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FAQ/Walkthrough by M.Lo
UFO: ALIEN AFTERMATH ------------------------------------------ copyright 2005 Michael Lo Ufo: Alien Aftermath is a real-time squad tactical game set on a vastly altered Earth. The majority of the world's population had perished from a plague released by unknown ships orbiting the planet. Strange, new creatures have emerged and now the remnants of the world's governments have formed a task force to take back the planet. Back in the early '90s there was a turn-based strategy/tactical game called X-Com which had a secret gov't organization fighting an alien invasion and using the alien's own technology against them. X-Com was a fantastic game with many tactical options and economic choices as well as skirmishes that occured from empty deserts to the alcove of a farmer's barn. As such X-Com deservedly gained a strong following. After a number of lacklustre sequels many were hoping for a game that returned to the basis that made X-Com the winner it was. While a number of games did have some of these elements, none had combined all the features and so many hardcore fans were bitterly disappointed. That's too bad as I find many of those games to be really good. And so I decided to make a faq/walkthru for Ufo: Alien Aftermath and Spellcross. Some Pointers ------------------------ -This is just my opinion but you can just stick with Alien laser guns and sniper rifles until gyro-stabilized and collapsible weapons (these provide tremendous firepower at long range, plus collapsible weapons take almost no time at all to fire once they've been deployed). are available. With that I'd change over to these heavy weapons as the basic weapons for the troops. Round out your forces with some rocket and grenade launchers (these can be really useful against enemies who are clustered close together and are in places too tight to move out of the way). My main tactic is let as many enemies come to me as possible and then begin a hunt. I try to keep as many units together as possible so that they can concentrate their fire on a target-even if an enemy has 90% resistance to whatever attack, they'll quickly go down if all 7 members are shooting them with full auto. -For those new to these kinds of games, Ufo is a tough game and so don't be surprised if you end up having to restart a few times. The opening scenario is an easy tutorial that will teach you much of what you need in a mission. There's only 2 enemies-a Danglefly and a Cudgel, for you to battle so you should be able to come out alive. Besides the tutorial, the manual and in-game encyclopedia gives you plenty of useful information. -All your characters are right-handed! This is important as a character will not use any object that is in their left hand. I died a twice in the tutorial mission before figuring out what was happening. So make sure to have items you need to use in your right hand. The left hand is merely to hold objects for a quick exchange. -Interception is simple in this game, you will simply send out a trio of fighters from the closest military base in an attempt to shoot down enemy ships. There's no money or resources used whatsoever. Researching new aircraft technology really improves your chances of success but in the end it's all about sending more jets as initial interceptors get shot down. All downed jets are replaced and damaged fighters are repaired. -Friendly fire does not exist unless it's with a weapon that has an area of effect. So don't worry about the possibility of accidentally shooting a comrade. Shots from a friendly unit will just pass through a character. -There is no real economy, your equipment will come from capturing it from enemies and new bases or producing it yourself. You do have an unlimited supply of Uzis, Pump-Action shotguns, Colt .45s, Light Armor, Light Helmets, Grenades, Flares and Medikits. Since production doesn't cost any money or resources other than time, your workshops should never be idle especially when advanced equipment is available to you. -You can only have one active group at a time and that group can have a maximum of 7 members. The rest of your team is on standby as reinforcements and won't take part in any mission until assigned to the active group. Since you only have one group to work with, missions that you don't have time to take can be delegated to Council of Earth troops. CoE troops will also automatically tackle missions that you left alone for too long. Missions that are delegated will more likely succeed if they are in your zone of control, you've been succeeding in your own missions and if you have the Goodwill Campaign researched. I've seen CoE troops succeed on difficult base defense and alien base missions while losing simple scouting assignments. One last thing to keep in mind is that you will receive the equipment cache found in base set-up and alien base missions but you won't get any equipment off of dead/K.O'ed opponents during a delegated mission. -Try to carry a variety of weapons, a number of Transgenants and Reticulans are resistant to certain types of damage. Additionally most weapons have a number of drawbacks that offset some of their advantages (such as high damage but extremely short range and low ammo capacity). -If you can, try not to completely use up a clip of ammo! Clips that have ammo remaining will automatically be refilled when you return to the base. Weapons that cannot be reloaded in the field will also be recharged at the base, so don't worry about emptying them. -Don't worry too much about lost bases or unsuccessful missions. It's more important to take as few casualties as possible. In fact losing a base is an opportunity for getting more equipment and experience as the chance exists for you to capture the base again. Before retreating make sure to revive anyone who's been K.O'ed as unconscious soldiers will be left behind. You will still recover any equipment and defeated opponents prior to abandoning a mission, so you will get something for your troubles. Losing a soldier can be more of a problem than losing a mission. The only exception is the Moon mission where it's do or die. -If you feel confident, you can go directly to another mission rather than wait for the flight back to your base. However your troops will not get any medical treatment and their equipment will not be reloaded. Sometimes a mission is too important to entrust to CoE troops so you may have to chance more than one mission in a row. This diminishes significantly once you have researched In-base Teleportation. -Besides the Moon mission, the most important thing you can do is get a sample of Biomass. Without it, you cannot research an Anti-Biomass base and so the Biomass will eventually consume the whole world. If you are lucky you will have a mission to get a sample of Biomass or have a mission that takes place on the Biomass itself. If this does not happen, you might have to try and shoot down a Ufo over a patch of Biomass to force a mission on the Biomass. If you still cannot get a sample of Biomass, then you will have to restart the game as there's a bug that prevents you from retrieving a sample. -I'd strongly recommend against sending out a single soldier without any nearby backup. If you lose more than half your maximum health, there's a good chance your character will fall unconscious and enemy units will finish off any K.O'ed characters they see. In Ufo, you always take damage if you're hit with a successful attack-armor removes a percentage of damage rather than a static number. So even pea-shooters will eventually kill you especially in large numbers. Having some friends around will at least give some extra targets for enemies to choose and even the toughest, most heavily armored foe goes down fast if you gang-up on it. EQUIPMENT (Weapons, Armor and Other) ----------- FN Browning Hi-Power Description Widely used worldwide, the FN Browning is a heavy pistol firing 9mm ammunition. Though it's considered a standard in close combat, this pistol is somewhat limited by its capacity of 13 rounds. It has good stopping power when used on unarmored targets, but the soft rounds used are largely ineffective against armor. Weight 1.3 kg Skill Handguns Ammunition 9mm Parabellum Aimed Burst Max. Range 17 m 14 m Effective Range 8 m 6 m Damage 48/1 144/3 Rate of Fire 53.3/1.1 rps 320.0/6.7rps Damage Soft Capacity 13 Reload 0.80 s Weight 0.2 kg * I really don't use this gun much even in the beginning stages of the game as you can get your hands on more effective weapons from the start. The problem with this weapon is that it has very poor range and many enemy units are resistant to its type of bullets. The ammo count is rather poor too. Desert Eagle Mark XIX .357 Description The Desert Eagle, an extremely heavy weapon, offers a degree of stopping power few other pistols can match. Often referred to as a "hand cannon," its extraordinary ability to inflict damage almost completely offsets its soft ammunition type, allowing it to be used against more heavily armored targets. In heavy combat, however, its seven-round capacity and long reload time can become liabilities. Weight 2.0 kg Skill Handguns Ammunition 0.45 ACP Aimed Burst Max. Range 22 m 0 m Effective Range 8 m 0 m Damage 100/1 0/0 Rate of Fire 76.9/0.8 rps 0.0/0.0 rps Damage Universal Capacity 7 Reload 1.50 s Weight 0.2 kg * I mostly use this for amusement purposes. The damage per bullet is very good, surpassing most rifles, and the type of damage inflicted is more effective vs. most opponents than most other pistol rounds. Finally the range is quite good for a pistol. However the severe lack of ammo capacity is a big strike against it especially in the early stages when magazines are scarce and the accuracy is a bit off too. Glock Model 19 Description The Glock 19 pistol is very similar to the Browning, with comparable range and stopping power. The fact that it loses some accuracy due to its lighter weight--because of the extensive use of plastic in its construction--is generally considered offset by its larger capacity of 19 rounds. Weight 0.6 kg Skill Handguns Ammunition 9mm Parabellum Aimed Burst Max. Range 21 m 16 m Effective Range 9 m 5 m Damage 48/1 144/3 Rate of Fire 53.3/1.1 rps 360.0/7.5 rps Damage Soft Capacity 19 Reload 0.90 s Weight 0.2 kg * A pretty decent early gun especially if you're unlucky enough not to have access to a rifle that isn't a shotgun. The damage is typical of its class but it has a really large magazine and the range is quite good. The accuracy of a burst fire is also quite low. FN Five-seveN Tactical Description The FN Five-seveN is a light, highly accurate pistol generally used with armor-piercing rounds. What it lacks in stopping power against targets that are soft or close in, however, it makes up for with the tactical advantage afforded by its 20-round capacity, greater effective range, and AP rounds. Though it is light in weight, it's extremely sturdy, allowing for more accurate burst fire than other pistols. Weight 0.6 kg Skill Handguns Ammunition 5.7mm SS190 Aimed Burst Max. Range 24 m 19 m Effective Range 13 m 7 m Damage 34/1 102/3 Rate of Fire 48.6/1.4 rps 340.0/10.0 rps Damage Hard Capacity 20 Reload 0.70 s Weight 0.2 kg * This is a very nice pistol for the early stages. It has long range by pistol standards, its also more accurate than any other regular pistol (its effective range is high), carries a magazine that rivals that of a sub-machine gun, and its bullets are hard so most opponents have low resistance to it. The damage is low but it's still quite effective in the beginning. Colt 0.45ACP Model 1911A1 Description This classic pistol remains one of the most popular weapons, particularly for use as a military sidearm. Its chief qualities are incredibly robust construction and the superior stopping power of the 0.45ACP bullet. Weight 1.1 kg Skill Handguns Ammunition 0.45 ACP Aimed Burst Max. Range 20 m 13 m Effective Range 9 m 4 m Damage 75/1 225/3 Rate of Fire 75.0/1.0 rps 375.0/5.0 rps Damage Universal Capacity 7 Reload 1.10 s Weight 1.1 kg * Solid hitting power and a more effective damage type vs. most opponents, plus you have an unlimited supply of these weapons. It makes for a decent early weapon especially if you have no access to a rifle. The Colt suffers from a burst fire has really poor range and the ammo capacity is very low though this is offset by access to an unlimited supply of magazines. HK USP9 Description Considered to be a modern German copy of the Browning 9mm Parabellum, the P-USP is of more up-to-date construction, which reduces its weight to 720g and gives it a 15-round magazine capacity. Weight 0.7 kg Skill Hanguns Ammunition 9mm Parabellum Aimed Burst Max. Range 22 m 18 m Effective Range 11 m 7 m Damage 48/1 144/3 Rate of Fire 60.0/1.2 rps 360.0/7.5 rps Damage Soft Capacity 15 Reload 0.80 s Weight 0.2 kg * This a decent pistol that is quite accurate and has a sizeable clip. The range on it is better than most other regular pistols. So a pretty good weapon to get in the beginning stages. Alien Laser Pistol Description This weapon, used by the Reticulans, is of typical biomechanical design. It works much as any laser, converting energy into collimated light, which is then projected at the target. These weapons have better range, along with better midrange damage characteristics. this gives them more uses in combat siutaions and better performance against armored targets. Aimed Burst Max. Range 28 m 22 m Effective Range 16 m 10 m Damage 35/1 35/1 Rate of Fire 70.0/2.0 rps 87.5/2.5 rps Damage Laser Weight 0.7 kg Skill Handguns Ammunition Alien energy cell Capacity 12 Reload 4.00 s Weight 1.0 kg Ammunition Alien power cell Capacity 24 Reload 4.00 s Weight 1.0 kg * Its damage is really poor compared to most other pistols. However its range and accuracy are really good by pistol standards plus its rate of fire in aimed mode is very fast. Since it uses lasers, quite a few opponents have less resistance to this kind of damage. But usually if you find an Alien Laser Pistol, you'll have likely found the more powerful Alien Laser Gun or have a decent arsenal of ordinary rifles. Advanced Alien Laser Pistol Description This version of the Alien Laser Pistol uses enhanced energy cells, allowing it to stay in action for longer periods without reloading. In other respects it is quite similar to its counterpart. Aimed Burst Max. Range 30 m 25 m Effective Range 20 m 14 m Damage 50/1 50/1 Rate of Fire 100.0/2.0 rps 166.7/3.3 rps Damage Laser Weight 0.7 kg Skill Handguns Ammunition Alien energy cell Capacity 25 Reload 3.00 s Weight 1.0 kg Ammunition Alien power cell Capacity 50 Reload 3.00 s Weight 1.0 kg * Definitely better than its predecessor in almost every way but by the time you get one of these, you'll have access to superior weapons than this. Laser Pistol Description A version of the Alien Laser Pistol using a combination of the techniques used in Human and Reticulan science, this pistol performs to a similar degree. However, it is slightly heavier because of its less-refined human manufacture, as opposed to Reticulan methods of biofcature. Aimed Burst Max. Range 30 m 24 m Effective Range 13 m 9 m Damage 40/1 40/1 Rate of Fire 66.7/1.7 rps 133.3/3.3 rps Damage Laser Weight 0.5 kg Skill Handguns Ammunition Hybrid energy cell Capacity 20 Reload 5.00 s Weight 1.5 kg Ammunition Hybrid power cell Capacity 40 Reload 5.00 s Weight 1.5 kg * While the damage inflicted is okay, the range is really good and comparable to that of a rifle. The accuracy isn't as good as that of an Alien Laser Pistol but it's still quite fair and the rate of fire in aimed mode is fast. Makes for a decent alternative to the Alien Laser Pistol if you like using those weapons. Ammo isn't an issue here as the capacity is good even without using Power Cells and you can keep manufacturing more ammo. Enhanced Laser Pistol Description This version of the human Laser Pistol is a slightly improved version of the older "standard issue" laser pistol. It has better range, does more damage and consumes less power. Aimed Burst Max. Range 35 m 31 m Effective Range 15 m 12 m Damage 60/1 60/1 Rate of Fire 100.0/1.7 rps 200.0/3.3 rps Damage Laser Weight 0.6 kg Skill Handguns Ammunition Hybrid energy cell Capacity 1000 Reload 5.00 s Weight 1.5 kg Ammunition Hybrid power cell Capacity 2000 Reload 5.00 s Weight 1.5 kg * The damage for this weapon is good and the range is excellent. The only thing is that by the time you can build these weapons, you'll already have other guns that are superior to this one. Alien Psi Stinger Description The Psi Stinger seems to be a popular psi weapon among the aliens, though other models based on this technology make it rather obsolete. This light, hand-held weapon is used mostly for defense purposes, since it's really effective only at short distances, however it is capable of paralyzing the target thus making it vulnerable to other, more dangerous attacks. Aimed Burst Max. Range 12 m 0 m Effective Range 6 m 0 m Damage 50/1 0/0 Rate of Fire 16.7/0.3 rps 0.0/0.0 rps Damage Paralyze Weight 1.0 kg Skill Psi Power Ammunition Alien energy cell Capacity 50 Reload 11.00 s Weight 0.1 kg * The abysmal range on these weapons make it a liability in open combat and it has a slow rate of fire. However they have a chance to paralyze your enemies. That makes them quite effective in boarding missions and whatnot. Alien Psi Projector Description The Alien Psi Projector is a relatively much more sophisticated weapon, and in the hands of aliens it's a a fearsome thing. It is designed to create an invisible path for the transfer of psi energy to the target: The person wielding the weapon can take a complete control of the target's mind. The projector seems to work well at medium range, but fortunately for us, it drains its energy quite quickly. Aimed Burst Max. Range 30 m 0 m Effective Range 22 m 0 m Damage 30/1 0/0 Rate of Fire 12.0/0.4 rps 0.0/0.0 rps Damage Paralyze Weight 2.0 kg Skill Psi Power Ammunition Alien energy cell Capacity 10 Reload 12.00 s Weight 0.1 kg * One of the best weapons in the game, you can mindcontrol an enemy from a good distance away. When you do so, your soldier cannot take any action and his/her portrait is replaced by that of the victim. This is a nice primary weapon and an excellent back-up for characters lugging around heavy weapons with little ammo. Alien Warp Pistol Description This pistol seems to use warp technology at some basic level. The warp field has a larger spread that reduces both its range and strength, thereby causing less damage to the target (for the same amount of consumed energy). However the pistol can be very accurate at short distance. Aimed Burst Max. Range 20 m 16 m Effective Range 10 m 7 m Damage 200/1 200/1 Rate of Fire 222.2/1.1 rps 400.0/2.0 rps Damage Warp Weight 1.0 kg Skill Handguns Ammunition Alien energy cell Capacity 40 Reload 6.00 s Weight 0.1 kg * The most devastating pistol you can get your hands on. These are excellent weapons for close and medium range combat and are a great sidearm for characters carrying bulky, heavy weaponry. While it can't be reloaded on the field, this offset by a large ammo capacity. The only drawback is that most enemies have at least some resistance to this type of attack. Pump Action Description The standard in combat shotguns, the SPAS-12 is capable of dealing horrific damage at close range. Although weak against armor, it is often capable of hitting several soft targets with a single shot, so it continues to enjoy the advantage in certain tactical situations. However, low ammunition capacity and lack of accuracy at long ranges limit is usefulness. Weight 4.4 kg Skill Rifles Ammunition 12 Gauge Aimed Burst Max. Range 11 m 0 m Effective Range 5 m 0 m Damage 600/1 0/0 Rate of Fire 272.7/0.5 rps 0.0/0.0 rps Damage Soft Capacity 6 Reload 4.50 s Weight 0.4 kg * In the beginning, this is a very useful weapon as it Causes tremendous damage and you get an unlimited supply of them too. The only enemies capable of attacking you from a distance are those carrying pistols, so it doesn't take much for you to rush up and unload some buckshot into them. This gun will put down any early foe that gets too close to you. However you will quickly encounter enemies that far outrange the Pump Action and can inflict heavy damage with their shots. After that the Pump Action is only useful as a backup weapon for close quarters and it becomes obsolete as better shotguns become available. The Pump Action has the least damage and poor ammo capacity though that's offset by the damage of each shot, even opponents that are highly resistant to soft slugs will be reeling from a shot of this gun. Neostead Description Larger and heavier than the SPAS, the Neostead boasts a 12-round capacity and a higher rate of fire than most shotguns. It is extremely heavy, but the extra weight is offset by its enhanced utility as a tactical weapon. Weight 5.5 kg Skill Rifles Ammunition 12 Gauge Aimed Burst Max. Range 12 m 0 m Effective Range 7 m 0 m Damage 900/1 0/0 Rate of Fire 360.0/0.4 rps 0.0/0.0 rps Damage Soft Capacity 12 Reload 3.50 s Weight 0.6 kg * Quite a monster, this weapon is far superior to your initial Pump Action. While it has the typical shotgun weakness of lousy range, few opponents can take more than a couple hits from this gun and it has a large enough enough ammo capacity to put down a sizeable company of enemies. It's rate of fire is a bit poor though. HK CAWS Description The CAW is a large, heavy, ugly weapon that, with its burst capability, can inflict truly horrific damage. Though it still carries many of the weaknesses common to other shotguns--such as short range and heavy weight--its ability to tear apart numerous unarmored targets in an extremely short time makes it a tactical asset not to be ignored. Weight 5.5 kg Skill Rifles Ammunition 12 Gauge Aimed Burst Max. Range 13 m 8 m Effective Range 8 m 3 m Damage 480/1 1440/3 Rate of Fire 240.0/0.5 rps 480.0/1.0 rps Damage Soft Capacity 9 Reload 3.50 s Weight 0.6 kg * A potent weapon in close range with an aimed shot, this becomes utterly devastating when set on burst fire. This can really rip up on enemies up close. However enemies with high resistance to soft slugs will take significantly less damage as each individual shot is weaker than other shotguns. Also the ammo capacity is quite low, so unless you have a large supply of clips you'll want to hold back on the autofire. Plasma Shotgun Description This weapon was created through the modification of designs for the Alien Plasma Pistol. Instead of firing one packet, however, the Plasma Shotgun fires out many smaller packets in a conical pattern in front of the shooter, much like a conventional shotgun. Each of these packets is relatively more damaging, especially against armor, making the Plasma Shotgun much more effective than a conventional shotgun. This advantage is offset somewhat by a long reload time. Aimed Burst Max. Range 10 m 10 m Effective Range 5 m 5 m Damage 820/1 820/1 Rate of Fire 149.1/0.2 rps 149.1/0.2 rps Damage Plasma Weight 4.5 kg Skill Rifles Ammunition Hybrid energy cell Capacity 4 Reload 12.00 s Weight 1.5 kg Ammunition Hybrid power cell Capacity 8 Reload 12.00 s Weight 1.5 kg * It's got the worst range out of any shotgun and it's also really slow in firing rate but not only does it do tremendous damage, the damage done is plasma-based so many foes have little resistance to it. Initially the ammo capacity seems awful but once you can produce Hybrid Power Cells, this gun should have ample shots for an opponent to face. Enhanced Plasma Shotgun Description This version of the Human Plasma Shotgun does more damage and is marginally more accurate. In other respects it is quite similar to its counterpart. Aimed Burst Max. Range 11 m 11 m Effective Range 6 m 6 m Damage 1140/1 1140/1 Rate of Fire 228.0/0.2 rps 228.0/0.2 rps Damage Plasma Weight 4.5 kg Skill Rifles Ammunition Hybrid energy cell Capacity 5 Reload 12.00 s Weight 1.5 kg Ammunition Hybrid power cell Capacity 10 Reload 12.00 s Weight 1.5 kg * In my opinion, this is best shotgun in the game. Even an HK CAWS on burst isn't as good as this weapon. The range is still a bit bad compared to other shotguns and the rate of fire hasn't improved but damage is ungodly and plasma-based, so it's not uncommon to see foes drop down from a single shot of this gun. Ammo capacity can be pretty decent, because by the time this weapon is available for you to build you should have a large supply of Power Cells manufactured. CZ Skorpion vz.83 Description The Scorpion is small enough and light enough to be used with one hand, though that severely dampens its accuracy. Because it is so light, the accuracy of burst fire is particularly weak, which limits its long-range utility Weight 1.3 kg Skill Handguns Ammunition 9mm Parabellum Aimed Burst Max. Range 18 m 11 m Effective Range 8 m 3 m Damage 128/4 224/7 Rate of Fire 51.2/1.6 rps 224.0/7.0 rps Damage Soft Capacity 20 Reload 2.00 s Weight 0.5 kg * The range on this gun is quite bad and it's very inaccurate with burst fire. The one good thing about this gun is that the aimed damage is high but that's only because it uses 4 bullets. The ammo capacity is also quite small by SMG standards. It's not an awful weapon but with the UZI being a better gun for the most part, there's really no need to use the Skorpion unless you're fond of it. IMI UZI Description The UZI has both a higher rate of fire and a larger magazine capacity than the Scorpion, allowing it do greater damage at a slightly longer range. Greater weight makes for slightly better accuracy, but it's still an inaccurate weapon that's most effective at short range. Weight 3.7 kg Skill Handguns Ammunition 9mm Parabellum Aimed Burst Max. Range 21 m 17 m Effective Range 7 m 5 m Damage 64/1 224/7 Rate of Fire 21.3/0.7 rps 224.0/7.0 rps Damage Soft Capacity 30 Reload 2.00 s Weight 0.7 kg * This is a vital weapon for me in the beginning. It's the longest ranged weapon in your initial arsenal and it's good ammo capacity is important when many of your recruits are often bad shots plus you have an unlimited supply of these so you can equip lots of magazines. The damage is okay though its quite low on aimed fire. Since almost every other SMG is superior to this one, there's little need to carry an UZI once you have a good arsenal. HK MP-5 Description The MP5 is understandably popular for use in urban environments where armored opposition isn't expected. While it lacks the high rate of fire boasted by its less advanced counterparts, it makes up for it with better midrange accuracy. These advantages apply to burst fire too, making the MP5 an excellent choice for urban combat. Weight 2.6 kg Skill Handguns Ammunition 9mm Parabellum Aimed Burst Max. Range 26 m 20 m Effective Range 10 m 6 m Damage 80/2 240/6 Rate of Fire 32.0/0.8 rps 240.0/6.0 rps Damage Soft Capacity 30 Reload 2.00 s Weight 0.6 kg * The range is good and so is the accuracy by SMG standards. This is a pretty good gun even by the middle stages of the game. FN P90 Description The FN P90 is an advanced personal defense weapon with many of the benefits of an assault rifle in a package more closely approximating the form value of a PDW. It's highly accurate over the medium range, has a very high ammunition capacity and uses AP rounds, making it most effective in midrange situations. While burst fire produces a slight loss in accuracy, the weapon is too awkward for one-handed use. Weight 2.5 kg Skill Handguns Ammunition 5.7mm SS190 Aimed Burst Max. Range 25 m 21 m Effective Range 11 m 8 m Damage 90/2 225/5 Rate of Fire 45.0/1.0 rps 250.0/5.6 rps Damage Hard Capacity 50 Reload 2.50 s Weight 0.8 kg * Has less range and burst damage than the MP5 but is more accurate and hits harder with aimed shots. Also it uses hard bullets that are far more effective against a variety of foes than soft slugs. The ammo capacity of this gun is also huge. This is an excellent weapon for many situations. HK PDW/MP7 Description Markedly similar to the P90, the GHK offers higher range but accuracy that's far inferior to its counterpart. It is however, a pleasure to use one-handed. Weight 1.2 kg Skill Handguns Ammunition 4.7mm Caseless Aimed Burst Max. Range 25 m 21 m Effective Range 11 m 9 m Damage 100/2 250/5 Rate of Fire 58.8/1.2 rps 312.5/6.2 rps Damage Hard Capacity 45 Reload 2.00 s Weight 0.7 kg * Even better than the FN P90, this gun shares the same range and is a bit more accurate with burst fire. It does somewhat more damage and likewise uses hard bullets. The only inferiority is a slightly smaller magazine but that's a trifle. This is a great gun to have, just ignore the blurb about using this gun one-handed, it's too large for that. AK-47 Description The AK 47, which is amazingly reliable and widespread, is certainly the weapon that most often comes to mind at the mention of "assault rifle." Somewhat lacking in accuracy and damage capability, it's still wildly popular and very useful, especially for medium-range engagements against lightly armored opposition. Weight 4.3 kg Skill Rifles Ammunition 7.62mm NATO Aimed Burst Max. Range 31 m 17 m Effective Range 19 m 6 m Damage 73/1 219/3 Rate of Fire 40.6/0.6 rps 121.7/1.7 rps Damage Universal Capacity 30 Reload 4.00 s Weight 0.6 kg * Even though it's range is less than other rifles, it's still a decent weapon overall and can provide you with some solid firepower at a distance plus the hitting power is good enough for enemies to feel the hurt especially at burst fire. Most rifles show up at roughly the same time, barring the Steyr and the HK G11, so you might not need to use it much. Still no rifle is bad, and you'll need at least this level of range when you first encounter Transgenants that can spit globs of acid. FN FAL Description The FN FAL assault rifle has been widely employed in armies around the world. However, its outstanding long-range performance is counteracted somewhat by its poor burst-fire characteristics. Although the ammunition it uses isn't specifically designed to pierce armor, the great size and weight of the round makes it more effective against armor than pistol ammunition. This weapon is best used in battle over long distances. Weight 5.0 kg Skill Rifles Ammunition 7.62mm NATO Aimed Burst Max. Range 33 m 21 m Effective Range 22 m 9 m Damage 73/1 219/3 Rate of Fire 45.6/0.6 rps 136.9/1.9 rps Damage Universal Capacity 30 Reload 5.00 s Weight 0.5 kg * I kinda like this rifle. The damage caused is solid though not exceptional, however it's range is good and it's quite accurate as well. It can be dropped in favour of other rifles when they're available but this is a useful weapon especially early on. HK G3 Description The HK G3 was formerly the standard armament throughout the German Army. It's excellent for long-range engagements with armored enemies, but its low ammunition capacity, low rate of fire and poor burst characteristics make it less suitable for close combat than certain smaller assault rifles. It is quite heavy and slow to aim. Weight 4.5 kg Skill Rifles Ammunition 7.62mm NATO Aimed Burst Max. Range 35 m 21 m Effective Range 24 m 9 m Damage 73/1 219/3 Rate of Fire 48.7/0.7 rps 136.9/1.9 rps Damage Universal Capacity 20 Reload 5.00 s Weight 0.5 kg * Superior to the FN FAL in range but carries a smaller clip, I prefer this to the former on account of the range. It's a good gun to have when you need an accurate shot in the distance early on. Colt M4 Description The American replacement for the M16, the Colt M4 offers good midrange accuracy and a high rate of fire, along with excellent AP characteristics. These advantages make it a good choice for medium-to-long range engagements against armored targets. Like most rifles using 5.56mm ammunition, it has much better burst-fire characteristics than weapons using 7.62mm shells, though it suffers from slightly lower range and damage capability. Weight 3.4 kg Skill Rifles Ammunition 5.56mm NATO Aimed Burst Max. Range 33 m 19 m Effective Range 22 m 8 m Damage 56/1 168/3 Rate of Fire 37.3/0.7 rps 112.0/2.0 rps Damage Hard Capacity 30 Reload 5.00 s Weight 0.6 kg * Good range and hard bullets help make up for rather mediocre damage in both aimed and burst-fire mode. It still hits hard but not by most rifle standards. It is a very light gun and a good choice for characters who haven't yet developed much carrying capacity. HK G36 Description The G36 is the replacement for the venerable G3. It has a better rate of fire, it's more accurate, and it offers other features that improves its damage capability over time, although it uses a smaller and less damaging type of ammunition. The G36 is most appropriate for medium-to-long range firefights against armored targets. Weight 3.3 kg Skill Rifles Ammunition 5.56mm NATO Aimed Burst Max. Range 35 m 24 m Effective Range 23 m 11 m Damage 56/1 224/4 Rate of Fire 46.7/0.6 rps 160.0/2.9 rps Damage Hard Capacity 30 Reload 5.00 s Weight 0.6 kg * Hard bullets, very good range and potent burst-fire damage makes this an excellent rifle. It's very low weight is a further bonus. This is a truly versatile weapon and probably the best of the more common Human assault rifles. Steyr Aug Description The Aug's bull-pup design makes it somewhat odd-looking as a rifle but its tactical advantages certainly outweigh any aesthetic concerns. It offers a lower rate of fire than many comparable rifles using the same ammunition, but its superior accuracy in burst fire gives it many advantages in similar battle situations. Weight 3.8 kg Skill Rifles Ammunition 5.56mm NATO Aimed Burst Max. Range 45 m 30 m Effective Range 30 m 14 m Damage 60/1 240/4 Rate of Fire 42.9/0.7 rps 184.6/3.1 rps Damage Hard Capacity 30 Reload 5.00 s Weight 0.6 kg * It often takes a long time before you see your first Steyr and even then it'll be a rare find for quite awhile. The Steyr has ridiculously good range for an assault rifle and good damage in either firing mode as well as packing hard bullets. This is a fantastic weapon to have and clearly superior to previous rifles in many regards. HK G11 K5 Description The G11--lightest of the advanced rifles--uses caseless ammunition to reduce weight and decrease recoil. As a result, this assault rifle is extremely accurate in both single and burst-fire modes. However, since caseless ammunition was never very common before the Invasion it's very rare and hard to find in most situations. Weight 3.6 kg Skill Rifles Ammunition 4.7mm Caseless Aimed Burst Max. Range 40 m 27 m Effective Range 26 m 12 m Damage 56/1 280/5 Rate of Fire 37.3/0.7 rps 233.3/4.2 rps Damage Hard Capacity 45 Reload 5.00 s Weight 0.7 kg * Probably the best of the human assault rifles that isn't based on hybrid technology. It is weaker than the Steyr Aug in some regards especially range but this a rifle that still has fantastic range, potent damage in burst-fire plus a very large clip. This is a rare weapon but it's an excellent one. Alien Laser Gun Description The Alien Laser Gun is a small, lightweight biomechanical weapon used to project a laser beam at the target. Since it weighs so little, it is a favoirite with lightly armed Reticulans and as a weapon for human troops who aren't primary fighters. Because there's no recoil in its burst-fire mode, it's much less easily disrupted when used as such. This means greater accuracy and effectiveness, albeit with a longer reloading time. Aimed Burst Max. Range 37 m 25 m Effective Range 32 m 15 m Damage 70/1 210/3 Rate of Fire 43.7/0.6 rps 131.2/1.9 rps Damage Laser Weight 2.0 kg Skill Rifles Ammunition Alien energy cell Capacity 25 Reload 6.00 s Weight 1.0 kg Ammunition Alien power cell Capacity 50 Reload 6.00 s Weight 1.0 kg * For me this weapon is my mainstay. It caused me to get very lazy when it came to picking a weapon. It has great range and damage capability that's just a bit less than the most 7.62mm rifles plus it's ridiculously light. Even though most opponents have at least some resistance to lasers, the level of resistance isn't usually that spectacular. The biggest factor for me is how common ammunition is for this gun. At a time when many good rifles have just a few clips available, your Alien Laser Gun should have tons of ammo. Advanced Alien Laser Gun Description This is a version of the Alien Laser Gun with increased range and accuracy and also damage. However, also the reload time is longer for this model. Aimed Burst Max. Range 45 m 32 m Effective Range 39 m 20 m Damage 90/1 270/3 Rate of Fire 36.0/0.4 rps 168.7/1.9 rps Damage Laser Weight 2.0 kg Skill Rifles Ammunition Alien energy cell Capacity 33 Reload 6.00 s Weight 1.0 kg Ammunition Alien power cell Capacity 66 Reload 6.00 s Weight 1.0 kg * Dramatic improvements to ammo capacity, range and damage makes this a new main-stay weapon for me once it becomes available for capture. A truly fine weapon and a great asset for your team. Alien Psi Blaster Description This bulky weapon projects a blast of psi power in a given direction. Though it isn't very precise, at limited distances the blast is very likely to hit the target. As usual for psi weapon, it has no exchangeable battery and after some number of shots it must be recharged in a base. Aimed Burst Max. Range 35 m 30 m Effective Range 20 m 15 m Damage 50/1 50/1 Rate of Fire 25.0/0.5 rps 33.3/0.7 rps Damage Exception Weight 5.0 kg Skill Psi Power Ammunition Alien energy cell Capacity 50 Reload 12.00 s Weight 0.1 kg * The damage is pretty good but the kicker is that most enemies have no resistance to the type of attack this weapon deals out. It also has very good range and a huge ammo capacity that offsets the inability to recharge in the field. Alien Warp Assault Rifle Description This Alien Warp Rifle exhibits more advanced use of space-time warp technology: The affected region is defined with much greater accuracy, reulting in precise aiming and lower energy consumption. Aimed Burst Max. Range 31 m 25 m Effective Range 19 m 13 m Damage 200/1 600/3 Rate of Fire 80.0/0.4 rps 166.7/0.8 rps Damage Warp Weight 3.0 kg Skill Rifles Ammunition Alien energy cell Capacity 40 Reload 10.00 s Weight 0.1 kg * Not quite as long-ranged as other rifles, this weapon does tremendous damage especially with a burst so even though Warp damage isn't very effective against most foes, the sheer level damage will simply cut through that and obliterate them. The ammo capacity is very large and usually offsets the inability to reload on the field. Laser Rifle Description Although this Laser Rifle is based on technology gleaned from the Alien Laser Gun, it does not match its model in any statistics, except for weight. Still, we do not have to rely on getting Laser Guns from aliens anymore and we can produce many copies of this rifle. Aimed Burst Max. Range 45 m 31 m Effective Range 30 m 15 m Damage 40/1 200/5 Rate of Fire 20.0/0.5 rps 142.9/3.6 rps Damage Laser Weight 2.8 kg Skill Rifles Ammunition Hybrid energy cell Capacity 20 Reload 6.00 s Weight 1.5 kg Ammunition Hybrid power cell Capacity 40 Reload 6.00 s Weight 1.5 kg * It's true that the damage is just mediocre but the range on this gun is fantastic. Ammunition isn't much of a factor here as you can keep manufacturing it. Heavier than the Alien Laser Gun, it is still a very light weapon to carry. In all though, I'd just make one of these so that research for the Enhanced Laser Rifle can be worked on. Enhanced Laser Rifle Description This is an enhanced version of the Human Laser Rifle. It is more accurate, however it also drains more energy per shot than the basic model. The damage is the same. Aimed Burst Max. Range 52 m 36 m Effective Range 40 m 20 m Damage 60/1 300/5 Rate of Fire 35.3/0.6 rps 250.0/4.2 rps Damage Laser Weight 3.0 kg Skill Rifles Ammunition Hybrid energy cell Capacity 20 Reload 6.00 s Weight 1.0 kg Ammunition Hybrid power cell Capacity 40 Reload 6.00 s Weight 1.0 kg * The range on this is gun is creeping up on sniper rifle level. The damage is quite good on an aimed shot and deadly on burst-fire. This weapon is a truly big jump from the predecessor and it's a fantastic gun. The slight increase in weight compared to the predecessor is a non-issue next to the improvements. Unlike what is mentioned, this gun has just as many shots as its predecessors. Plasma Rifle Description The goal of reusing alien plama technology in human weapons was successfully achieved, though this gun still has the problem of high power consumption. However these Plasma Rifles are capable of inflicting stupendous amounts of damage. Aimed Burst Max. Range 35 m 0 m Effective Range 20 m 0 m Damage 500/1 0/0 Rate of Fire 125.0/0.3 rps 0.0/0.0 rps Damage Plasma Weight 5.0 kg Skill Rifles Ammunition Hybrid energy cell Capacity 5 Reload 10.00 s Weight 1.5 kg Ammunition Hybrid power cell Capacity 10 Reload 10.00 s Weight 1.5 kg * A truly devastating weapon and with very good range plus the damage is plasma-based. Unfortunately it is a slow gun and has no burst-fire mode. The big strike against it, is the abysmal number of shots you can take with it. This improves dramatically with the use of Hybrid power cells but the number is still very poor for a rifle. I'd only make a single of these so that research for the Enhanced Plasma Rifle can be worked on. Enhanced Plasma Rifle Description The enhanced version of the Human Plasma Gun can still empty a standard power pack in four shots, however it does even more damage to the enemy. Aimed Burst Max. Range 40 m 0 m Effective Range 30 m 0 m Damage 750/1 0/0 Rate of Fire 214.3/0.3 rps 0.0/0.0 rps Damage Plasma Weight 6.0 kg Skill Rifles Ammunition Hybrid energy cell Capacity 5 Reload 6.00 s Weight 1.5 kg Ammunition Hybrid power cell Capacity 10 Reload 6.00 s Weight 1.5 kg * A huge improvement, this gun gains significantly more range and leaps up the damage scale in a major way. A slight increase weight takes place as well but this is just a tiny nitpick. An excellent weapon to have, once you have manufactured a large cache of Hybrid power cells for it-the bit about drainging the standard power pack in four shots is a mistake. Remington Model 700 Description This highly popular sniper rifle weighs just five kilograms, including the scope. It features a four-round magazine and an integrated tripod. A slightly longer barrel gives it better accuracy at longer distances. Weight 4.0 kg Skill Marksmanship Ammunition 7.62mm NATO Aimed Burst Max. Range 58 m 0 m Effective Range 35 m 0 m Damage 100/1 0/0 Rate of Fire 43.5/0.4 rps 0.0/0.0 rps Damage Universal Capacity 20 Reload 3.50 s Weight 0.1 kg * There are no bad sniper rifles but while this the lightest it is also the least effective in terms of damage and range. HK PSG1 Description Sniper rifles are the ultimate in long-range engagement, combining high damage and penetration with extreme long-range accuracy. They're designed for use under circumstances when there's something out there that you really don't want to get close to. The PSG1 is quicker to use than the other sniper rifles, but its effectiveness tends to fall off when targets ar ebetter armored. Ultimately, it's a poor weapon for close combat due to its low rate of fire and long aiming time. Weight 8.1 kg Skill Marksmanship Ammunition 7.62mm NATO Aimed Burst Max. Range 63 m 0 m Effective Range 39 m 0 m Damage 120/1 0/0 Rate of Fire 48.0/0.4 rps 0.0/0.0 rps Damage Universal Capacity 30 Reload 2.50 s Weight 0.1 kg * Far heavier than the Remington, it exceeds that rifle in every other way. The PSG1 is a great early sniper rifle and can hold its own until you find better. Accuracy International L115AE Description The L115 is similar to the PSG1, with which it shares ammunition type and many other characteristics. However, it's distinguished by lighter weight and enhanced long-range accuracy, due to better sights and higher-quality components than the PSG1. Weight 6.0 kg Skill Marksmanship Ammunition 7.62mm NATO Aimed Burst Max. Range 71 m 0 m Effective Range 44 m 0 m Damage 160/1 0/0 Rate of Fire 80.0/0.5 rps 0.0/0.0 rps Damage Universal Capacity 45 Reload 3.00 s Weight 0.1 kg * This is truly a fantastic gun. It has great damage and astounding range. The L115 also has the best rate of fire amongst sniper rifles and has a riduculously large clip for a single shot weapon so running out of ammo in a battle is almost unheard of. M82A1A Barrett Description A monstrously large weapon, the Barret is the quintesstial tool for putting large holes in things from quite a ways off. Hindered by its rather long aiming time and considerable weight, it's nonetheless an excellent weapon for engagin armored targets at very long range. Its extremely poor aiming time makes it almost useless at short range or against quick-moving targets. Weight 12.9 kg Skill Marksmanship Ammunition 0.50 BMG Aimed Burst Max. Range 71 m 0 m Effective Range 40 m 0 m Damage 200/1 0/0 Rate of Fire 57.1/0.3 rps 0.0/0.0 rps Damage Hard Capacity 10 Reload 2.00 s Weight 0.2 kg * Astounding range and heavy firepower are its biggest assets. Unfortunately it has a slow rate of fire and it doesn't carry much ammunition so you'll have to make your shots count. Still with the power on this weapon, it won't take many shots to down a foe and don't forget its damage type is great against most foes. ZVI Falcon OP 96 Description Made in the Czech Republic, this is the weapon of choice for anyone who would rather not get too close to the opposition. Reloading is frequent and time-consuming with a two-round magazine, but targets can be engaged at very long range and one-shot kills are the norm on anything smaller than a blue whate. Weight 13.4 kg Skill Marksmanship Ammunition 0.50 BMG Aimed Burst Max. Range 75 m 0 m Effective Range 50 m 0 m Damage 250/1 0/0 Rate of Fire 71.4/0.3 rps 0.0/0.0 rps Damage Hard Capacity 2 Reload 2.50 s Weight 0.1 kg * The longest ranged weapon in the game and has the best damage amongst sniper rifles, this weapon is hindered by a slow rate of fire. The biggest problem is that its clip only has a lousy 2 shots! I would hold off using one right away and wait until a large stockpile of clips has been accumulated. With that the case, this is a great weapon to bring along and its hard bullets can easily punch through most armor. RPG-7 Description Widely used by insurgents and terrorists before the Invasion made such distinctions moot, the RPG7 is a powerful weapon capable of being used against both armored and soft targets. Its primary limitation is the size and bulkiness of its ammunition, and its large possibility for friendly fire and collateral damage. Weight 4.0 kg Skill Launchers Ammunition RPG-7 Thermobaric HE Aimed Max. Range 30 m Effective Range 25 m Damage 550 Effect 3.00 m Damage Hard Reload 4.00 s Weight 1.8 kg * Devastating damage and it goes through most armor really well. The range is quite short by rocket launcher standards, but overall a great weapon to have. The big drawback is how cumbersome the ammo for this weapon is. Also no rocket launchers hit instantaneously. Still this weapon is great for clearing a corridor of multiple foes. OSAW (One Shot AW) Description A pre-packaged, one-shot device generally employed by armies of the West as a light anti-tank weapon capable of penetrating the heaviest armor. Though it is considerably less accurate than the multipurpose SLAW, it's also much lighter. The rearward flare of the rocket will injure squad members foolish enough to stand behind it. Weight 3.0 kg
Skill Launchers Ammunition AW Rocket Aimed Max. Range 34 m Effective Range 25 m Damage 750 Effect 3.00 m Damage Soft Reload 3.50 s Weight 1.0 kg * Tremendous damage and its very light. Too bad you cannot reload this weapon and many foes resist its damage type quite well. On the other hand, this weapon is automatically reloaded at the base and so you can keep on using this especially if your stockpile of other rocket launcher ammo is low SLAW (Shoulder Launced AW) Description An improved version of the LAW, the SLAW offers improved accuracy and damage but at the cost of greater weight and bulkier ammunition. It is not recommended for close combat due to the danger inherent in missing one's target. Weight 4.0 kg Skill Launchers Ammunition AW Rocket Aimed Max. Range 38 m Effective Range 25 m Damage 800 Effect 3.00 m Damage Soft Reload 4.50 s Weight 1.6 kg * Great range and even more damaging than the OSAW, plus it can be reloaded. The only real problem is the amount of space the ammo takes up in your inventory. Alien Rocket Launcher Description Alien launchers are simple biological mechanisms for launching rounds of various types over very long distances. Actual range and damage potential depends on the type of ammo used. Weight 4.5 kg Skill Launchers Ammunition EMP Rocket Aimed Max. Range 45 m Effective Range 27 m Damage 200 Effect 6.00 m Damage Laser Reload 3.00 s Weight 0.9 kg Ammunition Explosive Rocket Aimed Max. Range 40 m Effective Range 27 m Damage 700 Effect 4.00 m Damage Universal Reload 4.50 s Weight 1.0 kg Ammunition Incendiary Rocket Aimed Max. Range 40 m Effective Range 25 m Damage 600 Effect 4.00 m Damage Burn Reload 6.00 s Weight 1.1 kg Ammunition Psi Disruptor Aimed Max. Range 45 m Effective Range 30 m Damage 300 Effect 6.00 m Damage Heal Reload 4.00 s Weight 0.7 kg * A bit heavier than other types of rocket launchers, this is more than countered the sheer variety of ammunition available for this weapon. While the damage and blast radius vary greatly between rockets, all are highly effective and the Alien Rocket Launcher has greater range than any other regular rocket launcher. This weapon is the height of versatility. Too bad the ammo for this weapon is still bulky. M240 Flamethrower Description The M240 is justifiablly feared as a weapon. Devastating to groups of soft or armored targets, the M240 shoots out jets of napalm and sets them afire. These jets stick to and burn everything they touch. The weapon deals out its damage over time, but few beings will have the presence of mind to do anything but try and put themselves out while they are burning, lending it additional tactical utility. Weight 12.0 kg Skill Launchers Ammunition Napalm-B Aimed Burst Max. Range 7 m 5 m Effective Range 5 m 3 m Damage 3600 3600 Rate of Fire 1.7 rps 2.0 rps Effect 2.00 m Damage Burn Capacity 12 Reload 6.00 s Weight 3.0 kg * There's no doubting the insane level of damage this weapon can inflict and most enemies are quite vulnerable to fire as well. However this weapon is almost as much of a danger to you, as even shotguns have better range this weapon and it's quite easy to end up getting engulfed in your own flames due to the radius of this weapon's fire. Also this weapon doesn't hit instanteously so you can expect to take at least one retaliatory shot. So using this weapon is something of a calculated gamble. Warp Demolition Device Description Operating in much the same manner as the Warp Resonator, the Warp Demolition Device is a much different instrument designed for use in the short-range destruction of walls and other obstacles. Though it isn't considered a combat weapon, in a pinch it can be turned on the enemy. Like the Warp Resonator, it cannot be recharged in the field. Aimed Burst Max. Range 8 m 0 m Effective Range 6 m 0 m Damage 7500/1 0/0 Rate of Fire 4166.7/0.6 rps 0.0/0.0 rps Damage Warp Weight 12.0 kg Skill Launchers Ammunition Hybrid energy cell Capacity 10 Reload 8.00 s Weight 0.1 kg * Simply the most devastating weapon in the game, nothing can withstand the sheer amount of damage this weapon deals. Designed more for blasting away certain walls and obstacles, little thought was given to the range of this weapon and so it barely shoots further than a flamethrower. Still anyone on the receiving end of this, won't be standing ever again. M79 Grenade Launcher Description The M79 is a single-shot, shoulder-fired weapon, designed to bridge the gap between the maximum throwing distance of a hand grenade and the lowest range of supporting mortars. It's the lightest of all grenade launchers, but this particular advantage is paid for with lower damage potential Weight 5.5 kg Skill Throwing Ammunition 20mm Grenade Aimed Burst Max. Range 45 m 0 m Effective Range 25 m 0 m Damage 280/1 0/0 Rate of Fire 162.3/0.6 rps 0.0/0.0 rps Effect 4.00 m Damage Universal Capacity 6 Reload 3.00 s Weight 1.1 kg * Ignore what the manual says about grenade launchers, they can't do indirect fire like a thrown grenade can. The range is fantastic on this weapon and it does alot of damage. While the shot capacity isn't good, the ammo used for this weapon doesn't take up much space. The blast radius is quite large but remember that grenade launchers don't land their shots instanteously. Super Striker Description This weapon--the basic hand-held grenade launcher--allows for the close to medium-range engagement of groups of soft and lightly armored targets. It's especially effective in burst mode. However, that advantage is offset by the weight of the ammunition and the low rate of fire, as well as the extra friendly-fire dangers involved when using an explosive weapon at such short range. The latter problem is exacerbated by the SuperStrike's poor accuracy. Weight 5.5 kg Skill Throwing Ammunition 20mm Grenade Aimed Burst Max. Range 40 m 21 m Effective Range 18 m 5 m Damage 200/1 800/4 Rate of Fire 100.0/0.5 rps 800.0/4.0 rps Effect 4.00m Damage Universal Capacity 12 Reload 3.00 s Weight 1.3 kg * The individual damage isn't that hot by grenade standards but the burst-fire mode is great! This weapon may have shorter range than the M79 but it still has very long range. The ammo capacity is very good for aimed fire but won't last long if you keep going for bursts. Alien Plasma Gun Description Even though this weapon resembles an assault rifle, it actually functions as a grenade launcher, projecting balls of plasma that explode on impact. This weapon offers good range and extremely high damage potential. These benefits are offset somewhat by its heaviness, long reload time and low ammunition capacity, but the weapon is still generally considered worth the effort due to its awesome performance against armored targets. Aimed Burst Max. Range 20 m 16 m Effective Range 9 m 6 m Damage 300/1 300/1 Rate of Fire 0.5 rps 0.8 rps Effect 2.00 m Damage Plasma Weight 15.0 kg Skill Throwing Ammunition Alien energy cell Capacity 4 Reload 5.00 s Weight 1.0 kg Ammunition Alien power cell Capacity 8 Reload 5.00 s Weight 1.0 kg * As mentioned, this is almost the alien equivalent of a grenade launcher. The biggest drawbacks of this weapon is the relatively short range and it is certainly heavy to carry. Still the power of this gun is very good and the blast radius is small enough that using it is rather safe. The plasma bolt of this particular weapon doesn't hit instantly but it certainly moves much faster than a rocket or grenade so enemies have a lot less chance of dodging. The ammo capacity is really low but you can turn this around by using power cells. A great weapon to get your hands on and a pain to face. Advanced Alien Plasma Gun Description This is an enhanced version of the Alien Plasma Cannon. It does even more damage and drains less power, in other respects it is almost identical. Aimed Burst Max. Range 30 m 21 m Effective Range 15 m 8 m Damage 450/1 450/1 Rate of Fire 0.5 rps 0.8 rps Effect 2.00 m Damage Plasma Weight 16.0 kg Skill Throwing Ammunition Alien energy cell Capacity 5 Reload 3.00 s Weight 1.0 kg Ammunition Alien power cell Capacity 10 Reload 3.00 s Weight 1.0 kg * Certainly a major improvement, the range and damage goes up a large margin and even the ammo capacity has some improvement. An already great weapon becomes even better. The weight of this weapon shouldn't be too much of a problem, by the time you get your hands on one of these-your troops should be strong enough to lug this around with ease. Rocket Spitter Description A human variant of the alien launcher, nicknamed the Rocket Spitter, it can throw out different types of missiles. Though its reload time is inconveniently long, in all other aspects it matches the biomechanical original. Weight 15.5 kg Skill Throwing Ammunition Explosive Rocket Aimed Burst Max. Range 50 m 31 m Effective Range 25 m 10 m Damage 700/1 700/1 Rate of Fire 233.3/0.3 rps 500.0/0.7 Effect 4.00 m Damage Universal Capacity 1 Reload 7.00 s Weight 1.8 kg Ammunition Incendiary Rocket Aimed Burst Max. Range 42 m 26 m Effective Range 25 m 10 m Damage 500/1 500/1 Rate of Fire 166.7/0.3 rps 357.1/0.7 rps Effect 4.00 m Damage Burn Capacity 1 Reload 7.00 s Weight 1.0 kg * Even though it fires rockets, the Rocket Spitter gets treated as if it is a grenade launcher. While not as versatile as the Alien Rocket Launcher, this weapon typically has greater range and damage plus there's a burst-fire mode available for it. The ammo for it is quite small and doesn't take up much room in your inventory though it's still a one-shot weapon. The big drawback is how heavy this weapon is but you should have many characters capable of using this with no loss of speed. A very useful weapon overall to have in a fight and capable of wiping out closely-clustered foes with heavy damage from both rocket types. Gatling Gun Description The Gatling gun in its modern gyro-stabilized form can be used as a personal arm when attached to a heavy armor. It takes some time before the rotary mechanism reaches the full speed that allows the legendary cadence of this weapon. Gyro-stabilization gives it considerably greater accuracy than previous models, but the final effect depends on the overall stiffness of the armored shooter. Weight 35.0 kg Skill Marksmanship Ammunition 0.50 BMG Aimed Burst Max. Range 0 m 70 m Effective Range 0 m 23 m Damage 0/0 1250/25 Rate of Fire 0.0/0.0 rps 1041.7/20.8 rps Damage Hard Capacity 250 Reload 4.00 s Weight 17.0 kg * With a range that's on par with the better sniper rifles and absolutely ridiculous levels of damage, this an utter monster of a weapon! No enemy can withstand the firepower this gun kicks up. Unfortunately it weighs a ton and a its clip of ammo weighs more than most heavy weapons. In addition, you can only use this weapon with a soldier suited up in Heavy Armor. Still this is one of the best weapons in the game. Double-Barrel Machine Gun Description This type of machine gun is able to fire extremely heavy rounds over very long distances. The relative slackness of the weapon (due to the cooling process, which is necessary but time-consuming) is somewhat improved by the double-barrel design. Weight 42.0 kg Skill Marksmanship Ammunition 0.50 BMG Aimed Burst Max. Range 0 m 60 m Effective Range 0 m 25 m Damage 0/0 1300/10 Rate of Fire 0.0/0.0 rps 722.2/5.6 rps Damage Hard Capacity 150 Reload 5.00 s Weight 14.0 kg * Essentially a Minigun with some altered stats, it shares the same qualities-good and bad. The range is quite a ways shorter but it does a fair bit more damage and it's certainly a lot more efficient with its ammo use. I'd pick this over the Minigun as you get more shots and the range of this gun is still tremendous. Like the Minigun, it can only be used by units in Heavy Armor. This is certainly one of the best weapons in the game. Alien Microslug Accelerator Description The Microslug Accelerator uses magnetic fields to propel innumerable slivers of an alien alloy at high speeds toward the target. While the physical principles involved are well understood, we haven't been able to properly synthesize the alloy or duplicate the intricate control machineries involved, so this devastating weapon is currently beyond the reach of current manufacturing techniques. However, when one is found and the proper ammunition is available, this weapon is unmatched. It inflicts incredible damage, and encountering one among the opposition is the kind of thing that makes otherwise fearless soldiers toss and turn in their sleep. The operator can use it while standing or kneeling. Weight 5.0 kg Skill Marksmanship Ammunition Microslug Aimed Burst Max. Range 35 m 25 m Effective Range 22 m 12 m Damage 200/10 600/30 Rate of Fire 100.0/5.0 rps 300.0/15.0 rps Damage Universal Capacity 300 Reload 5.50 s Weight 5.0 kg * Lacking the raw power, armor penetration and range of similar weapons, this is nonetheless an extremely potent weapon with high damage potential and long range. The biggest advantage of this weapon is that it's not limited to units in Heavy Armor and it is extremely light though the individual clips weigh quite alot. You also have an Aimed-fire mode, so crack shots can really benefit from this. Warp Resonator Description This biomechanical weapon uses forces not yet fully understood to project localized fields of spatial distortion essentially small ripples in space-time. These ripples cause both micro- and macro-level shear forces, tearing the target apart. The Warp Resonator, a heavy squad-support weapon is ideal for destroying armored targets at long range. Two crucial weaknesses, however, are its weight and the general inability of any warp weapon to be recharged in the field. Aimed Burst Max. Range 50 m 35 m Effective Range 35 m 18 m Damage 750/1 1500/2 Rate of Fire 250.0/0.3 rps 1000.0/1.3 rps Damage Warp Weight 40.0 kg Skill Marksmanship Ammunition Hybrid energy cell Capacity 10 Reload 30.00 s Weight 0.1 kg * This is a fantastic weapon that does tremendous damage and has really great range. Unlike similar weapons, this gun has an Aimed mode. There are some significant drawbacks such as it being less effective against a fair number of foes because it does Warp damage and it cannot be reloaded on the field. It also has the problem of only being for units in Heavy Armor. Users of this weapon should have an extra weapon handy, perhaps even two of these guns. Collapsible Machine Gun Description This turret offers the greatest firepower of all classical weapons available for use in missions. It's collapsible so that a single soldier can carry it on his back, but this burden makes him rather slow and easy to target, and the deployment of the turret takes a considerable amount of time. However, the cadence and range of the four-barrel turret are unmatched among the classical guns. Weight 65.0 kg Skill Launchers Ammunition 0.50 BMG Aimed Burst Max. Range 0 m 63 m Effective Range 0 m 24 m Damage 0/0 1500/10 Rate of Fire 0.0/0.0 rps 1050.0/10.0 rps Damage Hard Capacity 600 Reload 2.00 s Weight 0.1 kg * Fantastic range, damage that's just unholy and so much ammo that even long battles barely diminish it-this is one of the best weapons in the game. Unfortunately it's extremely heavy-2nd heaviest in the game, takes a long time to set up and can only be used by those in Heavy Armor. But once deployed, it and other collapsible weapons can fire with almost no delay, making this is one of my favourite weapons. It can't be reloaded on the field but it has so many rounds that this is a non-factor. Collapsible Rocket Launcher Description Composed of the same basic structure as other collapsible weapons, this turret--with its multiple rocket launchers-- presents absolutely horrific destructive power. With a single round the user can reduce an entire building to a cloud of dust. However, it will just as easily run out of ammo, so any deployment of this weapon should be given careful consideration. Weight 70.0 kg Skill Launchers Ammunition Explosive Rocket Aimed Max. Range 67 m Effective Range 32 m Damage 1500 Effect 3.00 m Damage Universal Capacity 24 Reload 2.00 s Weight 0.1 kg * The damage is astonishing and it's range is approaching that of the better sniper rifles however this is a weapon that has more troubles than usual even for a collapsible gun. It is the heaviest weapon in the game and few can carry this without significant slow-down. It's ammo supply is small enough that it's quite easy to run out of rockets. Since it uses rockets, it has the problems of not instantly hitting a target so there's a good chance a foe can move out of the way. Finally it takes a long time to set-up, can't be reloaded on the field and can only be used by units in Heavy Armor. The blast radius of this weapon is useful but personally it's not enough of a draw to choose this weapon over other collapsible guns outside of style purposes. Collapsible Railgun Description This weapon is a supreme example of the human armanent industry applying technology based on detailed studies of alien weaponry, namely the Microslug Accelerator. Since our engineers were able to reproduce the required field, albeit using considerably larger accelerating coils, the resulting weapon is o much greater scale than the alien original. Weight 60.0 kg Skill Launchers Ammunition Microslug Aimed Burst Max. Range 50 m 0 m Effective Range 20 m 0 m Damage 900/30 0/0 Rate of Fire 1125.0/37.5 rps 0.0/0.0 rps Damage Universal Capacity 900 Reload 2.00 s Weight 0.1 kg * A nice alternative to the Collapsible Machinegun. The range is great but not spectacular. The real draw of this weapon is tremendous damage and it uses an Aimed mode so crackshots can really benefit with this weapon. Unfortunately it goes through ammunition at an astonishing rate and is less penetrating against most armor types compared to guns using hard bullets. It is also extremely heavy, takes a long time to set-up and can only be used by those in Heavy Armor. Still I'm a big fan of this weapon Collapsible Plasma Cannon Description The discovery of this alien weapon puzzled our specialists for a very long time. Though this heavy cannon, which belongs to the plasma-ejector category, appears very "alien" at the first sight, the structure of its elements and the whole folding mechanism show amazing similarities to human-made turrets. The most widely accepted explanation nowadays is that this weapon is a recent product of alien engineering resulting from their fascination with the masterpieces of human weaponry. The aliens reproduce classical turrets with their own biotechnologies, including some other unknown mechanism that allows making the structure much lighter than the original. Aimed Burst Max. Range 60 m 0 m Effective Range 40 m 0 m Damage 600/1 0/0 Rate of Fire 1200.0/2.0 rps 0.0/0.0 rps Damage Plasma Weight 35.0 kg Skill Launchers Ammunition Alien energy cell Capacity 10 Reload 18.00 s Weight 1.0 kg Ammunition Alien power cell Capacity 20 Reload 18.00 s Weight 1.0 kg * This is a mighty weapon indeed and competes well with the Collapsible Machinegun. Overall this may be the best weapon in the game. The damage is fantastic and while it may not seem like much compared to othe Collapsible weapons, the fast firing rate of this gun means instant death. The range is of course fantastic. Other draws are that it while it's still very heavy, it is far lighter than other weapons that can only be mounted on Heavy Armor. It is unique in that it can be reloaded in the field. Mind you, using Power Cells-you'll rarely go through a whole clip. Of course it still has the problems of long set-up (but because of its lighter weight, most characters set-up far quicker than with other collapsible weapons) and it can only be used with Heavy Armor. Note that Reticulans can use this weapon without Heavy Armor. This includes any Grays that have joined your forces. Psionic Crusher Description This weapon, the only human application of alien psi technology, affects targets within range with a blast of psipower that causes damage to all living targets possessing higher neural systems. Moreover, as a means of ultimate defense this rather primitive weapon can also prove very useful in territories of increased Biomass activity. Aimed Burst Max. Range 30 m 0 m Effective Range 20 m 0 m Damage 120/1 0/0 Rate of Fire 60.0/0.5 rps 0.0/0.0 rps Damage Exception Weight 1.0 kg Skill Psi Power Ammunition Hybrid energy cell Capacity 50 Reload 13.00 s Weight 0.1 kg * A really stupid looking weapon but very effective. It's extremely light and so small that it can be used in one hand. It does far more damage than the Alien Psi Blaster despite being alot smaller and the range on this weapon is still good though not as long as its alien counterpart. It can't be reloaded on the field but with a huge 50 shot capacity that's not going to be a problem. If only it had a different graphic design (a featureless, grey coaster with a stubby flange coming from the bottom just doesn't cut it). Fragmentation Grenade Description Fragmentation grenades deal area damage to targets within a small radius of the impact point. One should take care with the timing lest they be thrown back. Aimed Damage 550 Effect 5.00 m Damage Soft Weight 0.7 kg Skill Throwing * There's no denying the power and area of effect of this weapon. However be careful when using it. Units throwing one go through an elaborate animation sequence, then it takes further time to arrive at a target and detonate. It'd be pretty easy to get attacked while in midst of throwing one of these. This warning applies to all grenades. Incendiary Grenade Description This grenade splashes lit napalm on nearby enemies and objects, causing a great deal of damage. Aimed Damage 250 Effect 5.00 m Damage Burn Weight 0.6 kg Skill Throwing * Not as devastating as a regular fragger but it does burn damage and it leaves a lingering field of flames that keeps on damaging anyone inside. Acid Grenade Description This grenade splashes strong acid on nearby enemies, which is both painful and highly damaging. Aimed Damage 300 Effect 5.00 m Damage Burn Weight 0.5 kg Skill Throwing * It does a fair amount more damage than the incendiary and it leaves a lingering cloud of acid to burn anyone still there. However this cloud doesn't last nearly as long as the flames from an incendiary. Smoke Grenade Description This grenade emits a thick cloud of smoke in the area near where it falls, reducing the visibility in that area and providing tactical cover where there might otherwise be none. Aimed Damage 0 Effect 5.00 m Damage Exception Weight 0.3 kg Skill Throwing * A purely defensive tool but really good in its role. It lays down a thick layer of smoke so that you can run past without anyone targetting you. Flare Description A flare is a useful tool especially when on night missions, where the vision is impaired. Equip it and use it just like you would equip and use a hand grenade. Aimed Damage 0 Effect 5.00 m Damage Exception Weight 0.3 kg Skill Throwing * Not very useful in my opinion, but for those who aren't very good shooters or have bad observation-throwing one of these in a dark place can help offset penalties for reduced vision. Medikit Description Our basic medikit is quite simple, though it takes time to learn how to use it efficiently. Aimed Max. Range 1 m Effective Range 0 m Damage -100 Rate of Fire 0.2 rps Damage Heal Capacity 10 Weight 5.0 kg Skill Medical * This is a real life-saver and can bring someone who's almost dead back to full health in the hands of an expert medic. I recommend that everyone carries at least one of these until you can make a horde of Warp Medikits. Warp Medikit Description Can one truly imagine all the warp-field uses of the WMED? This medikit allows you to heal persons you cannot get close enough to, even from behind a wall. Aimed Max. Range 5 m Effective Range 5 m Damage -100 Rate of Fire 0.2 rps Damage Heal Capacity 20 Weight 6.7 kg Skill Medical * It's a fair bit heavier than a regular Medikit but it's advantages more than offset this. It can heal at a distance, so no more having to run around so much. I've never had the opportunity to see if it does work from behind obstacles but if it does even better. Finally this tool has twice the number of healing material than a regular Medikit. As usual, everyone in a party should carry at least one of these. Clothing Description No protection at all can sometimes be an advantage, as in the case of penetrating bullets and warp attacks. Soft 0% Universal 10% Hard 20% Burn 0% Laser 0% Plasma 0% Warp 70% Exception 0% Heal 0% Paralyze 0% Weight 0.0 kg * Only Reticulans and certain Transgenants will have warp weapons, and of these-they'll have backup from many units that use other types of attacks. So there's no reason to go with regular clothes. Light Armor Description This lightest of armor is only effective against soft projectiles. Soft 35% Universal 15% Hard 20% Burn 0% Laser 0% Plasma 0% Warp 55% Exception 0% Heal 0% Paralyze 0% Weight 5.0 kg * This should be your minimal level of protection. It offers great protection against warp attacks and some decent protection against physical attacks, especially soft projectiles. However energy/acid attacks will rip through this like so much paper. Carry this only when you have no other choice. Enhanced Light Armor Description Applying new materials, the light armor gained resistance not only against bullets but was especially effective against fire and acid. Soft 50% Universal 25% Hard 0% Burn 25% Laser 25% Plasma 20% Warp 55% Exception 0% Heal 0% Paralyze 10% Weight 5.0 kg * New materials use give some solid protection against energy/acid attacks. Protection against soft and universal attacks also improve. However this armor is absolutetly useless against solid bullets. Combat Armor Description This standard combat armor also offers partial protection from hard bullets, but only to the trunk portion of the body. However, it's twice as heavy as light armor. Soft 55% Universal 30% Hard 10% Burn 20% Laser 20% Plasma 10% Warp 35% Exception 0% Heal 0% Paralyze 0% Weight 10.0 kg * Good protection against most physical attacks and limited protection against energy/acid and hard bullets. It's fairly heavy though. Enhanced Combat Armor Description An added layer of special ceramic fibers makes this armor very resistant to plasma and acid attacks. Soft 65% Universal 40% Hard 20% Burn 40% Laser 30% Plasma 25% Warp 40% Exception 5% Heal 0% Paralyze 10% Weight 10.0 kg * Great protection against most physical attacks and fire/acid. It's protection against other energy attacks and solid bullets also improve. It even grants a little protection against mental attacks. This is the top armor that can be combined with a helmet of some sort, so you can usually find a use for this rather than letting it gather dust. Heavy Armor Description This armor, which is very heavy and bulky, gives the greatest protection against penetrating projectiles, yet it also allows you to use special gyro-stabilized weapons. Further, it includes an advanced combat helmet for maximum body protection. The lack of mobility is compensated by a special system of detectors Soft 75% Universal 60% Hard 45% Burn 55% Laser 25% Plasma 20% Warp 25% Exception 10% Heal 20% Paralyze 0% Weight 20.0 kg * It gives tremendous resistance to physical attacks, even hard bullets are significantly reduced in power against this armor plus it protects against certain mental attacks. However it prevents you from crouching and runningplus it's very heavy. Also it hinders others who are trying to heal you and it's quite ineffective against energy attacks that isn't fire/acid. The big advantage to this armor is huge though, it lets you use the most devastating weapons available. Enhanced Heavy Armor Description A complex grid of heat-resistant and conductin materials can very effectively distribute heat from flame, plasma and other energy attacks, making this upgraded armor partially reistant even to the beam of a laser weapon. Soft 75% Universal 65% Hard 55% Burn 60% Laser 50% Plasma 40% Warp 30% Exception 10% Heal 20% Paralyze 20% Weight 20.0 kg * While defence vs. physical attacks and paralysis have improved, this armor gains a lot more resistance against energy attacks. Everything else about Heavy Armor still applies. I love this armor and it's surprisingly quick to make so I had equipped every one of my troops with a set of these. I only changed armors for troops who are in missions that ask for more speed. But that's simply because I'm the type who favors firepower over mobility, your mileage may vary. Light Helmet Description A simple helmet is always better than nothing. Soft 10% Universal 5% Hard 0% Burn 0% Laser 0% Plasma 0% Warp 0% Exception 0% Heal 0% Paralyze 0% Weight 1.0 kg * It offers some additional protection against most physical attacks for very little weight. Enhanced Light Helmet Description New materials used for this helmet gives it more resistance to soft bullets. Soft 15% Universal 5% Hard 0% Burn 0% Laser 0% Plasma 0% Warp 0% Exception 0% Heal 0% Paralyze 5% Weight 1.0 kg * The only difference here is the improvement to resistance against soft bullets and a little protection against paralysis. Combat Helmet Description Our advanced helmet is ideal for team combat. It also offers a night-vision system, though it takes time to learn to use it efficiently. Soft 20% Universal 10% Hard 5% Burn 0% Laser 0% Plasma 0% Warp 0% Exception 0% Heal 0% Paralyze 0% Weight 2.0 kg * This helmet gives additional protection against physical attacks especially soft bullets. It's still a very light piece of equipment. Enhanced Combat Helmet Description Among the more resistant corpus are new detectors that enhance the senses, for example spatial perception. Soft 30% Universal 25% Hard 20% Burn 0% Laser 0% Plasma 0% Warp 0% Exception 10% Heal 0% Paralyze 10% Weight 2.0 kg * A sizeable increase in physical protection as well as some defense versus mental attacks are the improvements made for this piece of armor. Psionic Helmet Description This helmet helps you concentrate the psi field in your brain. It should also protect the brain from psionic attacks including attempts at mind control. However, it has almost no effect against conventional attacks. Soft 0% Universal 0% Hard 0% Burn 0% Laser 0% Plasma 0% Warp 10% Exception 50% Heal 0% Paralyze 50% Weight 1.0 kg * It's a big waste in my opinion, mental attacks are pretty rare to begin with and this helmet offers no protection against physical attacks. What's more psychic attacks that paralyze or mind control still work their magic with a high success rate. Enhanced Psionic Helmet Description We developed an improved psi-shielding membrane that reflects most of the external psi field but lets your own psi energy get out so that you can control your psi weapons more easily. Soft 0% Universal 0% Hard 0% Burn 0% Laser 0% Plasma 0% Warp 20% Exception 90% Heal 0% Paralyze 90% Weight 1.0 kg * Supposedly fantastic protection from mental attacks. While the damage from these goes down significantly, the special effects still kick in without any reduction. Since this helmet still doesn't offer any physical protection, I'd be leery of using this. If you want mental protection, you're much better off using Bio Armor which gives tremendous protection against all kinds of attack including mental. If you need to protect yourself against mind control, simply go in a group and shoot enemies who are trying to control your troops. Mind control is only effective while the controller is alive. Paralysis isn't a real threat unless the enemy has friends with them. Basic Alien Armor Description Hybrid Armor is very similar to alien armor, providing many of the same features, although it's modified for better suitability to human use. The systems have been extensively reworked to accomodate the human body, senses and capabilities. Soft 10% Universal 5% Hard 0% Burn 10% Laser 20% Plasma 20% Warp 25% Exception 0% Heal 0% Paralyze 0% Weight 3.0 kg * It offers protection against a wide variety of attacks. However it has no effect against hard bullets and its not very effective for the attacks it does protect against. The only real thing going for it is the extreme light weight that all alien armors have. You should only make one of these so that it can be a stepping stone to making more advanced armor. Sun Armor Description The yellow version of the aliens' field technology, called "Sun Armor," is most effective against attacks that inflict damage via kinetic energy, such as explosives, projectiles and melee attacks. This armor also interferes with projected energy fields, meaning it protects the user against attacks from warp weapons and, to a lesser degree, psi attacks. Soft 60% Universal 45% Hard 30% Burn 20% Laser 25% Plasma 30% Warp 45% Exception 25% Heal 0% Paralyze 20% Weight 3.0 kg * Strong against all physical attacks and it offers some okay protection against mental attacks and energy. This is far superior armor to the basic model. Still if you can wait it out, you can probably hold off production of more than one of these for some even better armor. You'll need one though in order to research Sky Armor. Sky Armor Description Armor with the blue protective field, called "Sky Armor," has been designed to be particularly resistant to energy-based attacks: It grounds and absorbs electricity, drains off the energy of plasma, and saps the strength of laser beams. The field also shields the user against certain psi attacks. Soft 30% Universal 20% Hard 10% Burn 40% Laser 65% Plasma 60% Warp 35% Exception 35% Heal 0% Paralyze 30% Weight 3.0 kg * It offers limited protection against physical attacks and very good protection against most energy attacks plus its a decent defense against mental attack. This is probably more useful than the Sun Armor as most of the attacks you face will ranged energy/acid attacks, with only certain gun-toting enemies offering much of a ranged physical threat. Otherwise physical attacks are melee-based and you can simply deal with those by shooting would-be attackers before they close in. Still you can hold out for Bio Armor if you already encounter enemies wearing this. Bio Armor Description This field technology, called "Bio Armor," combines all of the best aspects of the Sky and Sun armors. Additionally, it has the benefit of being strongly resistant to psi attacks. However, its additional capabilities require a more powerful and complicated shield generator, so it is much more difficult to produce. Soft 50% Universal 45% Hard 40% Burn 55% Laser 75% Plasma 70% Warp 55% Exception 70% Heal 0% Paralyze 65% Weight 3.0 kg * My other favourite armor and by far the best of the alien armors. It offers tremendous protection against mental and energy attacks plus strong defense against physical attacks as well. If you don't care about toting miniature artillery pieces, then this armor is top choice. The biggest drawback to this armor is the time it takes to make one but if you have time and workshops to spare, by all means pump these out! RESEARCH AND DEVELOPMENT ------------------------ Alien Weapons -It appears the technology that the aliens are using is heavily basedo on biotechnology. All of their weapons and items seem to be grown, although it is as yet unknown whether or not they are still alive when they are used. * This is the opening research that allows you to research specific alien weapons. It also allows you to develop research into new kinds of human equipment. So this is a high priority for research. Laser Weapon Operation -We managed to figure out how to use the alien laser weapon, but we need further testing in order to figure out how it works. We've made a holster and added some labels that will make it useable for our troops. You hold it like this and push this button to fire it. The power pack comes out like this. The power packs are going to be a problem, since we don't know how to make them yet, so we'll have to rely on what we can find. * You can now use Alien laser weapons. This is a great item for research as lasers are really good basic weapons that are good for almost all occasions. It needs Alien Laser Weapon. Having Alien Weapons will speed up research for this. Plasma Weapon Operation -It turns out this weapon indeed fires a plasma glob. We might be able to duplicate it, but that would require a lot more research. Still, we can use the weapons we capture in the field. We've rigged a shoulder holster for it, and this grip on the bottom converts the controls to something the troops should be more used to. It uses what appears to be the Grays' standard power pack. * Depending on what happens, plasma weapons might be the first heavy weapons-human or otherwise, you can get your hands on. So research of this is very important. It needs Alien Plasma Weapon. Having Alien Weapons speeds up research for this Warp Weapon Operation -These weapons seem to manipulate space at a distance, producing ripples in the fabric of space that rip things apart on a molecular level. We have no idea how it works, but we've made it so that it's usable by humans. Apparently the aliens can do some complicated math in their heads because it was really a chore making this into something the average soldier could work with. We tried a couple of different things, but we finally came up with something that's good and intuitive. The sliding thumb switch on the top handle sets the range, and the little extension here handles elevation automatically, so it's a point-and-shoot deal. These weapons--which we call warp--use a specific power pack, unlike anything else in the alien arsenal. It can't be taken out, so you can't reload it in the field. However, we are able to recharge them back at the base. * This lets you use warp weapons which have really high power. However by the time you get these, you'll have plenty of other great weapons so it's not imperative that you quickly research this. Still it's good to have. It needs Alien Warp Weapon. Having Alien Weapons speeds up research Alien Rocket Launcher Operation -The alien projectile launchers use a variety of munitions, launching them rapidly and accurately over long distances. But rather than being a tube to contain and guide self-propelled munitions, the launcher is actually an organism with a nervous system and muscles. The target is indicated, and then the launcher "spits" out the projectile using a peristaltic mechanism similar to the human esophagus, providing additional aiming with the "lips" at the end of the barrel. * Similar to the above case, by the time you encounter this-you should have a sizeable collection of powerful human rocket launchers so this isn't an especially important piece of research but it's still nice to have. It needs Alien Rocket and Alien Rocket Launcher. Alien Weapons will speed up research of this Psi Weapon Operation -We suspect the aliens have psionic powers that allow them to affect the minds of others at a distance, although field observations indicate that they can't do this without an amplifier of some sort. We consider these abilities to be very dangerous, since the effects can range from confusion to complete control of the target's mind. The actual effect depends on the type of weapon, and there is a distinct possibility that some of these psi weapons will simply be unusable. Still, we might be able to use the simpler ones. Psionic weapons do not use the standard Gray power pack and we are not sure what powers them. We know however that it takes a lot of shooting before you run out of power. * This is vital as you will need this to keep the Biomass from spreading. It needs Alien Psi Weapon Laser Principles -The laser weapons used by the aliens are biomechanical artifacts. They work in much the same manner as any other laser, but they operate at significantly higher power levels than anything human culture had achieved before Nightfall, at least in such a compact size. This is due to a novel medium for excitation and power cells that offer unprecedented densities. * You can develop hybrid laser weapons from these. However there's not that much point as hybrid laser weapons occupy the same niche as the alien variety and they're inferior except in range. It needs Alien Weapons and Laser Weapon Operation Plasma Principles -The plasma weapons used by the aliens follow their chracteristic of using biotechnology in unusual and surprising ways. In this case the weapons use powerful electromagnets, which are are controlled by what can only be described as a nervous system, combined with their high-efficiency energy systems to flash a small amount of matter into plasma and propel it at a target, resulting in huge amounts of damage from heat and expansion. * You can develop hybrid plasma weapons. Now this is a better deal than the one involving laser weapons. You can research a shotgun and rifle that shoots plasma, two much different weapons from the Alien Plasma Gun. Both of these are strong weapons but they go through energy fast as is typical of all plasma weapons. It needs Alien Weapons, Alien Interrogation and Plasma Weapon Operation Warp Principles -The aliens' warp weapons are some of the strangest in their arsenal. Instead of firing projectiles or beams of energy, warp weapons manipulate space-time at the quantum level. This causes a highly localized distortion in space that damages the target by tearing it apart, doing heavy micro- and macro-scale damage. Warp weapons fatiuge metal at a high rate, shake stone to pieces and shred living tissue. * Considering that you can get the extremely useful Warp Medikit plus the highly effective Warp Resonator and decent enough Warp Demolition Device, this is a pretty worthwhile research to undertake. It needs Alien Weapons, Alien Interrogation and Warp Weapon Operation Psi Principles -Our results in the area of psionic research aren't exactly spectacular. We aren't able to reproduce the finer effects of the alien weapons, like paralysis or mind control. However, we could probably construct a simple destructive weapon that would deal psionic damage to any sentient being. * This is vital as you need this to develop Biomass Repulsors. Otherwise you just get the Psionic Crusher with this. It needs Psi Weapon Operation and Alien Psi Weapon Enhanced Hybrid Weapons -Enhancement research has produced several potential technologies that allow higher peak power output, better magnetic containment, higher power densities, or improved range and accuracy. However, not all of these enhancements may apply to every hybrid weapon, so more development research will have to go into finding out how each weapon might be improved. * This is an excellent subject to research as you can build superior hybrid weapons and enhanced Heavy Armor with this. This is especially good if you like gyro-stabilized and collapsible weapons but really short on regular Heavy Armor. It needs Reticulan Debriefing Improved Armor -We've figured out a way to combine ablative materials and new, more durable armor fabrics into a much better form of protection. It offers better protection against alien weapons, and it's generally tougher. We can now apply this technology to light combat armor and make it available to the troops. * Initially not a spectacular achievement but quite a few development avenues originate from this including Enhanced Heavy Armor Alien Armor Principles -The armor that the aliens use is an organism, much like many of their technological items. As well as being armor, it is a complete support environment for the aliens, giving them resistance to vacuum, varying gravity and other inimical environments. A full battle system, the armor enhances strength and uses its nervous system to enhance the senses of the alien that it contains, making them much tougher than an unarmored alien, who has to contend with heavy gravity and low oxygen. Moreover, the armor generates an energy field tha protects the wearer. Reports indicate that these shields come invarious colors. We speculate that different shields may have different properties. Or, it's possible that color just denotes rank, if there is usch a thing among them. * Unless you want to stick with Heavy Armor exclusively, the best armor types are from the aliens. So this is a vital piece of research. It needs a Suit of Basic Alien Armor Energy Cell Principles -Alien energy cells, unlike earthly batteries, don't rely on chemical processes to store their energy. Rather, they use techniques that hover at the edges of both bio- and nanotechnology to store incredible amounts of energy in a tiny space. Using microscopic, magnetic armatures, these cells are able to pack billions of nano-scale flywheels into specks of evacuated space, charging or drawing power from them all in parallel. This allows not only high power densities but incredibly high peak rates for drainage and charge-up, which allows the alien energy weapons to function effectively. * This is nice as it allows you to build Hybrid Energy Cells and from there Hybrid Power Cells. It needs either an Alien Engergy Cell or Alien Power Cell UFO Detection -Our radar systems were upgraded with the latest technology available on earth in order to increase their range and sensitivity. As a result, they can now detect and track flying enemy craft (for the sake of tradition we call them UFOs). It also enables our fighters to intercept and engage them. This is a major breakthrough in our war, even though the range of the radar systems is still rather small. * Before you get this research done, you cannot even make the attempt to intercept alien crafts. Research for this absolutely vital and should be done as soon as you can. Advanced UFO Detection -Since alien craft have very low radar and thermal profiles, they're very difficult to detect using normal means. However, they do have other, more detectable characteristics, if you know what you're looking for. Having studied the signatures of these craft, upgrades have been made to sensor systems that allow much more accurate detection of alien craft at much greater range. * With more range of detection, it gives you more advanced heads-up as to where a UFO is coming from. A good bit of research but you can hold off on it as you get more bases. It needs UFO Detection and UFO Hull. Having UFO Computers will speed up research of this UFO Access -The aliens use telportation to enter their craft. They have a device that can open a telport near a craft--with the port appearing as an iridescent bubble--and then activate it, teleporting everybody and everything in the bubble into the UFO. All our troops are now equipped with this device, so the teleportation bubble should appear whenever they approach a UFO. * This is vital as you can then begin doing missions that can begin entering UFOs for capture. It needs UFO Detection and UFO Hull In-base teleport -We've tried to copy this teleportation device but have had only limited success. We can't produce a mobile teleportation unit, but we can build stationary units on our bases. This means that personnel can be instantly transported between bases, but we'll still have to use the choppers for missions. * A really useful piece of research, with this you can have your chopper take the shortest possible routes to a mission and back. Research of this should be a pretty high priority. It needs UFO Access Aircraft Armament -The alien UFOs are capable of some mid-air maneuvers that we could never hope to do with our military aircraft. But using the captured alien technology as an inspiration, we've managed to improve our own weapon
tracking systems and on-board computers. This increases our chances in dogfights and allows us to take on heavier enemy craft. We have also analyzed the weaknesses of the UFO construction and the ways we can take advantage of them. As a result we were able to fit our planes with some specific anti-UFO weaponry. * All research involving aircraft is highly useful. This makes it more likely that you can shoot down an enemy ship especially the larger ones. It needs UFO Access, UFO Computers and UFO Engine Aircraft Speed -The alien craft engage their engines only in combat, relying on their natural buoyancy for normal flights. This must be because even their advanced biotechnology hasn't produced anything to beat the jet propulsion engine. Despite this, or maybe just because of it, their engines feature many improvements we can copy and use to our benefit. As a result, we were able to improve both the speed and acceleration of our aircraft in combat. * This lets you close in on enemy ships faster It needs UFO Access and UFO Engine Aircraft Armor -The aliens use an interesting technique for amrmoring their ships. Since the hulls are grown one would expect the skin to be minimally effective. However, the alien's biotechnological skills are so advanced that they can create organisms that grow advanced composites for skin. In fact, these composites are so advanced that they have no direct equivalent in human technology. By reverse-engineering these composites and learning how to manufacture them, we've been able to increase the armor protection of our interceptor aircraft by a significant degree, thus ensuring much higher survivability in combat. * Improves your survivability so that's a major plus It needs Reticulan Debriefing and Aircraft Speed Aircraft Range -The alien craft use a novel and interesting fuel formation, which we've managed to adapt for use in our own aircraft. This means lower fuel consumption and increased interception range. * It's pretty easy for aliens to escape by simply running away long enough for your fighters to have to return to base. As such this improves greatly the likelihood of successfully intercepting a ship and starting a skirmish It needs UFO Fuel Aircraft Maneuverability -Alien flight-control systems rely on neural connection with the craft: To them the aircraft is literally an extension of the pilot, and indeed the pilot is the craft. They can never leave it and their craft is grown around them. They die when the craft is destroyed, and vice versa. While it was tempting, we didn't pursue this approach with human pilots. Still we learned many useful things about aircraft control, and we fitted our craft with systems that substantially increase their ability to maneuver and engage in dogfights. * Improves your planes' survivability. It needs Aircraft Range and UFO Control System Aircraft Repairs -The recent advances in the studies of alien craft, and the implementation of the best human logistics and management systems, took up the slack and shortened the time needed to repair and refit our aircraft. This means that a base with a damaged air wing should be back to full strength sooner. * Perhaps the least important of the aircraft technologies. Most planes are destroyed before they get a chance to fly back to base. It needs Aircraft Range Transgenant Theory -We've figured out what these things ar eand where they come from. They're not actually aliens at all, but earth creatures that have somehow had their DNA manipulated by the spores released by the aliens. While there are a lot of insertions into the structure of the DNA, these creatures still have enough of the original structure intact for us to piece together what they were. For the most part they seem to be experiments and mistakes, dead ends along the path to some higher goal. Still they are deadly, even for failures, and should not be underestimated. What the end of the path is, we don't know yet, but we could be seeing it before too long. * This is necessary to help defend against the Biomass and puts you on course for the final solution of the game. It needs autopsies of Plecton, Cudgel, Danglefly, Chomper, Morelman and Slimethrower. All other autopsies help speed up research Biomass Analysis -These results are truly frightening. Some areas of earth are breaking out into massive growths. They absorb and process sunlight into energy much more quickly than any known organism. They grow so quickly and so differently from earth plants that even the strongest herbicides have no effect at all. What's more, they don't seem to be biologically related to the aliens' standard technology. We don't know how to fight this yet, so it seems best to avoid it, if possible, since the areas around these growths are populated by much larger numbers of transgenants. It's as if they are drawn to the stuff. We call it the Biomass, since it seems it's determined to draw all of the biological material on earth into it. * Necessary for defending against the Biomass It needs Sample of Biomass Biomass Growth Theory -Our research indicates that the strange liquid we found in a captured UFO is indeed responsible for the Biomass growths. It can mutate an animal's nervous system into a structure resembling a miniature Biomass node. Larger nervous systems mutate into larger nodes, and animals with more complex brains mutate into stronger, healthier nodes. These nodes grow like neurons, forming connections with adjacent nodes and creating a densely branched structure resembling a macroscopic neural system. Transgenant research has shown that Biomass transgenants perform specialized functions that seem to be coordinated by the Biomass itself. This leads us to suspect that the Biomass could be susceptible to psionic attacks, just as our brains are susceptible to the psionic attacks of the Grays. Another thing we learned is that if you destroy a node much of the surrounding Biomass will die. It will eventually be replaced but destruction of nodes dramatically reduce the local growth rate. * Necessary for defending against the Biomass It needs Biomass Analysis, Transgenant Theory and Biomass Node Material Biomass Repulsors -We've managed to build a device that will automatically repulse the Biomass. It's large and power hungry, however and it tends to give everyone around it a heache as long as it's on. We cannot take it into a mission, but we can fit it into a base. For the reasons stated above, any base equipped with one won't be able to have anything else productive going on there. * These are absolutely vital. These bases are your defense against the Biomass and stops the spread of Biomass which would otherwise engulf your bases. It needs Psi Principles and Biomass Growth Theory Twilight and Fall -From media records and satellite surveillance tapes, we were able to establish that the attacks took place simultanesouly, all over the glove, over the course of several days. The planet was initially attacked using some sort of biological again, which clouded the skies and then coated the land. As we can see, nothing much survived the incident. Some installations were attacked more conventionally, with weapons from space, but we can't perceive any pattern in the attacks. * Not really much but it's the first thing you can research so why not? Besides it gets you the Goodwill Campaign Goodwill Campaign -Our various efforts at propaganda have paid off. Many of the larger and more important groups of survivors have provisionally accepted our leadership, and we should gain at least some of their help if we come under attack. It should also take some pressure off of your company, as it is now more likely that even the missions you do not partake in will have a favorable outcome. * This is great, even in the beginning when your troops are still inexperienced weaklings-the CoE troops are pretty effective when they have the benefit of this research. So you're more likely to win battles you don't personally undertake. It needs Twilight and Fall Alien Autopsy -The autopsy revealed some very interesting information. They seem to come from a low-gravity world with a higher percentage of oxygen in the atmosphere, which is why they move so slowly and carefully. The structure of the brain indicates that the average alien might be a bit smarter than the average human, and there are some interesting structures similar to some dormant ones in the human brain, which might be able to tell use where their psi powers originate and how to unlock our own. All in all, they're not too different from humans, leanding a lot of credence to theories of panspermia. * It gets the ball rolling regarding research with the aliens and so it is vital to research It needs Alien Corpse Alien Containment -The aliens need more oxygen and lower gravity. While we can only simulate the latter with water, we can easily give them the former in the special cells we build for them. It's likely that they won't be particularly happy in these containment cells, but we can probably keep them alive and keep them from committing suicide, which is what matters now. * This is vital as you cannot hold the aliens otherwise. They simply die if you don't have this. It needs Summary of Dreamland Files and Alien Corpse Alien Interrogation -We've completed our analysis and have come up with a grammar and a limited dictionary, which we're expanding all the time. The closest that you can get to their name for themselves in English is "Reticulan." Funny, isn't it? We always thought that the name was made up by UFO hams, coming from the name of the constellation Reticulum. So far we've only been able to interrogate low-ranking Reticulans, but already we've gelaned improtant information about their culture. Their civiliazion is several thousands of years older than our own. They have been traveling in space for millennia, and their technology is more or less based entirely on biotechnology. They reproduce by parthenogenesis, which hints that there might be a queen somewhere, calling the shots. Culturally, though not biologically, they have a swarm mentality, with intense social stratification. The group to which an individual belongs is much, much more important than any particular individual, and sacrifice is the highest virtue. However, they are rational, intelligent beings, and will not sacrifice themselves needlessly. Still, this makes them fearsome enemies because they're difficult to frighten and are masterful in terms of group coordination. * A number of vital research subjects crop up after this. It needs Alien Containment, Alien Autopsy and Live Reticulan Summary of Dreamland Files -Unfortunately, the base was badly damaged by one of the few physical attacks the enemy made in the last days prior to the Fall. Most of the information and items here were destroyed. However, from the wreckage and the few scraps we recovered it looks like the government was in contact with the aliens before the attack. All this stuff falls under the heading "Project Dreamland." Other documents we've found indicate that this was only one of a series of secret bases. If we can ferret out the others, perhaps one will be intact and will be able to tell use more. * Very vital research occurs from this. It needs Project Dreamland Files. The Goodwill Campaign will speed this up Report on Dreamland Archives -As the information from the first base indicated, the governments had been in touch with aliens for decades. Apparently they were peaceful, and they were allowed to set up bases here on earth. There are records of these friendly aliens trying to warn the governments about what was going to happen. It could be that the aliens that attacked were from a different faction within the race, or that perhaps they were renegades. * YOu will need this for later vital research. It needs Summary of Dreamland Files and Project Dreamland Archives Reticulan Debriefing -We now have a lot more information about the Reticulans. Their "ambassadors" had been living here since the 1940s. These were the true representatives of their society: They were peaceful and had a modus vivendi with the governments of earth. They were even sharing some of their technologies with us. The other group of Reticulans--the ones who attacked earth--consists of renegades who decided to take over some habitable, backwater planet in order to conduct experiments. Unfortunately for us, we happened to be that backwater. They destroyed the Qport, the gateway that the aliens were using for faster-than-light travel to our solar system. Their hope is that they can finish the project before the other Reticulans are able to return in force, which could take as much as twenty years, since they have to crawl here at sub-light speeds. The purpose of their experiment, although it must be dire to be conducted in such secrecy and at such cost, is unclear at the moment. We think it must have something to do with the Biomass, and we hope to have it figured out soon. * This uncovers the real secrets and sets you up for the final stages. So it's a must-have It needs Report on Dreamland Archives, Alien Interrogation, and a Reticulan Officer Contact with Old Grays -We managed to establish contact with the "Old Grays": the remnants of a small Reticulan community that lived on earth prior to the Fall. They confirmed what we already knew: They were staying here with tacit approval of the major earth governments and were in fact doing business with them. (Our major export commodity appears to be works of art, including paintings and sculptures.) They knew they were in trouble when the renegades came through the Qport and blew it up behind them. They tried to alert their earthly hosts, but it was too little too late. During the Fall their installations were targeted with conventional weapons. As a result, only a handful survived. The Old Grays won't bring us any new technologies or weapons, but they offer to fight with us side by side. They may also prove invaluable in any further research efforts concerning their kin. * While this is one possible path to the last stage research it's otherwise unimportant as there are other branches you can take. It needs Reticulan Debriefing Theory on the Purpose of the Biomass -It all seems to be coming together now. We've concluded that the Reticulans are working on a truly frightening project. The Biomass isn't simply an obstacle or an attempt to alter the planet into something that's more comfortable for the renegade Reticulans. It is actually a living computational structure; a planet-wide networking fabric paired with ultra-powerful biological computers. When completed it wil be something far beyond anything that has existed before. The surface will be covered with the brains of the most intelligent entity ever known. Even the Reticulans aren't sure what such a being would be capable of. It would surely, however, be able to destroy the incoming Gray warships with ease and go on to cause untold destruction in the civilized universe at the command of the Reticulans-if they are able to control it once its birth is complete. * Now you know what you face, so the solution is at hand. It needs Reticulan Debriefing, Biomass Growth Theory and either successful Contact with Greys or a Reticulan general Reticulan Offer -The full text of the transmission follows: "To our noble and indomitable enemies: Greetings! We are impressed by your spirit and resourcefulness. Now that you know the true reason for our actions here, we trust you will realize that, sadly, the sacrifice of your people and planet was necessary in the name of something larger and more magnificent. We have an opportunity to create a God and be the masters of that God. We thereby offer you a chance to partake in this. We offer immediate cessation of all hostilites and a safe, secure place where you can stay for the duration of the planet's transformation. We will attempt to save as many of your fellow humans as we can, and we offer you a seat on the Control Council. We now have a deeper respect for the human race, and we wish to offer you full partnership in this glorious and unprecedented venture. We want the voice of humanity to be heard in the years to come, over the long and difficult period of transition. If you accept your offer, we can offer immortality for you and your kind. We will only make this offer once, so please express your acceptance with haste." * This gives you a chance to end the game early albeit it's something of a hollow victory if you accept. It needs Theory on the Purpose of the Biomass, successful Contact with Greys will help speed up research of this Queen's Lair -An analysis of historical traffic patterns indicates that the aliens' main base is somewhere on the moon. Our telescopes can't find anything on the side of the moon facing us, so their base must be on the opposite side. All that remains now is to build a ship that can get there, search them out and eliminate them. * Researching this allows you to get close to the way to end the invasion. It needs Theory on the Purpose of the Biomass, Reticulan general and either the Reticulan Offer or successful Contact with Greys Spaceship "Retribution" -It isn't pretty, nor is it elegant, but it'll get you to the moon safely. * This will enable you to undertake the Moon Misison when you feel like flying up to the final battle. It needs Queen's Lair and Interplanetary alien ship. You can also speed up research of this with the Reticulan Offer and successful Contact with Greys. TRANSGENANTS Plecton Autopsy -This transgenant, called a Plecton, is a particularly disgusting example. With a core of Biomass-like material and a shell made from human corpses and body parts, these creatures stand nearly ten feet tall and shamble slowly along on their makeshift limbs. However, their core material is capable of shooting jets of powerful acid at targets a great distance away, making them much more dangerous than their lack of speed would indicate. These creatures lack armor and have few vital organs, meaning that hard rounds are less effective against them than soft rounds. Moreover, energy-based weapons are less effective than normal because the corpses aren't integrated into the body. Damage to the shell doesn't affect the the transgenant's health, only its mobility. However, they're vulnerable to fire-based weapons and plasma, which can set afire the body within the shell. Max. Range 42 m Damage 300 Armor Soft 10% Universal 40% Hard 70% Burn 10% Laser 40% Plasma 10% Warp 60% Paralyze 50% * Initially these guys are a real pain. You don't have armor that protects effectively against their acid and it does tremendous damage plus fires at great range. However their resistances don't mean much as it takes little damage to knock one of these out. As such all you need is a weapon that has enough range to effectively shoot at them and your set. Cudgel Autopsy -The Cudgels appear to be created from the horribly twisted remains of men or women. Their upper torsos are a bloated mass of cancerous-looking tissue sprinkled with spider-like eyes that give the Cudgel exceptional vision. They are secretive and prefer ambush to direct confrontation. Because they're the same general size and shape as a human, they can use weapons or attack with their fists. In terms of defense, they're par with an unarmoured human, save for the fact that their vital organs are sparse in the mass of tissue on their upper torso, so hard rounds are much less effective than usual. Max. Range 1 m Damage 100 Armor Soft 0% Universal 30% Hard 60% Burn 20% Laser 30% Plasma 20% Warp 70% Paralyze 50% * Initially these guys are a joke as they're only armed with pistols but they steadily climb the weapons chart until they start carrying sniper rifles and high-end alien weapons. The only thing you don't see from these guys are non-alien heavy weapons. Still they'll never be too significant a threat as they're never very tough and so downing one is quick work. The most deadliest humanoid creature you'll face are the Reticulans themselves. Do keep in mind that a Cudgel hits with the force of a Desert Eagle. Danglefly Autopsy -The Danglefly is an odd creature, created through modification of the human genome. The legs of this creature have been replaced with a large mass of muscle and two large wings, with which it can fly or hover. This allows it to move very quickly, making it a difficult target. Since the lower half (i.e. the uppoer part of the original body) retains some of its human features, it is able to use many human weapons. Because these creatures are human in makeup--for the most part, at least--their weak spots are similar to ours. However, they're particularly susceptible to fire, plasma and explosives, since these attacks do extra damage to their sensitive wings. Max. Range 1 m Damage 120 Armor Soft 0% Universal 20% Hard 40% Burn 0% Laser 10% Plasma 0% Warp 50% Paralyze 50% * Even less of a threat than the Cudgel, they have few resistances and while they can use weapons-they usually don't last long enough to get off a single shot. They do grow as a threat as they go through an arms race but still they're just too weak. They do hit pretty hard with their fists, so something to remember. Chomper -The Chomper is derived from dogs and wolves, and overall he seems to be an experiment gone wrong. Although he posses massive jaws and can easily attack the heads and necks of humans due to his grossly elongated legs, he's slower than a wolf or similar animal. The Chomper has a pack mentality and therefore tends to attack in large numbers. That, combined with the creature's enhanced sense of pack coordination, proves the chief threat. Although similar to normal animals in their resistance, the elongated bone structure makes them much more vulnerable to warp weapons and explosives, which can easily break their legs and render them helpless. Max. Range 1 m Damage 250 Armor Soft 30% Universal 30% Hard 30% Burn 20% Laser 30% Plasma 30% Warp 0% Paralyze 50% * They've move pretty quickly and bite hard but they're a large target and rely on moving close to you. So it's pretty easy to blow them away especially if you have warp weapons. Flapper Autopsy -The Flappers seem to be an experiment gone totall awry. Seemingly modified birds, they have no feathers, only vestigial legs and grossly elongated wings that they use for locomotion, much like seals. For the most part, they simply flop around on the ground and cry pitifully. They're harmless but annoying, and can't attack at all, though their squawking might bring other creatures to investigate. They're fragile and of course vulnerable to all kinds of weapons. Max. Range 0 m Damage 0 Armor Soft 0% Universal 15% Hard 30% Burn 10% Laser 10% Plasma 10% Warp 50% Paralyze 50% * They're completely harmless and are just there for easy experience. Think of them as a bonus. Balloon Fish Autopsy -The creatures called Balloon Fish are essentially gasbags, floating along by means of internal sacs of pressurized hydrogen protected by tough, transparent membranes. They propel themselves slowly through the air using their flukes. Since their hydrogen bladders are nearly transparent and their other surfaces are covered in biological solar panels (which they use to convert water in the air to the hydrogen that keeps them afloat) they are all but immune to laser fire. Otherwise they're fragile, and a signle hit from almost any other weapon is enough to set the hydrogen in their bladder afire, causing an explosion. Their only method of attack is to float near a target and explode, killing themselves and damaging everything nearby. Balloon Fish are virtually transparent and thus are completely invulnerable to laser attacks Max. Range 2 m Damage 0 Armor Soft 0% Universal 0% Hard 0% Burn 0% Laser 90% Plasma 0% Warp 70% Paralyze 50% * These are instantly fatal when they explode but they can only do so when they're close to you. Whenever you see one, concentrate your fire on them, they're vulnerable to all attacks excepts lasers and with their low health-even lasers will quickly down these guys if you concentrate fire. Easy to pick off at a distance, you should either blast suspicious doors with explosives or else have some troops deploy collapsible weapons for some instaneous fire if you suspect a Balloon Fish lurking around. Sporeblower Autopsy -The ball contains spores that appear similar to those that caused the Twilight. We suspect that the spores came first and the container and its propulsion system were created afterward. The membrane encloses a hydrogen-rich atmosphere suitable for propagation of the spores. However, it seems the spores actually generate the hydrogen. The spores seem to be self-organized: They respond to movement, and a perceived threat can cause increased spore activity, resulting in an explosion. The spores seem to survive this explosion without any signs of damage. Max. Range 2 m Damage 0 Armor Soft 0% Universal 0% Hard 0% Burn 20% Laser 50% Plasma 00% Warp 90% Paralyze 50% * Usually they generate a fatal cloud of spores however the damage is dramatically less if you can quickly kill it as the effects of its cloud isn't instaneous. They resist warp extremely well but they're highly vulnerable to most attacks so just concentrate your fire on it. Car Crab Autopsy -The Car Crabs are giant arthropods with both internal skeletons and vestigial exoskeletons that protect only their legs, along with minimal plating on their underbellies. To protect their softer tops and sides, they use cars in much the same way that hermit crabs use shells, ripping out the interior and heavier parts and using the cars as armor. Although they aren't intelligent, they have some passive form of psi power that allows them to create a low-resistance path through the air to a target. This allows them to hunt prey, including humans, by directing at them what is essentially a bolt of lightning. The electrical energy is stored in a biological battery powered both by the energy they gain from eating their prey and from meteorlogical lightning and other scavenged sources of electricity. Since the majority of the creature's bulk is hidden within the car, it's resistant to soft rounds and lasers. However, explosives and warp weapons, which can damage and distort the frame of the care, are particularly damaging. Psi weapons are effective, but plasma weapons are weak: The creature will simply siphon off much of the attack's energy into its own batteries. Max. Range 42 m Damage 0 Armor Soft 60% Universal 40% Hard 20% Burn 60% Laser 50% Plasma 80% Warp 0% Paralyze 60% * I don't know why no damage rating is given for this. These guys can absorb a ton of punishment but they don't deal out that much. Fighting them should be done with armor-piercing bullets or warp weapons otherwise just concentrate your fire on them. They're such huge targets that it's hard to miss. Deathbellows Autopsy -The Deathbellows is an example of a very strange "forced" symbiosis or perhaps a symbiotic parasitism. A swarm of very aggressive insects (probably a Twilight mutation of some fly species) attacks the target animal and invades it, eventually laying eggs within the victim's muscles. The waste products of the larvae initiate the host's transgeneration, resulting in increased body mass. Once the body becomes too heavy, the host becomes immobilt. It is probably at this stage that the insects in the tissue reach their adult form and start using the (still living) host as a hive and breeding environment. The insects are probably vulnerable only to flame or plasma. (We've only studied the larve, since all the adult insects escaped during transport of the specimen). The host itself has no special protection, but the mucous tissue has very little sensitivity to hard rounds or other penetrating attacks. Max. Range 32 m Damage 0 Armor Soft 0% Universal 10% Hard 20% Burn 25% Laser 25% Plasma 25% Warp 60% Paralyze 75% * In my opinion, these are the most dangerous transgenants of all. Because they don't move and are often placed behind walls or whatnot, it's really hard to detect these guys until you're almost on top of them. They shoot out a three shot burst of insect clouds that are almost instantly fatal and these clouds will explode out in a radius. Your best bet is to run away before a cloud hits you and then either shoot the Deathbellows from a long distance or else hurl grenades from behind a wall. Firetick Autopsy -Fireticks are actually derived from common mites, although they're larger by several orders of magnitude. They carry extensive internal sacs of sticky, flammable fluids, which are mixed and then sprayed out at very high pressure. A thin pair of conductive palps sitting near this stream provides the spark of ignition. Fireticks are very resistant to soft rounds, and their very nature makes them almost immune to attacks of flame or plasma. Highly penetrable rounds, however, can ignite the internal sacs of flammable fluid. Max. Range 8 m Damage 350 Armor Soft 50% Universal 40% Hard 35% Burn 90% Laser 50% Plasma 60% Warp 0% Paralyze 50% * These guys inflict alot of damage but their attacks have very short range and they're a really big target so it's easy to destroy them especially with warp weapons. The only real danger these guys pose is if they sneak up on you in a tight alleyway or something. Otherwise just shoot them from a distance and you're fine. Slimethrower Autopsy -These creatures, commonly called Slimethrowers, are derived from earthworms. Internally, they're quite simple, being little more than a tube of muscle and a few oversized, simple organs. They suffer only minimal damage from warp weapons or hard bullets. They're also impervious to flame, given that they're covered in thick, protective mucous. However, they're particularly vulnerable to plasma, soft bullets and explosions, which are extremely damaging to softer targets. Max. Range 24 m Damage 150 Armor Soft 0% Universal 40% Hard 80% Burn 50% Laser 20% Plasma 0% Warp 75% Paralyze 50% * Initially these guys are fearsome to face, as you lack the armor to withstand their acid and long-ranged weapons to shoot them from a safe distance but once that changes, these guys are a pushover to face. Their range isn't particularly long, so you can even go after them with a pistol or shotgun. Morelman Autopsy -This creature is a transmuted humanoid corpse carrying a hideous cocoon on its back. The lower portion of the cocoon extends through the chest cavity of the host body, which is controlled through direct neural connection in the spines. The pupa is partially visible throug the transparent cocoon. The Morelman is capable of using human weapons or attacking physically through the host. Morelmen are just as vulnerable as normal humans to most attacks, but lasers, hard bullets and plasma do slightly less damage, as the host bodies are unable to sense pain. Max. Range 1 m Damage 100 Armor Soft 0% Universal 0% Hard 0% Burn 0% Laser 0% Plasma 0% Warp 0% Paralyze 50% * An extremely weak opponent but they do get progressively better as deadlier guns wind up in their hands. Still just about anything kills these guys fast so they're not a real problem even if they do get alien weapons Gobber Autopsy -The Gobber is another of the parasitic creatures that the Biomass has produced. Slightly larger than a human being, it carries at its core a human body, which is surrounded bya body of translucent organs and muscle. The creature crawls along the ground slowly and attacks by spitting acid at its targets. The structure is less cohesive and complex than normal mammalian tissue, and therefore warp weapons are particularly ineffective against it. Hard rounds and electricity are also less effective than normal. However, the tissue of the creature is soft and highly flammable, making soft rounds, flame, lasers and plasma the most effective means of combat. Max. Range 14 m Damage 400 Armor Soft 20% Universal 40% Hard 60% Burn 0% Laser 40% Plasma 00% Warp 75% Paralyze 50% * Their acid spit is devastating but it's at a very short range and they're pretty easy to detect because of their size. So just shoot it from out of a safe range. Chrysalis Autopsy -The Chrysalis is similar in appearance to the Gobber, suggesting that the two are closely related. The Chrysalis, however, uses psionic power to move and attack. Warp weapons are particularly ineffective when fighting it, and the creature's own psi abilities give it increased resistance to psionic attacks. Hard rounds and electricity are also less effective than usual. Its tissues are soft and highly flammable, though, so soft rounds, flame, lasers and plasma are all effective against it. Max. Range 35 m Damage 120 Armor Soft 15% Universal 35% Hard 60% Burn 0% Laser 45% Plasma 0% Warp 75% Paralyze 75% * These guys pose a significant danger especially if there are other monsters nearby. You should send several units to rush and attack. Even if a single soldier is paralyzed, then the others should be able to defeat the Chrysalis and provide covering fie for the helpless soldier until they recover. Single these guys out as a priority to kill as the paralysis inflicted is pretty long. Scuttlebugs Autopsy -These creatures, known as Scuttlebugs, are closely linked to the Biomass. In fact, they seem to live only there, but in this environment they're generally numerous. The organized manner of attack they use supports the hypothesis that an unknown communication in Biomass links them to some higher organism. Their small, crab-like bodies aren't very resistant, but it's hard to hit them because they move so rapidly. Since they tend to attack in large numbers, the use of area-effect weapons is recommended. This is the best way to dispatch large numbers of them in a short time. Max. Range 1 m Damage 50 Armor Soft 20% Universal 30% Hard 40% Burn 0% Laser 0% Plasma 0% Warp 50% Paralyze 0% * These guys are a joke. They don't hit hard and aren't tough at all. They may come in sizable numbers but by the time you first encounter them, you'll have strong weapons that can easily destroy them despite their quick speed. Man-O-War -The Men-o-war are floating creatures that carry within them a more purely biological equivalent of the alien power cell. They attack with electricity, which they direct to the victim creating psionically a low-resistance path through the air. They're only rarely found far from the Biomass, which provides them with power and a guiding intelligence. In fact, they can easily be mistaken for protrusions of the Biomass, so extreme caution is required. The ability to control electricity gives them ample protection against plasma and electrical attacks, but they're generally susceptible to attacks that do purely mechanical damage. Max. Range 20 m Damage 0 Armor Soft 0% Universal 25% Hard 50% Burn 10% Laser 70% Plasma 50% Warp 70% Paralyze 0% * Another unit where the damage is not given. These guys are pretty resistant to an interesting variety of attacks but their own attacks are low in range so defeating them is pretty easy if you simply to shoot them from long range. Watcher Autopsy -The Watchers are common outgrowths of the Biomass, yet they're completely dependent on the Biomass base. They have well-developed nervous systems, and field reports indicate that they function as sensory organs for the Biomass itself. They can also paralyze you and thus turn you into easy targets for other, more mobile Biomass creatures. Watchers are less vulnerable to warp attacks. Soft rounds, fire, plasma, and psionic weapons, however, are effective against them. Max. Range 45 m Damage 80 Armor Soft 0% Universal 15% Hard 30% Burn 0% Laser 30% Plasma 0% Warp 50% Paralyze 0% * Thse guys are a pain as they have really good senses and can spot you before you usually see them. The paralysis happens at near sniper range so you'll need to have several units combine their fire on it while a scout goes looking for enemies. Jammer Autopsy -Jammers are Biomass outgrowths that specialize in surveillance and communication. They guard the Biomass by watching for intruders and alerting the network when enemies approach. The alarm signals are distributed through the networking fabric of the Biomass itself. Moreover, they're undetectable, so it should be considered a top priority to destroy these creatures on sight. They have some basic level of intelligence that allows them to detecct intruders more reliably, but since they're totally sessile, no high mental capacity is assumed, However, they seem to have highly developed psionic capabilities: The antennae are able to produce a well-directed stream of psionic power that can seriously injure an intruder. Jammers, due to thier internal complexity, are somewhat more fragile than other Biomass outgrowths. Warp attacks and psionic attacks are less effective against them. They are, however, vulnerable to soft rounds, fire and plasma. Max. Range 52 m Damage 50 Armor Soft 0% Universal 15% Hard 30% Burn 0% Laser 30% Plasma 0% Warp 50% Paralyze 50% * Not that much of a threat as the damage inflicted is so low. Just counter-attack any shots that this foe does to you. Muckstar Autopsy -The tissue of a Muckstar differs from that of all other Biomass outgrowths, and it seems to be repulsed from the rest of the Biomass. This intrinsic "abhorrence" causes the Biomass base to shoot out tall spikes that hold the star body aloft. We suspect, however, that this repulsion is psionic because the effect ceases when the Muckstar dies. The tissue can gather a considerable electric charge and maintain hgih potential with respect to the ground. Because the Biomass has a higher internal eletrical resistance than a human body, discharges from the spikes are attracted to human targets. The Musckstar is damaged very little by attacks of fire or plasma. It's most vulnerable to soft rounds or explosives. Max. Range 35 m Damage 0 Armor Soft 0% Universal 20% Hard 40% Burn 0% Laser 50% Plasma 30% Warp 50% Paralyze 0% * Again they forgot to give a damage rating. The Muckstar is just too flimsy to stick around long enough to deal heavy damage to you. It's also pretty slow UFOs ------ Fighter -The alien fighters are very small but fast and dangerous. They don't carry heavy armaments but their agility and maneuverability make them formidable opponents. A lone fighter is comparatively rare, since they prefer to fly in wings of three. But most commonly they can be seen as a fighter cover for larger alien UFOs. On such occasions they use their favorite inverse-V formation. * These guys are pretty effective at shooting down interceptors even the upgraded ones, so most fights are dependent on luck as many ships have these as escort Observer -Even though designated as "observers" we aren't wholly sure of its purpose. There appear to be two types of this UFO: The very small one looks almost identical to the fighter type but carries significantly less armament, while the larger one is very similar to the small laboratory. The most likely hypothesis is that it carries out some sort of measurements or observations that are reported back to alien bases. It is commonly accompanied by a wing of three fighters. * Really easy to shoot down but they're quick to run and with a good headstart can often escape Laboratory -The analysis of the wrecks of this UFO suggests it's some kind of laboratory. Various scientific--or what we assume to be scientific--instruments were found inside. The laboratory UFO can be either small (very similar to the larger observer) or larger, about the size of a small transporter or planter (though distinct from them). Laboratories are poorly armed and protected, and they always fly under the cover of three fighters. * Easily shot down provided their escort is destroyed Planter -The planters appear to be transporters but are fitted with special tanks of a strange, green liquid. There is a theory that this liquid, obviously unrelated to the common alien biotechnologies, is essential for creating the Biomass nodes. Regardless, the fact remains that these UFOs can plant the nexus of Biomass. Like transporters, planters come in two sizes--medium and large--and like them the planters fly under the protection of three fighters. * Watch out for these guys! They're pretty tough and so long as they make it to their mission, they'll seed the area with Biomass that will threaten the world. Base -The alien bases look very similar to their UFOs, and it's generally believed that they too, could fly and that they arrived at their current positions in this manner. However, this must be an extremely rare occasion, as we have never spotted a base in flight. It's also possible that all the base UFOs landed immediately after the Fall and never took off again. * These are pretty tough ships even without the escort. If you see them in flight, there's a good chance that a either a new base is being established or else they are about to attack your base! Battleship -This is the largest and most dangerous alien craft. The battleship is a huge, armed and armored flying monster, very difficult to engage successfully. On the other hand, a battleship never engages ground targets (indeed, no UFOs do) and the accepted wisdom is that it scouts the terrain for an alien interception, trying to lure away and destroy our fighter cover. Despite its size and strength, the battleship is always accompanied by a wing of three alien fighters. * Unless you're really lucky, you won't be able to defeat them unless you send multiple fighter wings. If you don't shoot them down, chances are they'll go for a base attack. WALKTHROUGH -------------- Since events in Ufo are highly randomized, the walkthrough is going to be rather generalized. However certain events must be undertaken to win the game. Everyone has their own effective tactics so feel free to ignore anything mentioned here. Missions typically fall under a few categories: -setting up a new base -invading an alien base -scouting enemy forces -destroying Biomass growth or Biomass nodes -preventing enemies from capturing a site -defending your base -capture an enemy -rescue a fallen pilot -expand your territory/destroy an infiltration The terrain greatly affects what the mission site will be like. -Urban surroundings are densely packed with walls, buildings and abandoned vehicles making ambushes a common event. However often there's enough distance between you and a target (plenty of long, empty streets) that short-ranged weapons aren't very effective. Long and medium range weapons excel in an urban environment as many of these also pack a significant punch. Perhaps the most important element is to bring a character with high observation as he/she can nip a potential ambush in the bud. -Biomass is loaded with pits and short hills that can provide some degree of cover. The most important thing about Biomass is that certain transgenants are unique to the Biomass environment. Usually there are Watchers and Jammers placed out of sight and even characters with high observation have a hard time detecting them. However since do relatively little damage on their own, send just 1 or 2 soldiers to act as spotters for the rest of your group. Long-ranged weapons are excellent here as the terrain is level enough to provide easy detection of moving enemies. -Deserts and Polar wilderness are usually devoid of obstructions and often quite plain. As such you can quickly see incoming enemies. However some of these environments have huge rock formations (usually a pair of them) that offer unscalable obstacles -New base sites are usually set inside a city (only exception is in polar regions). You'll have to fight your way through to the walled-off base (in polar areas, you simply have to find the opening to the underground base usually after a few skirmishes). The base below has no lights activated, there are many corridors-some long others short, and some very large rooms. Having some shotguns or other powerful close-ranged weapons is good but make sure to carry some other weapons for longer range. -Occupied bases are identical to new base sites except that they have lights on and will have previously empty rooms used for warehousing and flight decks. Missions here are for base defense so you should probably gather your men to one easily defendable area and let the enemies come to you. The Reticulans are really aggressive and not only will there be alot of them but they will be well-armed (expect lots of Alien Plasma Guns at the very least). -Alien bases have you first on top of the base trying to get to the area that you can teleport into. There'll be a fair number of Reticulans near your starting position to fight off and they will be coming from various positions to your front and rear. After defeating them and going into the base, you'll notice that it is very cramped with many shallow corridors and doors. None of the rooms are large. Initially the Reticulans will come after you but after you thin their numbers a bit you'll likely have to search them out. Shotguns are even more effective here than in a regular base but you will still need weapons with decent range. Note that by the time you get your first Alien base mission, the Reticulans will be well-armed and packing at least a few Alien Plasma Guns. -Alien ships will have you trying to enter an alien ship from the outside. So first you will be fighting Reticulans in whatever environment you're at (note that some of the crash sites will form a huge encircling wall of debris from the blast crater). Inside a ship, it's identical to an alien base though small ships will be extremely cramped and you'll have a quick but intense firefight in that case. So sometimes the small ships are more dangerous to invade than much larger ones. -With most missions, the goal is to defeat enough enemies for success (in fact if you defeat every opponent, you automatically end a mission). To capture a Transgenant, you'll need to knock one's health bar into the red so it falls unconscious. Then you send someone with bare hands to carry it in their arms to a designated transport spot. Note that in some capture missions, none of the Transgenant are small enough to carry-in that case you'll just have to defeat everyone and make sure at least one is just unconscious rather than dead. Some capture missions involve capturing Reticulans rather than Transgenants -In preventing capture of an important site, you have to look for what looks like a junk pile inside the objective yellow square. Use the objective arrow to locate it and then use a weapon with area effect on it to destroy it. -Scouting missions are easy. All you need is to encounter each type of enemy in the mission. -Rescue missions require that you have enough room in your Chinook for the rescued pilot so you can't take all 7 members of a party. Fight your way through to the objective yellow square and you'll see the pilot who is unarmoured and always carrying a Glock Model 19. When someone enters the square the pilot is now active and vulnerable so have your troops cover him until he can run to the designated safe area. Note that after the rescue mission it doesn't matter if he gets killed if you take on another mission en route to your base (yep until he returns to base, he's part of your party). The Tutorial Mission ******************** This is an optional mission but you might want to do it even if you are an experienced player as this guarantees you at least 2 soldiers (if they survive) and usually nets you enough experience for them to go up a level. You are introduced to Malcolm who has a Colt. 45 and a Pump Action as well as a Medi-Kit. Coming at him is an unarmed Danglefly. So blow it away with your shotgun. Now Malcolm should walk behind the building near where the Danglefly was. There you will see an unconscious soldier named Brian, who has a pair of Grenades and an UZI. Have Malcolm heal Brian with the Medi-Kit and then have the pair move forward slowly. They will detect a Cudgel who's armed with a measly Browning Hi-Power, but at this stage even that type of gun is a threat to our heroes. So pump the Cudgel full of lead and take its gun and ammo (if you don't have them in your inventory, this mission will not automatically collect them). Next open the gate to the base and walk into the designated area. Ta-da you're finished your first mission and with luck you might even have a new recruit or 2 to start. Area 51 ******* You start outside in a wooded area facing an open gate into a military compound. Get ready to fight as there'll be some Reticulans in the woods and more will come from the compound.
If you get this mission early enough, the Reticulans won't be very well armed. Regardless, sniper rifles are very useful here as you often encounter the enemy at a distance. Once you fight your way inside the base, it's similar to a base defense mission except there is a HUGE library area and in one corner there is the computer you must recover. I'd recommend going into the library through the launch bay as there's less opportunity to get ambushed than if you rushed library from the other areas (there's a chance that is will be your first encounter with Alien Plasma Guns, these can really devastate a party especially in close quarters). Once you get the computer, be prepared to fight off remaining aliens as they will try to head off your escape route. Project Dreamland ***************** When you find the ex-Soviet base that houses the info on Project Dreamland, everything is identical to your encounter with Area 51. The main difference is that you will face more aliens and they will have better equipment (this will likely be your first encounter with Warp weapons, Microslug Accelerators and Bio-Armor). Hopefully when you undertake this mission you will have earned some Collapsible Machine Guns and perhaps even had the opportunity to capture a Microslug Accelerator to research some Collapsible Rail Guns. When deployed, these weapons will let you unleash ungodly firepower with very little readying time so you can down hordes of strongly-armored Reticulans. After that it's an easy stroll to walk out with the Dreamland files. Rescue the Old Grays ******************** This is perhaps done with all your troops equipped with a Collapsible weapon of some kind. You are only allowed to bring 5 party members as there are 2 Grays to rescue. The mission site looks like somewhat reminiscent of a Biomass environment but the Transgenants you face aren't Biomass creatures. You begin in the middle of a canal and the map is quite small so you can expect to see some action quickly. Better deploy ASAP if you're using Collapsible weapons. Scattered throughout this map is an army of Balloon Fishes, Fireticks, a couple of Chompers and a Cudgel who was carrying an Alien Rocket Launcher the time I did this mission. Don't move from your spot and just keep letting your enemies come at you so you can hose them down. When no one is coming to get you, have the person with the best Observation go scouting outside the canal. On the banks are 4 Deathblowers, including one that is near the spot where the 2 Grays are taking refuge in. Have your scout act as a spotter for the rest of your troops to destroy the Deathblowers from a safe distance. When you succeed, it should be safe to lead the Grays out if the enemy haven't already been completely wiped out. When I got these Grays they were both Level 12 (Mr. Sipoz and Mr. Qualveg). The two are quite useful though they have a number of drawbacks. They CANNOT use human or hybrid technology and they can't run or crouch either. That said their lab coats are a unique form of armor that gives them the following stats: Soft 30% Universal 30% Hard 30% Burn 30% Laser 70% Plasma 50% Warp 35% Exception 30% Heal 0 % Paralyze 40% Weight 1.0 kg Which is some pretty impressive armor plus they can lug around and use the mighty Collapsible Plasma Gun with ease. Spaceship 'Retribution' *********************** If you had either received the Reticulan Offer or else rescued the Old Grays, than eventually this mission appears. It's essentially an Alien Base mission but this time your goal once you enter the base, is to find an object known as the Alein Key. I lucked out here as the Alein Key was next to my starting point, in front of a couple of floating helixes. There'll be some Reticulans to fight through but ohterwise it's an easy mission for an experienced team Moon Mission ************ Once you have successfully completed the Spaceship 'Retribution' research, you have the opportunity to go on the Moon Mission at any time. Note that this mission is final and there's no retreat. You start next door to the Retribution on the Moon's surface. It's very open, so you shouldn't have any problems seeing the Reticulans who are coming for you. By this time, the Reticulans will have their best weapons out for you so you'd better do the same. As always I recommend Collapsible weapons and for this mission-bring some weapons with area of effect . Once inside the alien base, things are much like a regular Alien Base mission. However your objective is to destroy specific objects. First a number of alien incubating machines have to be blasted apart. Eventually your remaining objectives are indicated. Across a bridge is a room blocked off by a door. Inside this room is a trio of dormant aliens hooked up to each wall. However they are guarded by a pair of Reticulans and a fair number of new type of Transgenant known as the Octopus. These guys are purely hand-to-hand but they move extremely quickly. So before you open the door to this room, have some your troops deploy Collapsible weapons in the area. That way they can quickly fire on the Octopi before any real harm is done. With the guards defeated, destroy the objectives then the game is won and the Earth is saved.