment.
Pilots convalescing in a Medical Module heal at
twice the normal rate.
Cost: $650,000
Size: Medium
Structural Integrity: 300
Time to Produce: 20 Days
@Tractor Module
Base-mounted Tractor Modules are nearly identical
to their ship-mounted counterparts with some
notable exceptions. First, because of the
base's tremendous power reserves, the use of a
Tractor Module does not eliminate the base's
ability to fire beam weapons.
Second, since bases are stationary, tractored
targets are simply held in place, not towed.
Finally, because of a base's tremendous mass,
the base does not suffer damage in the event of a
tractor beam tug-of-war. If any damage is sustained,
it is localized to the Tractor Module itself.
Cost: $500,000
Size: Medium
Structural Integrity: 150
Time to Produce: 15 Days
END OF FILE.
