UFO Extraterrestrials Faq/Walkthrough
Version 1.1 – May 30, 2007
By Shanrak (Shanrak at gmail dot com)
Version History
1.0 First version (5/17/07)
1.01 Updated Research Tree, Fixed Some Typos.
Added some information about Bman's mod. (5/19/07)
1.1 Fixed lots of errors, added equipment strength requirements
Added weapon shot accuracy and time consumption information (sec 6.6)
Finished alien experience information in ufopedia. (5/30/07)
-----------------
Table of Contents
-----------------
1. Introduction
2. Differences Between UFO ET and X-Com
3. Walkthrough
3.1 Initial Steps
3.2 Organizing Your Troops
3.3 Planning Your First Attack on an UFO
3.4 Developing Your Bases
3.5 Obtaining Funding
3.6 Research & Development
3.7 Capturing Commanders
3.8 Midgame
3.9 Lategame
3.10 Heading to Earth
4. Research Tree
5. Ufopedia
5.1 Buildings
5.2 Vehicles
5.3 Weapons and Armor
5.4 Aircrafts
5.5 Aircraft Equipment
5.6 Alien Life Forms
5.7 Alien Vessels & Equipment
5.8 Alien Intentions
5.9 Centaurus
6. Tips and Strategies
6.1 Training and Equipping Your Troops
6.2 Selective Researching
6.3 Terrain Considerations
6.4 Salvaging UFOs
6.5 UFO Layouts
6.6 Equipment Stats
6.7 Misc Strategies
7. Mods and Cheats
8. FAQ
9. Credits and Legal Stuff
*Copy/Paste section number and title for easy navigation.
-------------------------------------------------------------------------------
1. Introduction
-------------------------------------------------------------------------------
Welcome to the planet Esperanza: a world full of strange looking golf courses,
empty but fully operational scientific buildings, deserted desert fuel
stations, and of course, the target of tons and tons of alien invasions.
Luckily, the 'emergency council' of the planet was smart enough to appoint YOU
as the leader of the Counter Alien Force (CAF) to lead the best and brightest
soldiers (scoff), engineers, and scientists in defeating the aliens.
Unfortunately, you start out with the best and brightest technology there is to
offer... the ultimate and awesome pistol and rifle. It is up to you to fight
tooth and nail and rip weapons from the hands of dead aliens and put them into
the hands of soldiers who can't hit the blind side of the barn while standing 3
feet away. Good luck too all those bystanders *laugh*. Luckily, this guide
will help you achieve the ultimate goal if kicking some alien ass and then
some.
This guide, however, will not be covering the materials available with the game
manual, so if you have any questions about the interface and stuff, go read
that instead.
There are also some work in progress sections in this guide, which just means
that I have not gotten around to replaying the game enough to look for those
values in particular but I will be adding them in future updates.
-------------------------------------------------------------------------------
2. Differences Between UFO ET and X-Com
-------------------------------------------------------------------------------
Ah yes, the question that will most commonly be asked is: is this game related
to UFO Defense? Well the short answer would be no. This game has no legal
relation with a copyrighted game that is owned by a different publisher. The
long answer though, is that the developers of this game obviously ripped off a
lot of concepts from the original game, slapped on some additional stuff and
updated the graphics and tried to sell it to you for 40 bucks. Any old hand at
the original awesome game known as X-Com UFO Defense will see striking
similarities between the two, and will also notice some major differences as
well. The following is just a short list of some of the major differences.
1. Soldiers will no longer die, since this game takes place in a more
'advanced' time period, technology allows the revival of dead soldiers and the
complete regeneration of them from small portions of cells. However, they have
a chance to permanently lose some attribute points, strange huh?
2. Your primary base is the only base capable of housing soldiers as well as
R&D unless you choose to mod the game. Secondary bases are there only to house
more fighters and provide detection, so no more creation of research bases or
workshop/storage bases. Oh, and also storage seems to be unlimited and take up
no space as near as I can tell.
3. No more recruiting soldiers. In this game, you'll have a limited amount of
soldiers and you'll get a few new soldiers on a regular basis. Since soldiers
never completely die unless you kill them intentionally by sending them on a
mission and letting the craft blow up, you won't need that many more. This
means that you are no longer able to recruit 200 soldiers, pick out the ones
with the highest stats, send those through psi training, and then picking only
the ones with high psi stats for your army.
4. More technology, there is a ton more technology and vehicles/equipment
available for research.
5. Its possible to actually take back infiltrated countries now by locating and
invading the alien base in that country.
6. Aliens do not take advantage of the terrain nearly as much such as hiding
in barns, shooting from rooftops. Most of the time they just stay in the open
or clutter in their UFO.
7. No more psi attacks for humans. While aliens can still do terror attacks
among other things, humans no longer have the ability to control aliens and
visa versa, and the psi attribute is completely eliminated from soldiers.
8. Where's the flaming wreckage? UFOs that was shot down do not show any
signs of damage nor will you find dead aliens.
UPDATE: Good news to all UFO Defense fans! There is a mod out there made by
bman that fixes many of these differences to make the game feel more like UFO
Defense. See section 7 for details.
-------------------------------------------------------------------------------
3. Walkthrough
-------------------------------------------------------------------------------
Oh no, they killed Jane!!! Anyway, after that bit of pathetic but funny voice
acting you are ready to start the game, so go ahead and make one, pick any
difficulty you want. To repeat the intro section: in this walkthrough I will
not tell you how to do stuff, you want to know how to do something, go look it
up in the manual. What I will tell you though is what you need to do in order
to beat the game and give you general guidelines on how to get there. So here
we go.
-------------------------------------------------------------------------------
3.1 Initial Steps
-------------------------------------------------------------------------------
First thing you want to do is go into your base and start a project for
research, every second counts and the clock never freezes completely, except in
your base. Go ahead and pick either laser or advanced cannon technology and
assign 10 scientists to research it Either one allows you to research medkits.
You can also do both by assigning 5 to each if you want (but I suggest laser).
Next thing you want to do is start construction on an interrogation room so you
can research live aliens (namely commanders) as early as possible for better
technology. Finally, feel free to build another laboratory for faster
research. Don't build more than two though as you'll be needing funds for the
rest of the month for maintenance, salary, and buying stuff.
*If at any point you feel as if you are being overwhelmed by the enemy, read
section 6 for tips on how to make the game easier for you.
-------------------------------------------------------------------------------
3.2 Organizing Your Troops
-------------------------------------------------------------------------------
Take a close look at your troops, notice how their initial stats as rookies
vary a little? Their initial stats will reflect on the maximum possible stats
of a soldier. If your soldier's initial shooting stat is say, 46, then their
maximum shooting stat will probably be higher than a soldier with initial
shooting stat of 33 (Thanks to Cluecat who verified this). Anyway, go ahead and
unload all your troops and the tank from your vehicle so you can assign them
yourself. Using tanks is generally a bad idea in the beginning as they do not
improve with experience and they take up 4 slots on the aircraft.
Cluecat writes: You can only have 20 soldiers in your base so its a good idea to
get rid of some of the worse ones so you don't fill up and are unable to get
new, better, soldiers. What I do is take them out on a cheap mission kick them
out of the transport and then leave.
>Go ahead and sell that extra tank for more cash if you want, along with the
>extra aircraft weapons and shielding. Buy some more grenades and maybe a
>second rocket launcher
The next thing you want to do is to assign roles to your soldiers (see section
6.1 for more details).
For early game, I suggest sticking with the rifle for most troops, and shotguns
for the ones with higher accuracy. However, you should also stick a rocket
loaded with a stun rocket and a backup stun rocket onto whoever that has enough
strength (40) to use it. You do not have to fill up your vehicle with 8
soldiers, if any of them have really bad attributes, just leave them at the
base until you get better recruits or you can restart the game and see what
else you get.
-------------------------------------------------------------------------------
3.3 Planning Your First Attack on an UFO
-------------------------------------------------------------------------------
Go back to the world screen and advance your time while doing research until
your first UFO shows up. Set your fighters to aggressive mode so they close
within cannon distance faster and shoot it down and then prepare for your first
assault on the scout (hopefully, the first UFO I detected when I played was
actually a fighter and it was on an underground map!). If it wasn't flying but
started out on the ground, you still should send your people over to attack it.
General tips when in combat mode:
-Do not open doors or go around corners unless your AP bar is almost full.
-Take an extra turn if you wish for stragglers to catch up to the squad before
proceeding.
-Always make sure the moving unit has at least 1 other soldier that can cover
them with their shot.
-The majority of aliens will be hanging around close to their UFO waiting for
you so you can ignore buildings most of the time and go straight for the UFO
to end the mission quicker.
-SAVE OFTEN AND IN DIFFERENT LOCATIONS. You never know when you'll need
to go back 2 turns because you rushed into some room blindly and got shot
up.
-Pay close attention to walls that are facing away from you, there may be doors
on there that you cannot see. Just hover your pointer over them, if you see a
hourglass icon instead of the usual negative icon, then here is a door there.
-Look at the alien movement bar on their turn. If it takes a long time then
there are lots of aliens left. If its very short there are only one or two
left. Some people think that the number of pauses in the bar tells you how
many aliens are left, I do not think that is true though.
-Spread out your troops, bunching them up means that near misses from aliens
will probably hit someone else, not to mention a single chemical shot from a
larva can hurt a lot of soldiers at the same time. However, make sure they
can still cover each other in their field of fire.
-As near as I can tell, blowing up equipment inside the UFO does not affect
what you salvage, so feel free to use those rockets and grenades inside.
-Manipulating inventory does not cost AP (though it should), so feel free to
swap things in and out at your leisure.
Stunning aliens on this mission is probably pointless if your interrogation
room is not finished yet, but if it is, go ahead and capture one to begin the
research into living aliens.
Once you kill or knock out every alien, the mission is over.
Hopefully, one or more of your troops has leveled up to private. I suggest for
the first level to put all the points into shooting accuracy (or throwing if
they use grenades instead) to make them decent shots.
Once your raider returns to your base, you'll notice in your buy/sell section
alien artifacts that you can sell. Do not sell them yet as you'll be able to
sell them for way more money after researching them first. Selling these alien
components will be the major source income for your little fights.
-------------------------------------------------------------------------------
3.4 Developing Your Bases
-------------------------------------------------------------------------------
Early on, there won't be enough funding for you to use for additional bases,
but after a few months has passed and the countries nearest you have increased
your funding, you should begin thinking about putting another base on a nearby
country. I pick nearby countries since this minimizes the time it takes to
salvage UFOs that appear over them and allows you to deploy more fighters to
support each other against soon to be appearing cruisers. For now, just leave
the countries furthest away from you alone and only retake them once they have
been taken over (this mission nets you a cool 400k each time.) As for placing
your first secondary base, just see which nearby country is giving you the most
money currently and put one there.
-------------------------------------------------------------------------------
3.5 Obtaining Funding
-------------------------------------------------------------------------------
If at least one month has passed then you'd have seen the monthly report screen
where it tells you how much you gain in terms of funding from each country and
the expenses. If a country likes you more (such as you defending it from UFOs
and terror attacks), they will raise your funding to a maximum of 780k (on
easy). If its recently been taking over, then the funding will probably be very
low. This is not your primary source of income, however, as even if you max
funding from every country you'll only obtain a little over 8 million per month
in the late game, and that's definitely not enough (by then your base upkeep
alone will be that much). And I can guarantee you you'll be losing funding from
some countries between now and then.
So what is the best source of funding? Why selling the UFO equipment of
course, each piece of UFO alloy sells for a nice 25k each, meaning each salvage
of a UFO can net you a few hundred K, so you definitely want to salvage as many
UFOs as possible to expand your organization.
Cluecat write: Funding, the best way to get funding is to make bases in the
countries. As soon as you put a base there and let it get built then your
funding will jump to max pretty much immediately. The max funding depends on
difficulty level. Normal is 624k, easy is 780k, hard is 500k. The difference is
25% plus or minus from normal setting.
-------------------------------------------------------------------------------
3.6 Research & Development
-------------------------------------------------------------------------------
By now, you should have quite a few research topics like medkits, various alien
vessels and various dead aliens (maybe even a live alien if your interrogation
room is done). Some particular interesting research items for early on are
Larva, Medkits, Beekeeper Armor and Lightning. See the research tree on how to
get there. Focusing your research helps you develop faster and thus stay ahead
or at least keep up with the aliens. If you ever fall behind, such as using
only plasma against phantoms, you will be in a world of trouble.
This game uses several triggers for advancing 'AI Game Periods'. They are:
the Plasma Cannon, the AKEW Cannon, and the EEEW Shield.
However, these triggers are not absolute as the AI period can advance because a
certain amount of time has passed. The dawn of the new period brings
additional enemies, UFOs, and weapons for you to research.
-------------------------------------------------------------------------------
3.7 Capturing Commanders
-------------------------------------------------------------------------------
Commander units are extremely though, if you run into one, chances are he'd
already taken a pot shot at your unit. However, the first thing you have to do
is to identify commanders. Commanders can only appear as 3 alien races,
Vipons, Phantoms, and Preachers. They often appear in a different color from
the normal form, Vipon commanders are green instead of orange, Preacher
commanders are green instead of brown, and Phantom commanders are have blue
capes instead of gray. Commanders typically have a lot more health and AP
available for them to do lots of damage to your squads. The best way to tackle
one is with stun grenades from behind a HWP or from around a corner. What you
want to do is toss a stun grenade and make sure they end up in the smoky area.
Afterwards, send in a heavily armored vehicle to keep his attention while he
suffocates. Sometimes, you can speed this up by shooting them a few times with
weaker weapons to stun them faster. Also, if you manage to hit a commander with
a stun grenade, it will do the most damage and knock them out almost
immediately.
On a side note: Preacher commanders also shoot a yellow flaming fire shot
instead of the typical orange, so if you see yellow/greenish fire or smoke in an
area its probably a preacher commander.
Cluecat writes: Commanders, you didn't mention that commanders show up on terror
missions, UFO missions of cruiser level and higher, and alien bases. I don't
know about attacks on your main base because that has not happened to me yet.
-------------------------------------------------------------------------------
3.8 Midgame
-------------------------------------------------------------------------------
The main goal of the midgame is to develop and research your weapons and spread
out bases to every country on the planet. During this time, battlecruisers are
probably extremely common as well as alien terror missions. Just tackle them
one at a time, sell the loot, and build up until the late game.
Note: Terror missions show up after a spike in alien aggressiveness, usually
caused by shooting down one of their UFOs. The bigger the UFO the higher the
jump of alien aggressiveness and the more likely you'll have terror missions.
-------------------------------------------------------------------------------
3.9 Lategame
-------------------------------------------------------------------------------
During this phase, the majority of your research should be done and you should
have one base on every planet with one or two fighters in each. Any alien ship
that appears over your planet should be killed and salvaged. Your technology
level should be at least at EEEW levels as particle weapons and other UFO
equipment will be showing up on battleships very soon. Luckily a lot of the
UFO equipment on the battleship are very valuable and can sell for 100k each,
making money making during this period pretty easy. The only thing you have to
watch out for is retreating weakened fighters to save them from destruction.
Your main goal of this phase is to capture commanders, interrogate them, and
build the Centaurus.
----------------------
Building the Centaurus
----------------------
The total cost will be a ton of research, long periods of production and a
whooping 5,150,000 total credits. Completing the Centaurus requires you to go
through a lot of alien commanders and picking their brains apart for their
technology. Be patient and soon your goal of killing the aliens will soon be
complete.
-------------------------------------------------------------------------------
3.10 Heading to Earth
-------------------------------------------------------------------------------
Once the Centaurus is complete, a button on the lower left will show up and
your Devil Fish equipped with a 'army' consisting of 2 tanks and 10 troops and
10 scientists will be sent to earth via a fancy CGI rendered movie.
BEFORE YOU GO, HOWEVER, MAKE SURE YOU DO THE FOLLOWING:
Fill up every empty slot on your troops with packets of ammo, grenades, and
whatever. Leave the big heavy (space consuming and low number rounds per clip)
guns at home and use only particle rifles if possible. Once you are on planet
Earth, you will have to go through a minimum of 4 (possibly as many as 6 or 7)
missions with NO chance of building more clips or even salvaging items from the
enemy. And remember, if you shoot that rifle even once, the clip is gone after
the end of the mission, really annoying if you ask me. Your hammers though
have their ammo recharged after every fight so you might want to rely on those
for once in taking out enemies.
The only good news here is that there is still a hospital available so soldiers
do not die permanently here either.
--------------------------
Obtaining the SRO-2 Device
--------------------------
This is the first mission, you are sent down to some old sewers infested with
phantoms and terror floaters. Just craw through the rooms slowly and carefully
and take out everything to finish the mission.
--------------------
Finding the Starport
--------------------
This is another mission involving you killing every alien you find. Do the
same thing as you did in the previous mission and you'll be fine.
-------------------
Defending Centaurus
-------------------
This may or may not appear (its possible you have to defend more than once as
well). This fight will take place on the Centaurus and you can go through the
ship one room at a time to kill the invading aliens (more phantoms and terror
floaters). If you go to the far northeast side of the map, you'll get to see
your devilfish troop carrier, which is a nice touch.
------------
Infiltration
------------
Ignore the 3 elevator pads next to you, they don't go anywhere.
This mission ends when at least one unit reaches the shuttle that sits at the
center of the complex and you click on the "fly from the starport" button that
appears at the top right part of the screen.
This map is somewhat like a spiral, you start out at the top left corner of it
and you must work your way clockwise until you reach the center where the
shuttle awaits. Early on you'll encounter only phantoms for a while, but
beware as you approach the bottom sections, bigger enemies (namely terror
floaters and the occasional destroyer) will appear.
-------------------------
Assaulting the Mothership
-------------------------
After another cool cut-scene, you arrive at the mothership and your goal is to
find and kill the brain at all costs.
First of all, this map is HUGE, be prepared to face many phantoms and terror
floaters as usual. The map looks somewhat like this square, with the 'west'
corner pointed to the left (Follow the dots)
------------------------------
|N . . . . . . . . . . . . .E|
| .-----------------------. |
| . | |. |
| . Brain. | Huge |.-|
| . . . . . | Room . |
| | . |
| | . |
| |-----------.-|
| | . |
| | . |
| | . |
| Start | . |
| . | Command. |
|W . . . . .|. . . . . . S|
------------------------------
Your starting position its fairly close to the west corner of the map and you
must work your way south until you reach the command center. The center should
be easily recognizable with its large number of display stations, command
posts, and chairs.
From the command center, you head east until you reach a HUGE room filled with
large tubes and pods with blue stuff in them. Watch out for enemy ambush here
as there are lots of dark spots available for hiding. From here, you want to
look for a door to a smaller room filled with cryogenic pods. This room is the
eastern most room of the entire map.
Hug the wall to your right and head north until you reach the northern end of
the map, make a left turn, and then head into the door to the south. Inside,
you'll see 3 big blue pods with tubes connected to them, and some kind of ...
thing at the southern side of the room connected to three dead animals. This
is the mother brain. Work your way to the south side and you'll see brainish
looking material and an eye of some kind.
Just start shooting at the fleshy parts with everything you got and it'll
eventually die. For a big brain it sure is hard to kill (took me about 10
stasis grenades 50 rounds of particle rifle shots).
Watch the disappointing end movie and give yourself a pat on the back for
beating the game.
-------------------------------------------------------------------------------
4. Research Tree
-------------------------------------------------------------------------------
*Work in Progress* I know I probably missed a few connections and relations
as the research is pretty interconnected.
It's rather hard to draw a tree with limited spacing so sometimes I had to
break it up. For example, researching laser technology unlocks both laser
pistols and medkits, and once you research heavy laser, you unlock laser
cannon, but I have to start a new line since I'm out of space.
Also, some technologies require multiple technologies to be developed and that
relation is very hard to show so sometimes I might miss a few.
Laser Technology -> Laser Pistol -> Laser Rifle -> Heavy Laser
-> Medkits
Heavy Laser -> Laser Cannon -> Laser Defense -> Laser Shield
-> AKEW Technology*
Advanced Cannon -> Tank Cannon -> Fire hammer -> Tank Rocket
Launcher
Tank Rocket -> Advanced Rocket
Launcher Defense
Plasma Technology*-> Plasma Grenade
-> Plasma Pistol -> Plasma Rifle -> Heavy Plasma
Heavy Plasma -> Plasma Cannon -> Desert Hunter
-> Plasma Defense -> Green Thorn
Launcher
-> Ion Technology
-> AKEW Technology*
Ion Technology -> Ion Pistol -> Ion Rifle -> Heavy Ion
(Requires Heavy
Plasma and Dead
Destroyer)
Heavy Ion -> Ion Cannon -> Ion Defense -> AKEW Technology*
-> Ion Shield
-> Thunderbolt
Launcher
-> Cyclops
(also requires UFO
advanced craft
armor)
AKEW Technology -> AKEW Pistol -> AKEW Rifle -> AKEW Cannon
AKEW Cannon -> AKEW Defense -> EEEW Technology
-> Anaconda
(Also requires
UFO Craft Armor)
EEEW Technology -> Stasis Grenade -> EEEW Rifle -> Long Lance
Launcher
(Requires
Trilobite)
-> EEEW Shield
(Requires
Trilobite)
-> Particle
Technology
(Requires
Phantom)
Particle -> Particle Pistol -> Particle Rifle -> Particle Cannon
Technology
Particle Cannon -> Hammer
-> Particle Defense -> Particle Shield
Scout -> UFO Flight Control -> Advanced Detection
System
-> UFO Craft Armor -> Beekeeper BK01
-> Thunder -> Lightning
Fighter -> UFO Alien Berth -> Surgery -> Advanced
Laboratory
-> Advanced Medkit
Cruiser -> UFO Power -> Distribution
Distribution Point
-> UFO Gravity Control-> Nightwolf*
(also requires UFO -> Exterminator*
gravity engine)
Battlecruiser -> UFO Reactor -> Exterminator
-> UFO Energy -> Engine
Accumulator
-> UFO Advanced Flight
Control
-> UFO Advanced Craft -> Desert Viper
Armor -> Spaceship Alloys-> Jag D1
-> Project Centaurus
-> Desert Tortoise
-> Exterminator
Battleship -> UFO Space Flight -> Navigation Room
Computer
-> UFO Freezing Unit -> Hibernation Room
Spaceship Alloys -> Project Centaurus
-> Jag D1 (also requires Engine and Pilots Cabin)
UFO Gravity Engine-> UFO Gravity Control-> Exterminator
-> UFO Energy -> Engine
Accumulator
(Also requires UFO
Reactor)
-> Stormbringer -> Sky Diver
Dead Larva -> Chemical Grenade -> Stun Grenade
-> Chemical Rocket -> Ignitable Rocket
-> Chemogun
Ignitable Rocket -> Flamethrower
Dead Chaser -> NOTHING
Dead Vipon -> NOTHING
Dead Inquisitor -> NOTHING
Dead King Larva -> NOTHING
Dead Observer -> NOTHING
Dead Sentinel -> NOTHING
Dead Terror Floater -> NOTHING
Dead Preacher -> Advanced Mind Shield
Dead Hallucinoid -> Mind Shield
Dead Telemat -> Advanced Chem Grenade
-> Waspkeeper VK02 -> Desert Tortoise
(also requires (also requires
Avonium) spaceship alloys)
Dead Phantom -> Particle Technology
Dead Destroyer -> Ion Technology (also requires Plasma Defense)
Dead Trilobyte -> EEEW Shield
-> Long Lance Rocket
Live Alien -> Living Aliens
Commander* -> Alien Origins
-> The Alien Mothership
-> Avonium -> UFO Gravity Engine
-> Alien's Attack on Earth
-> Avnoium Supply Container
-> Energy Crisis
-> Avonium On Esperanza
-> Starport
-> Shuttle
-> SRO-2 Device -> The Infiltration Plan
-> Revolt on Earth
-> Vampire Engine -> Generator
Project Centaurus*
Engine -> Jag D1
-> Landing and Storage-> Living Quarters
Platform
-> Engine Injector
Hibernation Room -> Advanced Workshop
Distribution Point-> Laboratory
(also requires
advanced laboratory)
Navigation Room -> Pilot's Cabin -> Nightwolf*
Generator
Completion of Centaurus Research -> Centaurus Intergalactic Spaceship
* Plasma Technology requires Alien Origins (research a commander).
* Each commander you research unlocks one topic.
* All Centaurus research requires Project Centaurus before its researchable.
* The Exterminator requires the following technologies: UFO Advanced Craft
armor, UFO Gravity Control, UFO Reactor.
* The Nightwolf requires the following technologies: UFO Energy Accumualtor,
UFO Gravity Control, Pilot's Cabin
* AKEW technology requires plasma defense, laser defense, and ion defense.
-------------------------------------------------------------------------------
5. Ufopedia
-------------------------------------------------------------------------------
Most of this section is obtained directly from the in-game Ufopedia files with
typos and all; comments about each item from me (Shanrak) and helpful players
are posted below each entry. If you want to know how to obtain a particular
research topic, look it up in the research tree.
-------------------------------------------------------------------------------
5.1 Buildings
-------------------------------------------------------------------------------
This is the stuff that your bases are made out of. In particular, base defense
buildings are utterly worthless and a huge waste of money. Unless you fill
your entire secondary bases completely with the best base defenses, your base
WILL be taken over if attacked. It's much easier (and cheaper) to simply
intercept the alien ship and blow it up before that happens.
------
Hangar
------
Cost: 50000
Monthly cost: 5000
Days to Build: 12
The Hangar is designed to accommodate 1 CAF craft at a time, which means that
there can be only as many crafts as hangars in a CAF base. A hangar also
protects craft from unfavorable weather conditions and enemy surveillance, and
serves as a repair and storage facility and refueling doc. The craft exists
the hangar through opening doors in the roof, and is raised out of the
structure via a hydraulic lift to the take-off position.
Comments:
You have to have them to launch ships, simple enough. Keep 3 in your main
base, 2 in each secondary base.
----------------
Detection System
----------------
Cost: 40000
Monthly cost: 5000
Range: 4500
Days to Build: 20
The Radar Detection Station monitors its immediate surrounding space. Its
primary purpose is to detect and trace UFOs and provide our air-fighters with
the obtained intelligence. The topmost radar bears surface-antennas AESA
(Active Electronically-Scanning Array) on all of its four walls, each of which
incorporates 32 small transmitter/receiver units operating in coordination.
Most of the time the Detection Station operates in passive mode ensuring the
base's location is not given away. Only if a UFO is being traced does the
facility resort to a 0.5ms long irradiation of the target in search for further
detailed information on it (i.e.: altitude, velocity, direction, etc.). An
exposure this short is highly unlikely to be detected in Esperanza's
atmosphere, which is full of radio waves. The station is also capable of
continually receiving data from all accessible civilian and military radars and
satellites. The information is then processed in the facility where the brain
of the whole system resides. The central mainframe faces a difficult task, as
it has to plough through immense amounts of data while looking for obscure
signals of dangerous enemy UFOs. The numerous measures that the aliens take to
make their vessels invisible to our systems do not make it any easier and an
already identified enemy ship is not a reason for celebration as it may still
escape our sensors by using detection countermeasures and evasive maneuvers.
Comments:
Build 1 in each base early on, replace with advanced detection system once its
available.
-------------
Energy Center
-------------
Cost: 900000
Monthly cost: 50000
Days to Build: 5
The Energy center provides the base with a continuous supply of power. The
advanced, automated reactor which forms the system's core is very difficult to
detect, due to the minimal radioactivity it emits. A sophisticated operation-
control system monitors the base's power requirements and adjusts the base's
activities so that its rate of energy consumption can be reduced to a minimum
when additional power expenditure is unnecessary. During emergencies, the
Center's energy output can be increased to 350% higher than normal operating
mode. Located within the Center's operations room are a machine which manages
current-distribution, computer-controlled fuses, and filters controlling energy
level output, eliminating peaks and drops in this output in order to protect
the base's delicate apparatus and electronics. Another state-of-the art device
is the automated monitoring system, which ensures the safe and flawless
operation of the entire energy center. The Energy Center is the heart of every
base, and provides power for all machinery in need of it.
Comments:
Each base needs one, and they are extremely expensive, nuff said.
--------------
Command Center
--------------
Cost: 10000
Monthly cost: 5000
Days to Build: 1
The Command Center serves the function of collecting information. It is located
exclusively within our main base. The center gathers information from other
bases (especially from radar) allowing both command and operation's control to
be performed from a single point. The main base has the best protection from
alien attack, and its location helps it to remain more discreet than regular
bases. The purpose of the base's equipment is to receive and, most importantly,
decipher messages. The messages are encrypted via an asymmetric cipher and a
highly effective compression algorithm, making decipherment a most intricate
process. There are 32 computer servers in the Center, which enable real-time
data processing. Normally, the Center can be sufficiently managed by a single
operator. In times of crisis however, the Center may be managed by up to four.
Four operators are not usually necessary, because of advanced AI technology
which is usually capable of supplementing the capabilities of a single crewman.
The Command Center is the brains of our offense against the aliens, and
performs the tasks of collecting and sorting the most important classified
data. Therefore, it must not be destroyed!
Comments: So you need one, big whoop.
----------------
Hospital Section
----------------
Cost: 100000
Monthly cost: 10000
Days to Build: 10
The hospital possesses the most up-to-date medical equipment. Observing the DNA
pattern of a soldier we are now able to graft the particular tissue that has
been lost or damaged so that the soldier can return to duty within a few days.
Desperate times require radical measures and the CAF have therefore ventured
even further. Due to the classified research of the Rock Hills University an
even more revolutionary method has come into use. A new feature on our armor
allows the important parts of brain can be sustained even after the soldier's
death. In the Hospital section such a preserved body can be then literally
resurrected as new cloned body tissue can be grown to host the conserved brain.
The process is, of course, very time-consuming (depends on the particulars of
the damage) and it is not always successful. In the worse case scenarios the
patient's memory ends up impaired and the overall condition may not allow a
normal future life. As the opportunity of further recruiting for the CAF is
considerably limited, sustaining the vital health of our current soldiers is a
necessity. The Hospital serves this purpose better than well and is an
essential facility of our base. It can revive even the dead if they are
brought back in time.
Comments: Regeneration of dead soldiers, fun stuff.
---------------
Living Quarters
---------------
Cost: 10000
Monthly cost: 5000
Days to Build: 1
Living Quarters are the on-base facility designed to provide the crew with
restful sleep. Considering the difficult lives and demanding duties of
soldiers, a place of rest is a necessary provision. The Living Quarters have
been designed to allow for excellent rejuvenation as well as a place of privacy
away from the stress of missions.
Comments: You only get one in your main base and that's all you will need.
----------
Laboratory
----------
Cost: 180000
Monthly cost: 80000
Days to Build: 18
The Laboratory serves above all as a place for research of new technologies and
examination of alien artifacts. It includes a wide variety of the most up-to-
date equipment, particularly the extra accurate space and material scanners
that feed the obtained data to a central mainframe for simulations. The
Laboratory is connected to an interplanetary network of scientists, who may
help contribute to the solution of a task. Nevertheless, the alien technology
is often so sophisticated that only the best can decipher its secrets.
However, even with all the computing power and AI at their disposal, it is only
humans who have appeared to be capable of the innovative thinking necessary for
breakthroughs on alien technology. For this reason the number of the best
scientists working in conjunction on a particular problem is the main operative
factor for a lab's efficiency. Inventions and research are a must in this war
against the aliens, as they still seem to be miles ahead of us in this area.
Comments: 10 scientists per lab, build more for more scientists. No more than
2 or 3 early on since advanced laboratory is much better.
--------
Workshop
--------
Cost: 180000
Monthly cost: 80000
Days to Build: 16
The Workshop is the place where hi-tech alien instruments, and our products
modeled on these instruments, are manufactured. It allows us to produce things
which would be hardly assembleable elsewhere. The Workshop contains everything
necessary for the single-run production of hi-tech devices, particularly
universal computer-controlled mechanical tools drawn from the peak of human
technology. Semi-finished products are finished by both plasma and lasers
within anti-gravitational fields. The anti-gravity field eliminates the threat
of damage to the materials and tools by eliminating the need for the use of
clamps in stabilizing these materials. Thanks these valuable machines, we're
able to manufacture virtually anything from microprocessors to energy weapons.
The Workshop is the cornerstone of our fight against the aliens, for here we
can create the weapons and equipment we need in order to compete with their
technological superiority.
Comments: 10 workers per lab, build more workshops for more workers. 2 or 3
are all you need until advanced workshops.
------------------
Interrogation Room
------------------
Cost: 80000
Monthly cost: 5000
Days to Build: 15
The Interrogation room is a facility intended for research and interrogation of
living aliens. They may be captured during tactical missions when they are only
stunned by means of stunning ammunition or injured and subsequently stunned.
The room is equipped with beds with firm restraints, detecting instruments,
sensing heads, surgical instruments and a camera that records the course of
each interrogation. At first the constitution of each race is examined. Then
tissue samples are taken to be analyzed for the tissue-resistant and tissue-
damaging substances. The latter are used for development of chemical, explosive
ammunition. After that follows the interrogation itself. At first the basic
features of alien language are detected with the use of a special computer on
the basis of neuron net. Then the aliens are interrogated, often by means of
coercive measures. The research should be mainly aimed at highly positioned
aliens so that we can learn about alien intentions, strategy and technology.
The objective is to understand the aliens' means to get an advantage in the
fight against them.
Comments: Build one to capture live aliens then forget about it.
--------------
Rocket Defense
--------------
Cost: 50000
Monthly cost: 5000
Damage: 35-65
Accuracy: 40%
Days to Build: 8
Rocket defense is a surface-to-air missile system designed to defend CAF bases
against attacks from enemy vessels. Rocket defense provides some protection
against enemy vessel raids.
Comments: useless
-------------
Laser Defense
-------------
Cost: 60000
Monthly cost: 10000
Damage: 81-100
Accuracy: 60%
Days to Build: 25
Laser Defense is a means of offensive protection for military bases, utilizing
Laser Technology as its main component. Thanks to the invention of the HELL
technology that remarkably decreases the energy requirements of a laser gun, we
have been able to create a battery of multiple lasers while keeping the power
consumption at an acceptable level. In order to increase the controllability of
all those lasers, we've had them linked so the whole system may function as
though it were composed of 6 extremely powerful ray guns. Laser Defense
provides somewhat improved protection against medium sized alien vessels.
Comments: still useless
--------------
Plasma Defense
--------------
Cost: 150000
Monthly cost: 15000
Damage: 51-150
Accuracy: 70%
Days to Build: 30
It must be expected that a weapon originally designed to be used on-board
fighter aircraft would find its primary use in the area of military base
defense. The Plasma Defense is composed of 6 individual, synchronized cannons.
The system provides surface-to-air protection to the CAF base, implementing
plasma technology. The Plasma Defense system is an effective method of taking
down particularly strong enemy aircrafts.
Comments: Yup you guessed it, useless
-----------
Ion Defense
-----------
Cost: 200000
Monthly cost: 25000
Damage: 71-220
Accuracy: 80%
Days to Build: 40
The Ion Defense is an implementation of the Ion Technology in the area of
military base defense. It is a defense device composed of 6 strengthened Ion
Cannons and a discharge router. The Ion Cannons are fed with charged particles
by high-density ion generators attached to them. When in idle mode, the
cannons' muzzles are retracted and protected by hinged lids. In standby mode
the muzzles are ejected and the lids have protective function as they shield
the surrounding shafts from the adverse effects of the ion discharge. Like the
other defense systems, the cannons can be operated both separately or in
synchronization. The cooperative mode is enabled by the central discharge
router, which fires special missiles at the target. The missile leaves a track
of special gases behind, which routes the discharge to the target and
simultaneously increases the efficiency by amplifying the air conductivity in
the track line.
Comments: Why waste money on these?
------------
AKEW Defense
------------
Cost: 140000
Monthly cost: 20000
Damage: 51-170
Accuracy: 75%
Days to Build: 35
AKEW defense is an air defense system of 6 synchronized AKEW cannons located in
a CAF base to protect it from attacks from alien vessels. The guidance system
aims at an alien attack ship and simultaneously controls the cannon muzzle
position to track the enemy.
Comments: stats are actually slightly worse than ion, so worse than useless.
----------------
Particle Defense
----------------
Cost: 500000
Monthly cost: 30000
Damage: 101-230
Accuracy: 85%
Days to Build: 45
As an application of the Particle Technology in the area of military base
defense a battery of six Particle Cannons has been designed and simply named
the Particle Defense. The strengthened Particle Cannons are supplied by a
central cyclic accelerator feeding them all with pre-accelerated plasma that is
further accelerated and concentrated in the cannon barrels so that the eventual
discharge is even more devastating. By using the control unit the cannons can
be set to either operate separately or to pull together making the beams meet
on a pinpointed position. When in cooperative mode, a discharge of such
intensity is created that no material impervious and even an electromagnetic
shield is not of much help. The synchronization may be sometimes difficult,
though, especially when the target is moving. But if the synchronized attack
is achieved, the consequences for the target are most devastating.
Comments: Usel... actually slightly useful if you fill up your entire secondary
bases with these, which will cost you quite a lot of cash.
-----------------------
Advanced Rocket Defense
-----------------------
Cost: 90000
Monthly cost: 80000
Damage: 51-60
Accuracy: 70%
Days to Build: 15
Advanced Rocket defense is an improved version of a surface-to-air missile
system designed to defend CAF bases from enemy vessel raids. The Advanced
rocket defense features improvements in missile speed, guidance, accuracy and
warhead potency. The advanced rocket defense consists of six missiles. The
radar can guide all the 6 missiles against a single target simultaneously.
Each missile is launched by 3 solid-fueled strap-on rocket boosters. After they
drop away it fires a dual-thrust solid-fueled rocket motor. The missile uses
radio illumination mid-course correction to fly towards the target with a
terminal semi-active radar homing phase. The advanced rocket defense provides
adequate protection against some medium alien vessels.
Comments: Oh boy, an advanced version of useless, what do you call that?
-------
Surgery
-------
Cost: 200000
Monthly cost: 20000
Days to Build: 15
Research of alien medicine has brought about new possibilities. The Aliens use
a thick solution to fixate a patient so that millions of tiny nanobots can
begin the healing process. Our first experiments with nanobots were rather
unsuccessful as the nanobots lacked the required intelligence to be effective
healers. Further research however discovered that the alien nanobots were not
actually intelligent but controlled by a computer that coordinated the healing
processes and computed the necessary calculations. Nevertheless, we have not
been able to master the nanobots' coordination as the aliens have and the
components miniaturization in particular was a serious problem. A standard room
has not appeared to be able to contain more than just one such a computer with
all its necessary accessories. This seems sufficient, though, as the Surgery
has been always meant to be only an extension of the Hospital with intensive
care where a patient is not to stay for long. The Surgery makes use of the
discovered alien healing methods and has thus achieved a considerable increase
in medical treatment ability and rehabilitation speed. This may help us with a
vital factor for our long-awaited victory over the aliens.
Comments: Great building, get one if you can afford it.
-------------------------
Advanced Detection System
-------------------------
Cost: 100000
Monthly cost: 10000
Range: 6000
Days to Build: 25
This advanced Detection Station monitors its immediate surrounding space. Its
primary purpose is to detect and trace the UFOs and subsequently guide the air-
fighters. The Detection Station 2 originates from its previous version yet
some new features have been included. Thanks to the research of the alien
vessels' stealth technology we have been able to determine its principles and
utilize this knowledge to build new, more effective radar systems with new
detecting algorithms enabling us to pinpoint locations of sources emitting
seemingly insignificant indicators. Nevertheless, radar is no longer the core
apparatus of the system. The alien's locomotion is based upon continual
changes in the gravitational field. Led by this finding, we managed to
engineer a means of detection anomalous gravitational changes, which reliably
gives away any alien vessel's position as they are inseparably bound to the
fundamental engine operation. This device considerably increases the accuracy
of detecting and monitoring. With an increased data flow, the facility's
capacity had to be extended accordingly. Now it comprises 3 different
supercomputers while one is designated for processing gravitational anomalies
data, another tends to the radar and the last one provides global system
integration.
Comments: Replace the old detection system with this once you get it.
-------------------
Advanced Laboratory
-------------------
Cost: 400000
Monthly cost: 200000
Days to Build: 25
The Advanced Laboratory serves as a place for research of new technologies and
alien artifacts. Unlike the previous version this one makes a wide use of the
alien technologies along with ours. Just like we managed to employ the
nanobots for curing injuries and diseases we managed to use them to help us
investigate the alien machinery. The possible goals of such research are
obvious as the nanobots can penetrate the hull of the alien weapons and examine
their inner functions even during operation. But before the nanobots could be
used this way, some necessary adjustment had to be taken to assure viable
locomotion in quite a different environment. Unlike the first nanobots, the
redesigned version has to be capable of movement in the air instead of bodily
liquids. Therefore they have been given microscopic anti-gravity motors that
are operated by an external macroscopic computer. Unfortunately, this computer
has successfully resisted any attempt for miniaturization and the Advanced
Laboratory is thus quite bulky, as it has to provide space for all this
equipment. Nevertheless, the Advanced Laboratory remains a significant step
forward which not only speeds up our research but also helps increase the
accuracy of our tests and simulations immensely. It is a big asset in our war
of technology against the aliens.
Comments: Holds 30 scientists and takes up 2 building slots, so in effect 50%
better than the old one. Extremely high monthly cost though.
-----------------
Advanced Workshop
-----------------
Cost: 400000
Monthly cost: 200000
Days to Build: 25
The Advanced Workshop provides us with means of rapid manufacture of
sophisticated weaponry. Our recent observations of skirmishes, and our
examinations of alien artifacts acquired on missions, have allowed us to
perfect the Workshop. The major aspect of the Workshop which has been enhanced
in this Advanced Workshop is undoubtedly the improved anti-gravity force
fields, which complete the formation of products and greatly speed up the
process of production. The Advanced Workshop as well takes up more space, which
will undoubtedly prove advantageous in the manufacture of new air-fighters. The
Advanced Workshop represents a leap in production efficiency, something every
good manager should try to achieve. More advanced weapons which used to be
unavailable to our soldiers may now aid us in our fight against the aliens.
Comments: Same as advanced lab.
-------------------------------------------------------------------------------
5.2 Vehicles
-------------------------------------------------------------------------------
Vehicles are generally not as good since they take up the space of 4 soldiers.
However, the most advanced troop carrier, the Devil Fish, have two special
slots that can only carry vehicles, which makes them okay, but by the time you
get that, your troops will generally have the same amount of movement points
and comparable armor anyway. So in the end, use one if you want on earlier
crafts for a heavily armored scout, but ditch it once you get better armor.
-------------
Desert Spirit
-------------
AP: 100
HP: 80
Armor: 55
Weapon1: Rocket Launcher
Damage: 95
Accuracy: 190
Weapon2: Projectile Gun
Damage: 75
Accuracy: 145
Price: 40000
Production Difficulty: Can't produce, buy this
The Desert Spirit CV1 is a combat support vehicle. The CAF engineers
constructed it based on their battlefield experience. The troops required a
vehicle combining a cannon and rocket armament along with excellent speed. The
Desert Spirit is just the thing. The CV1 is armed with an automatic magnetic
cannon, using armor-piercing ammunition and with a twin 100 mm. rocket
launcher. There are only two rockets with a lighter warhead, but they are
guided which gives them a very high hit probability. The rockets together with
the guidance system dominate its left side. The vehicle is powered by a DT-500A
engine. The wheeled chassis allows for great speed. The wheels are hidden
under the armor and they are pumped up by an automatic unit. The Desert Spirit
CV1 is covered with laminated armor made of solid ceramic plates that protect
it from most medium alien arms. It turned out that even strong armor does not
save our vehicles from heavy alien fire. Only one crewmember is required to
control the Desert Spirit with the assistance of a computer. All weapon
functions are automated. The operator only designates the target that is to be
attacked.
Comments: Must be boring driving this thing, all you do is point and click.
-----------
Tank Cannon
-----------
AP: 90
HP: 90
Armor: 75
Weapon1: Projectile Cannon
Damage: 100
Accuracy: 155
Price: 100000
Production Difficulty: Doable
The CT-8 is a heavy combat tank. CAF engineers have constructed it to support
CAF ground assault forces. It destroys sturdy targets, enemy discs and
buildings with the great power of its two magnetic cannons. Thanks to a
caterpillar chassis it can be used in rough and adverse terrain as well as open
terrain. Relatively short cannon barrels enable the tank to turn the turret and
maneuver in cramped spaces, for example in side larger buildings or even inside
larger UFOs. The CT-8 is powered by a first-rate DT-510 engine with low heat
emissions. For maximum firepower the CT-8 is equipped with dual magnetic
cannons. This powerful tank is covered with laminated armor made of ultra-solid
ceramic plates that protect it from the effect of most alien weapons however on
the battlefield it turned out that alien heavy weapons can destroy the CT-8,
despite its advanced armor.
Comments: Pretty useless
--------------------
Tank Rocket Launcher
--------------------
AP: 90
HP: 90
Armor: 75
Weapon1: Rocket Launcher
Damage: 120
Accuracy: 150
Price: 120000
Production Difficulty: Doable
The RT-9 Desert Sun is a heavy combat, rocket launching tank. The rocket
launcher turret is mounted on CT-8 chassis. Armor protection of the RT9 was
strengthened in comparison to its predecessors. Fuel and ammunition are in
armored compartments with blowout panels to protect the crew from cooking as
result of a direct hit. The RT-9 is powered by a DT-510A engine with low heat
emissions.
Comments: See Above
-------------
Desert Hunter
-------------
AP: 120
HP: 85
Armor: 70
Weapon1: Plasma Cannon
Damage: 115
Accuracy: 150
Weapon2: Plasma Machine Gun
Damage: 90
Accuracy: 120
Price: 150000
Production Difficulty: Hard
Desert Hunter is a combat support vehicle. It is covered with laminated armor
made of solid ceramic plates. The Desert hunter plates are thinner in
comparison to the tank plates, keeping the gross weight of the vehicle down.
The thinner plates mean less protection against enemy fire. On the other hand
the desert hunter can reach better speed. The Desert hunter is armed with a
plasma cannon and plasma machine gun both mounted on the turret. The plasma
cannon functions entirely in single shot mode whereas the plasma machine gun
works entirely in auto-shot mode. The vehicle is powered by a DT-525S engine,
a smaller version of the tank engine. The DT-525 S needs less fuel and allows
for better acceleration.
Comments: The turning speed on this thing is soooooooo sloooooow. Good AP.
-------
Cyclops
-------
AP: 69
HP: 99
Armor: 90
Weapon1: Rocket Launcher
Damage: 125
Accuracy: 190
Weapon2: Heavy Ion Cannon
Damage: 120
Accuracy: 140
Price: 180000
Production Difficulty: Hard
Cyclops is a heavy combat robot. It was created as a support weapon of the
infantry, fit for accompanying soldiers to large UFO incursions. Cyclops is
approximately 2m tall. It belongs to the group of human-controlled robots
known as the Walkers. These robots are designed be operated by a human inside
who controls the machine much like a driver controls a car. The operator is
situated in an egg-shaped chamber that is well protected from both aggressive
chemicals and extreme temperature conditions outside. Unlike the first
generation, the current models are not operated by limb movements anymore, but
rather by thought commands coming from the operator's brain. Thanks to this
solution the robot could be further miniaturized and its speed of both movement
and operation increased. Sure enough, the velocity is not as high as that of a
vehicle, but its outstanding firepower makes up for that. One arm conceals a
rocket launcher with 6 guided missiles. The other is equipped with a powerful
Ion Cannon capable of using the auto shot mode. Furthermore, the machine
possesses an excellent aiming system, able to respond to a target being in the
viewing field with instantaneous fire. Although the Cyclops is rather slow,
its toughness along with its outstanding firepower represents invaluable
support for the CAF. Nevertheless, we must keep in mind that Cyclops is not
indestructible and that the aliens' combat means may keep getting better.
Comments: A pretty cool vehicle as far as looks go, reminds me of one of those
mechs from the mechwarrior games. The Cyclops has pretty decent armor too, but
a little low on movement points. Great animation speeds and looks make this my
favorite vehicle.
--------
Anaconda
--------
AP: 120
HP: 110
Armor: 100
Weapon1: Rocket Launcher
Damage: 140
Accuracy: 190
Weapon2: AKEW Cannon
Damage: 140
Accuracy: 150
Price: 260000
Production Difficulty: Hard
CH-1 Anaconda is a combat support hovercraft that elevates itself some distance
from the ground through repulsion technology taking advantage of short-range
anti-gravity principles. The hovercraft is covered with UFO craft armor made
of alien alloys and is armed with 6 guided missiles and an AKEW cannon.
Comments: High armor, but you are back to the horribly slow turning speeds.
------
Hammer
------
AP: 120
HP: 120
Armor: 120
Weapon1: Particle Cannon
Damage: 150
Accuracy: 170
Price: 380000
Production Difficulty: Intense
The CH-2 Hammer is a combat support hovercraft based on the construction of the
old CH1 Anaconda. The CH- 2 Hammer is covered with advanced ultra solid UFO
craft armor made of alien alloys and is armed with one particle cannon.
Comments: Best vehicle, might as well carry 2 on the Devil Fish. No rockets
though, too bad.
-------------------------------------------------------------------------------
5.3 Weapons and Armor
-------------------------------------------------------------------------------
Note: Cluecat has pointed out to me that despite all the fancy flavor text,
there are only 3 types of damage in this game: Mechanical, Chemical, and Fire.
Certain enemies are highly resistant to one or two of these types and thus will
seem like they are resistant to certain weapons (Read: Destroyer). When that
happens, however, just use a heavier weapon to take them out.
----------
Desert Rat
----------
Against Mechanical: 35
Against Chemical: 20
Against Fire: 20
Price: 30000
Production Difficulty: None. All soldiers comes with one, why would you want
to buy any more?
Desert Rat PCA-1 is Personal Combat Armor. Its construction is based on the
armors used by Esperanza police, but the CAF engineers have added their own
improvements. It gives the maximum protection available using our current
technology in a way that preserves the soldier's mobility. The armor consists
of solid ceramic plates put on the latest generation of flexible, impact
resistant polymers. Experimental blasting proved at least 50% higher
resistance against kinetic ammunition than the original police armor it is
based on. You can assume that this armor will resist most of the light alien
weapon attacks. The plates fit together in such a way that enables the entire
range of physical combat moves. There is a micro-sandwich structure under its
own protective coat providing the ideal life support conditions. It collects
sweat, maintains optimal temperature depending on the physical functions of the
bearer and it monitors his vital signs. The Desert Rat PCA-1 is a unique armor
with excellent properties, but it will be necessary to research and develop
even stronger types of armor to give our troops a fighting chance against
heavier alien weaponry.
Comments: Basic armor, wish I can take this off of the new recruits and sell it
for money.
--------------
Beekeeper BK01
--------------
Against Mechanical: 50
Against Chemical: 60
Against Fire: 55
Price: 80000
Production Difficulty: Doable
This anti-chemical Personal Combat Armor was invented by the CAF scientists to
counteract the alien's toxic ammunition. The armor is made with a coated
surface layer that offers enhanced acid and toxic substances resistance. This
was achieved thanks to an advanced lead based alloy. However, the alloy
enriched with lead loses its strength and that is why only the surface layer of
the armor can be made from this alloy. The life support systems are contained
in an apparatus pouch carried on the back. The Beekeeper armor gives the CAF
soldiers protection against toxins, acids and other corrosive substances and
obviously some protection against traditional physical attacks.
Comments: Your first new armor, you'll be using this for a long long time.
------------
Desert Viper
------------
Against Mechanical: 85
Against Chemical: 20
Against Fire: 70
Price: 150000
Production Difficulty: Hard
PCA-3 Desert Viper is a Personal Combat Armor based on the construction of the
old PCA-1 Desert Rat armor. In this version the old ceramic plates were
replaced by plates made of alien alloys. These plates proved to be excellent
defense against armor piercing or explosive ammunition, on the other hand the
plates cannot cope with aggressive toxics acids.
Comments: After a long wait, you get the upgraded version of the desert rat,
lower chem defense compared to the Beekeeper but higher overall defense, not
too bad.
---------------
Waspkeeper VK02
---------------
Against Mechanical: 90
Against Chemical: 80
Against Fire: 85
Price: 250000
Production Difficulty: Hard
The Waspkeeper PCA-4 is a newer version of our previous anti-chemical armor; it
is has been considerably upgraded and provides better all around protection.
Enemy fire used to cause damage to the upper lead layer of the old PCA2
Beekeeper. This led our scientists to research new armor with active chemical
protection (ACP) .The active chemical protection consists of a neutralizing
environment in the shell layer of the armor. The ACP is a system of small jets
and sensors located in the collar and knee pads controlled by a processor unit.
Depending on the nature of the chemical attack, to the exterior of the armor,
the jets spray concentrated alkaline or acid agents. ACP can be activated
manually by the soldier or automatically according to the detection information
received by the sensors. Mix, concentration and direction of the
neutralization agents are controlled by the processor unit and adjusted for
external actual environment conditions such as wind for instance.
Comments: Best armor IMO, good overall defense.
---------------
Desert Tortoise
---------------
Against Mechanical: 100
Against Chemical: 30
Against Fire: 70
Price: 400000
Production Difficulty: Intense
PCA-5 Desert Tortoise is a heavy personal combat armor. The armor plating
consists of heavy plates made of alien alloys. These plates are connected by
joints in an overlapping manner so that the armor doesn't have any weak points.
The full armor is quite heavy and it is could be difficult for weaker persons
to wear it. The armor does not provide effective protection against toxins and
acids however it is our best defense against standard weapons.
Comments: For the 'ultimate' armor it's not that great. Good physical
resistance but much lower chemical and fire resistance than the Waspkeeper.
The second major draw back with this armor is that it slows down your soldiers
to the pace of a walk. I only use this on my guys who carry heavy arms and
can't run anyway. At 400k a pop, this thing ain't cheap either.
-----------
Mind Shield
-----------
Psi Defence: 30
Price: 29000
Production Difficulty: Doable
We have determined that some alien species have psionic abilities. Their
brains can emit high amplitude electromagnetic impulses. These impulses can
control life forms in the immediate area. The impulses can directly influence
human nervous systems. Once the impulse hits human nervous tissue the impulse
is led by the nervous system to muscles where it causes a muscle to contract.
The victim is immediately stunned, unable to move until the spasm fades away.
Although the full extent of alien psionic ability hasn't been researched, some
important aspects for each psionic attack have been revealed. The psionic
attacks seem to lose their intensity in inverse proportion to distance. The
intensity of the impulse also is dependant on the physical condition of the
alien. Our testing has revealed that the intensity of the impulses can be
lowered by an alloy of wolfram and iridium. To defend against psionic attacks
we have created mind shields (MS-1) constructed of this alloy and they seem to
be resistant to all but the highest level of psionic impulses. All field
soldiers are strongly urged to carry one of these in their combat load out in
case of psionic attack
Comments: Some people say this thing is useless before the arrival of preachers
and phantoms while others say this thing is a life saver. It all depends on
your playing style. For the type who likes to keep squad sizes small and
spread them out around the map this thing is great since you can't afford for
your units to be zapped to paralysis by hallucinoids. If you tend to bunch
your troops closer together, the loss of one unit isn't too big of an issue...
usually. See the hints section on how to get the most out of one or two of
these.
--------------------
Advanced Mind Shield
--------------------
Psi Defence: 60
Price: 60000
Production Difficulty: Hard
Whereas the first generation mind shields worked on basis of passive
absorption, the new generation of mind shields works on a principle of active
protection. The active protection consists of generating very high amplitude,
reversed polarity electromagnetic impulses to counteract alien psionic
impulses. Ideally, the generator would generate reversed polarity impulses as
soon as the alien brain emits the psionic attack impulse, however there is some
reactionary lag as the shield has to identify, interpret and respond to the
impulse. So it might happen that alien impulse is not eliminated in time. In
this case the attack can be successful in stunning the subject. Psionic
abilities add a whole new dimension to the aliens as dangerous opponents. Make
sure that all soldiers have a helmet in their combat load out in case of
psionic attack.
Comments: You WILL need these or your troops will be destroyed in no time by
preachers and phantoms.
------
Pistol
------
Accuracy: 120
Damage: 45
Capacity: 20
Price: 220
Production Difficulty: None, buy it
The Projectile Pistol is a powerful weapon. This generation of firearms
represents the peak of classical development of kinetic guns. Many people
could consider this an archaic weapon, but the firepower and accuracy of these
pistols has to convince even the most skeptical critics. A renaissance of these
guns methods has arisen recently thanks to an invention of new ammunition
(using light gases) that is remarkable for its significantly higher efficiency.
The pistol uses fully burnable so-called "telescopic" cartridges made of
tungsten carbide. These cartridges have the bullets hidden inside and are
shaped like long darts. Because there was no need to keep the topside of the
barrel for the aiming sights, the magazine could be placed there instead, as
positioning on the handle would be impossible due to the length of the
cartridges. The projectile leaves the barrel at nearly 2.5kph and kickback is
efficiently inhibited by an entirely new dampening system which also serves as
a silencer. For safety reasons the gun does not support an autoshot mode but
for a short-range fight it is more than suitable.
Comment: Hehehe that's a mighty tiny gun you got there...
-----
Rifle
-----
Accuracy: 160
Damage: 50
Capacity: 20
Price: 480
Production Difficulty: None, buy it
The Projectile Rifle is a more powerful version of the Projectile Pistol. The
resemblance to the previous model is understandable as both of them are
manufactured by the renowned Classic Firearms Company. The barrel has been
elongated which increased the escape velocity of the shot to 2.7kph. Both the
energy of a shot and its destructive power has therefore risen accordingly. The
magazine has kept its original position on the topside. For aiming purposes we
are using laser point projection as well as the standard wireless technology of
the target's image appearing in the CAF special glasses. The gun's construction
has also been strengthened in order to endure the increased pressure and heat
inside. Thanks to this improvement, an option of auto shot mode could be
tacked on. The light alloy body makes the gun very easy to operate and has
certainly helped its good approval during tests where it managed to beat the
competition. The weapon has the very best penetration of all available designs
yet we cannot be sure of the effect it will have against the alien's armor.
This gun is known for the great favor it has gained amongst our soldiers.
Comment: The best weapon you can use early on, damage comparable to a laser
rifle and you don't even need to manufacture the clips.
-------
Shotgun
-------
Accuracy: 150
Damage: 70
Capacity: 16
Price: 2000
Production Difficulty: None, buy it
The Projectile Shotgun is an effective projectile weapon. It is made by a
rival company, (Gunpowder Automatic Guns) and its construction is therefore
quite different. The weapon's design reminds you of the historical models
intentionally emphasizing its remarkable firepower. Purchasers mainly
appreciate the historical appearance of the gun. This feature, obviously,
didn't matter for the CAF who were interested in the firepower above all.
Therein they were more than satisfied for the shotgun series had become famous
just for this characteristic. The weakness of the shotgun is in the unbearably
high recoil. This was successfully eliminated by the use of revolutionary
system of force field based cushioning. Thus the shooting is comfortable,
accurate and the soldiers appreciate the feeling of a sturdy weapon in their
hands. Unlike heavier weapons this gun does not limit the shooter's mobility
and therefore creates a suitable accessory for fighting tough targets.
Comment: Great damage but no autoshot ability. Give these to soldiers who have
high accuracy for snap shots. Funny thing about this 'shotgun' though is that
it works great at long range too.
---------------
Rocket Launcher
---------------
Accuracy: 170
Price: 18000
Production Difficulty: None, buy it
The Rocket Launcher is a portable infantry carried launcher for various kinds
of rockets. Its weight makes it necessary for the weapon to be borne on the
left shoulder. A scope is also available allowing the sight to zoom up to 4x
and display the essential firing data using a special computer. The front
segment of the launching tube can be retracted making it more compact for
storage. The weapon when in this configuration it is shorter than the rockets
used as ammunition. Five inch rockets are used as ammo and thanks to their
modular conception, warheads of various effects may be fabricated. The rockets
flight is powered by two distinct stages using solid fuel. The first stage
burns out in the launching tube itself blasting the rocket off. The second
stage is constructed to ignite a safe distance from the shooter keeping him out
of danger. Accuracy of this weapon is impeccable, but aiming is rather slow.
Although a shooter can only bear a finite amount of ammo, which is to be
reloaded after every single shot, this weapon's tactical advantage remains in
the versatility of the warheads.
Comment: Makes the wielder extremely slow and takes up a lot of time units to
shoot, but it's the best explosive weapon you have early on and the only way
you can stun units with until the development of the stun grenade.
----------------
Explosive Rocket
----------------
Accuracy: 170
Damage: 85
Capacity: 1
Price: 420
Production Difficulty: None, buy it
The Explosive Rocket is the elementary missile of the infantry for use against
multiple targets. It serves as ammunition for the 5-inch Rocket Launcher, which
has to be unfolded in advance, for its length, is shorter than that of the
rocket when it is assembled for transportation. As any other rockets designed
for this kind of weapon, the Explosive Rocket comprises of two propel stages
using new-generation solid fuels and a warhead. The rear stage is 5-inch in
diameter as well as the warhead and contains a special booster charge creating
the initial pulse that propels the rocket out of the launching tube. This
stage is also equipped with a set of fins that are deployed in flight to
stabilize the missile in air. The main sustaining rocket motor, situated in
the second stage is to be ignited at a safe distance from the operator
protecting him thus from the dangerous exhaust gases arising during the burning
process. The warhead is aerodynamically shaped and bears the explosive payload.
The original fragmentation filling has been relinquished and supplanted by more
efficient gel fuel-air explosive known for its remarkably strong blast-wave at
detonation, which has proven significantly more deadly than the fragmentation
weapons. In order to make the ammunition rockets apparently distinctive, each
of them has been assigned a particular color - in case of the Explosive Rockets
it's red. The Explosive Rocket is a valuable means of clearing up the
battlefield, even though the fire time is rather slow.
Comments: Goes boom
----------------
Ignitable Rocket
----------------
Accuracy: 170
Damage: 95
Capacity: 1
Price: 1400
Production Difficulty: Easy
The Ignitable Rocket is a missile capable of contaminating vast areas with
fire. In fact, it is something like the next step in the development of the
Chemical Rocket. Fire has been known to pose a great threat to the alien
units, especially those that have been made up of organic warriors using
chemical substances as their essential natural weapon. An intense heat-up
causes a massive breakdown of their internal balance eventually leading to
their death that is brought on by their own combat toxins, as a matter of fact.
For this reason the CAF has designed this rocket that is yet more universal
than her chemical sister. The construction copies the previous models except
for the special warhead and a yellow color designation that make this rocket
unique. The active ingredient's distribution is provided by a computer-
controlled explosion that assures its even dispersal. Once the ingredient is
deployed its adhesive granule particles self-ignite in less than 0.1s due to
their reaction with atmospheric oxygen. The internal temperatures of the
following fire can reach up to 2300K which makes the Ignitable Rocket even more
imposing form of ammunition than the Explosive Rocket. It is understandable
that these rockets must be operated with caution, as even our armor is not of
much help against the hell-like conditions arisen in the area of effect. The
inflammable substances have always been a horrendous weapon. It has been
plentifully used in human history as well. Now we think that it is time the
aliens were given a lesson in human warfare.
Comments: Never used, but probably useful against enemies weak to fire.
---------------
Chemical Rocket
---------------
Accuracy: 170
Damage: 95
Capacity: 1
Price: 1400
Production Difficulty: Easy
The Chemical Rocket is a missile bearing aggressive chemical agents designed to
either contaminate the enemy territory or the enemy warriors themselves. The
substance inside is much like its alien equivalent composed of both acidic
ingredients and an intensively poisonous chemical that can cause death even
through skin upon which it is easily delivered once the caustic agent has
penetrated the armor. Sure enough, much greater effects are achieved, if the
agent strikes blood or airways directly. Either way it causes a very painful
death. For this and other reasons the chemical weapon agents have been long
considered an inhumane means of killing and prohibited by the Interplanetary
Council for Humanity. Nevertheless, the tremendous supremacy of the aliens to
us in the area of biochemistry, forced our political leaders to change their
mind about this means of war and permit them as a temporary resort which would
be at least a little help to save humankind. A rocket has proven an effective
means of delivery for these chemical weapon agents as it can reach even distant
targets and prevent the aliens from possible reprisal. The Chemical Rocket is
not much unlike the previous models and hence it uses green-colored striping
for distinction. This kind of ammo has turned out to be extremely effective
against the organic alien units. However, for its dangerousness it is
necessary that they're used in conjunction with appropriate protective suits
that can ensure the shooter's safety.
Comments: Never used, but probably useful against enemies weak to chemicals.
-----------
Stun Rocket
-----------
Accuracy: 160
Damage: 70
Capacity: 1
Price: 1500
Production Difficulty: None, buy it
The Stun Rocket is a combat missile of apparent purpose - to knock out the
enemy. The CAF soldiers can use this kind of rocket to obtain specimens of new
alien warriors for study. There are no significant changes in design as far as
the delivery system is concerned. The difference is in the warhead. In order
to ensure an easy distinction from the other ammo the Stun Rocked has been
marked with a blue color. The stun effects are based on a combination of
multiple factors. Stunning of the organic targets is provided by extreme noise
(195dB of high-frequency sound), light (56 mil. cd) and dispersal of a
paralyzing substance. Machines, on the other hand, are disabled by an EMP.
Once a Stun Rocket is launched, it automatically transmits an encoded warning
signal causing all CAF helmets in close proximity to make the necessary
adjustments protecting the CAF soldiers and electronics from the adverse
effects of the Stun Rocket's explosion. (i.e.: field for view on the CAF
helmets is darkened, audio input is decreased, etc.). Similar precautions are
taken by the endangered vehicles and machinery. (e.g.: the electronics are
temporarily disabled). The rocket is able to reliably stun any man and we can
assume that it will have the same effects on most alien units. Nevertheless,
we can't be sure until it's tested on them. Without the aid of the Stun Rocket
we would be hardly able to ever arrest any dangerous alien warrior. The
knowledge of alien soldiers will certainly be necessary in furthering our
scientific research.
Comments: Keep one or two for early on stunning of alien commanders for
research.
------------
Flamethrower
------------
Accuracy: 120
Damage: 130!
Capacity: 6
Price: 40000
Production Difficulty: Doable
The Flamethrower is an effective destructive weapon intended to be used mainly
against living organisms yet it can be used to fight armored machinery as well.
The greatest efficiency is achieved in close-in combat, where the effects are
most formidable. The flamethrower's fuel is most often napalm or gasoline,
which feeds the "eternal flame" at the end of the muzzle, when in standby mode.
Once the gun is triggered, strong fuel flow is propelled to the muzzle by
compressed nitrogen, dispersed and eventually ignited forming a destructive
infernal cloud. The cylinders containing the fuel and the compressed nitrogen
are worn on the operator's back. The flamethrower's disadvantage is the short
range of fire.
Comments: Slow and extremely short range, hard to use but high damage. Kills
things weak to fire in 1 shot.
--------
Chemogun
--------
Accuracy: 120
Damage: 130!
Capacity: 8
Price: 40000
Production Difficulty: Doable
The Chemogun is another excellent weapon designated for fighting organic
enemies. The weapon shoots out a needle-thin extremely fast stream of chemical
agent that is composed of various constituents. In fact, it is a sophisticated
mixture of both highly caustic substances and nerve toxins causing virtually
instantaneous death to the enemy warriors. The components have been carefully
selected to be able to penetrate the widest variety of alien armors and kill
the most effectively. As evidence suggests, we have been successful and our
detailed research of both the alien armors and physiology has borne its fruit.
Once the gun is activated the mixture is continuously pushed out by a fierce
gas-producing cyclic chemical reaction that runs at the weapon's back and is
sustained with an energy stream from an adjacent portable mini-ion-reactor.
This allows the strongly caustic stream of liquid to come out at impressive
speeds so that it can corrode the armors of the enemy and deliver the toxins.
Interestingly enough, the combination of causticity with high speed alone had
proven so destructive, that we were unable to find a material for the weapon's
muzzle that would withstand both these destructive factors ourselves and had to
come up with another solution. Thus in the weapon's current design the muzzle
is constantly etched and rebuilt at the same time and the Chemogun's integrity
is maintained. Thanks to its efficiency, the Chemogun is especially useful
against numerous alien troops.
Comments: Send in a heavily armored trooper into a tiny room and watch this guy
kill all the aliens inside. For other times, have the guy use a different gun
and keep this in the backpack.
----------------
Laser Technology
----------------
Laser based guns make use of a strong energy ray to destroy a target. A
chemical laser capable of sustaining a strong enough ray for a sufficient
period of time has been the sole technology used in laser weaponry so far. But
now our scientists have come up with an entirely new solution eliminating the
main disadvantage the chemical lasers had, a bulky size. This prevented ground
soldiers from being able to use laser weapons easily in combat. CAF scientists
managed to create a unique red-colored crystal laser, light enough to be
powered up by a small portable battery pack. The weapon's body is composed of
several pulse generators linked up together in order to charge the ray
gradually. This special process earned this laser the nickname "HELL" as an
abbreviation for High Energy Linked Laser. The efficiency is nearly 5 times
higher in comparison to the bulkier previous generation.
Comments: Unlike UFO Defense, lasers actually require clips, which drastically
reduces their usefulness.
------------
Laser Pistol
------------
Accuracy: 130
Damage: 50
Capacity: 12
Price: 4000
Production Difficulty: Easy
LG-707 is a light and compact personal laser pistol, emitting strong laser
beam. The damage is relatively low and it is only suitable against targets with
little protection. The absence of weapon kickback is a real advantage, giving
the soldier greater control and accuracy in contrast to common projectile
weapons. The accumulator is located in upper part of the weapon, supplying the
laser emitter.
Comments: Lazars go PEW PEW!!!
-----------
Laser Rifle
-----------
Accuracy: 160
Damage: 65
Capacity: 20
Price: 12000
Production Difficulty: Doable
LG-1202 is an attack laser rifle tailored to fulfill a design request of the
Counter Alien Forces demanding a light, accurate and efficient laser weapon
with the ability to fire auto shots. The laser emitters are protected by a
chassis made of durable alloys. The accumulator is located in the central part
of the gun. During product testing, some problems with accumulator overheating
appeared. Because of this, the laser strength had to be reduced, however the
beam strength should be enough for puncturing most known infantry armor types.
Comments: Good accuracy and decent damage for early on, but don't make too many
of these since you'll be going through clips extremely fast and early on you
can't afford to waste too much manufacturing time on them.
-----------
Heavy Laser
-----------
Accuracy: 155
Damage: 95
Capacity: 9
Price: 18000
Production Difficulty: Doable
LG-2303 is a heavy laser infantry weapon made by Star Light Systems Ltd. It
features reinforced durable construction and is carried across the front of the
body. The gun is aimed by the left hand and shots are triggered by the right.
The sturdy muzzle made of light alloys projects an extremely powerful laser
beam. The cooling system, centralized beneath the grip for balance, is
necessary to prevent overheating of the accumulator while in auto-cannon mode.
A high capacity battery accumulator is located at the rear of the gun.
Comments: Wow, a heavy weapon with autofire mode, how interesting. Too bad
the clip size is extremely small.
Mzuz tells us: I found great success with heavy lasers, they would take out
destroyers in 2-4 shots consistantly on normal.
This makes them more useful than plasma rifles then.
-----------------
Plasma Technology
-----------------
The Plasma weapons originate from the aliens. Plasma is estimated to make up
over 99% of the visible universe and yet the humans keep failing to harness its
power to create plasma-based weapons. Plasma is defined as a state of matter
for which a presence of free-moving electrons and ions exist, along with a high
temperature level. Plasma can contain a big amount of energy and can be
controlled by the Maxwell-Boltzman electromagnetic field. The trouble is that
if the environment is unable to sustain the high-energy state then the charged
particles tend to recombine and turn the plasma back into ordinary matter. The
aliens seem to have been able to keep the high temperature plasma using force
fields created by the Avonium particles. When such a plasma shot hits its
target the fields holding the contents together are breached allowing the
plasma inside to escape. Consequences are then most devastating.
Comments: Plasma used to be the best you can get in UFO Defense, but here its
pretty worthless as there are lots of enemies who are highly resistant to it.
-------------
Plasma Pistol
-------------
Accuracy: 120
Damage: 55
Capacity: 18
Price: 5000
Production Difficulty: Easy
The Plasma pistol is a compact alien weapon. Our scientists have reverse
engineered the plasma weapons and have written this brief analysis of the
underlying technology in layman's terms. The plasma weapon is fed by a small
magazine containing the raw plasma chemical agent which is held in stasis by an
electromagnetic field. When the trigger is pressed, the electromagnetic field
is interrupted for a fraction of a second allowing the plasma to enter an
acceleration chamber. From there a plasma concentrator module compresses the
plasma and simultaneously mixes a small amount of avonium with the plasma. The
plasma instantly melts the avonium element down, causing a chemically triggered
explosion. This explosion forces the plasma down the acceleration chamber and
out of the muzzle at a velocity of 3km/sec. A nice feature of these weapons is
that the current state of ammunition is indicated on the chassis, allowing the
soldier to quickly view their ammo status.
Comments: Why do pistols even exist?
------------
Plasma Rifle
------------
Accuracy: 140
Damage: 80
Capacity: 30
Price: 12000
Production Difficulty: Doable
The plasma rifle is a standard issue alien weapon and its core technology is
the backbone of the alien ground attack arsenal. In contrast to the plasma
pistol, the plasma rifle has a bigger acceleration chamber. The extended
chamber allows for more plasma and a higher acceleration velocity, which
subsequently causes more damage. Aiming this weapon is quite difficult for
humans although the adjustable stock seems to aid in this process. The
superheated plasma bursts achieve a muzzle velocity of 3.5 km/sec, and are very
destructive to any material in its path.
Comments: Pretty decent weapon for a while until you get ion.
------------
Heavy Plasma
------------
Accuracy: 140
Damage: 110
Capacity: 12
Price: 20000
Production Difficulty: Doable
The heavy plasma is the strongest weapon in the plasma infantry series. Some
alien soldiers seem to be wearing stronger armor than what we originally
encountered in early battles. Many of our standard issue weapons seem to be
obsolete as far as damage is concerned against this new armor type. Fortunately
the heavy plasma was researched and provides sufficient damage to pierce all
newly used alien armors. The heavy plasma is based on the plasma rifle
technology with a few modifications. The heavy plasma is larger and more
cumbersome compared to the plasma rifle, due to its robust acceleration chamber
that can now take more plasma, thus delivering more damage to the target. The
weight of this powerful weapon means it has to be carried low across the body
and requires a stabilizing handle located over the central pivot point. CAF
engineers attempted to enable auto-shot mode in prototypes of this weapon but
the acceleration chamber was unable to bear the extreme heat. After many
attempts the acceleration chamber continually ruptured despite the improved
cooling system and auto-shot mode had to be abandoned.
Comments: No autofire, nuff said. (BTW, what's a plasma infantry (see
description)? :P)
--------------
Ion Technology
--------------
Ion Technology-based weapons in general operate using ion generators that
ionize inner gas to high levels and use the discharged matter for various
purposes. This discharge can cause burns and even death to living targets, and
adverse effects to electronics if sufficient intensity is achieved. The
intensity of the discharge mostly depends on the volume of ionized gas which
the gun is able to store. However, the bigger the gun is, the less suitable it
is as a handheld weapon and the longer it takes to charge. For this reason,
there has been much quarrelling amongst our scientists concerning whether ion
gun designs should be more focused on power of discharge, or on their
serviceability as handheld weapons. It has been suggested that we equip air-
fighters and combat tanks with the heavier ion guns, so as to fully utilize the
potential of this technology. Quite recently, a project has also been proposed
to apply ion technology in the area of protective shields. This idea evoked
certain agitation among our engineers, as it was an entirely new way of
designing shields. Despite the fact that some think this idea has no future,
others say it may pave the way for an new generation of extremely powerful
protective shields.
Comments: Ion rocks, does good damage and has decent clip size and accuracy.
----------
Ion Pistol
----------
Accuracy: 125
Damage: 65
Capacity: 13
Price: 8000
Production Difficulty: Doable
The Ion Pistol is a light compact handheld weapon designed for use against
enemy soldiers and light machines. The pistol's core is composed of an ion
generator which ionizes the gas filling inside. These produced ions are then
stored in the barrel until their tension is strong enough to burst through the
disruptive strength and spring out as an electric discharge which looks similar
to lightning as it comes out of the weapon. The gun destroys electronics
effectively and the discharge burns and shocks living targets. Although the Ion
Pistol is a short-range weapon we expect it to become a favorite personal gun
because of its light weight and effectiveness.
Commments: Actually useable for soldiers who don't have the requirements for
the rifle. They are better off throwing grenades though, but this is a good
backup once they run out.
---------
Ion Rifle
---------
Accuracy: 145
Damage: 100
Capacity: 20
Price: 20000
Production Difficulty: Hard
The Ion Rifle is more robust version of the Ion Pistol. A larger chamber and
more intensive ion accumulation in the barrel provide faster charging and
longer shot-range. Furthermore, the Ion Rifle does not only pose threat to
living organisms, but to light-shielded electronics as well. Thanks to the
extraordinary performance of the new ion generator implying faster ion
production, the efficiency has increased enough for an auto-shot mode to be
tacked on. With this feature the Ion Rifle is an immensely devastating weapon,
and is certainly going to find a favored place among our equipment load outs.
Comments: Sleek and effective makes this a great weapon, a couple of shots will
kill a destroyer and just about anything else.
---------
Heavy Ion
---------
Accuracy: 145
Damage: 120
Capacity: 9
Price: 30000
Production Difficulty: Hard
The Ion Heavy is a heavier handheld weapon based on the Ion Technology. Unlike
the previous Ion Rifle this model has an even bigger ion generator which is
capable of generating and sustaining electrical charge for a short period of
time. Once the charge is generated it is immediately fed to the barrel where
it bridges over the barrier layer and to the target while manifesting itself as
lightning. The effects on living organisms are almost one hundred percent
lethal and as far as electronics are concerned, not even strong shielding is
much help against its destructive power. The disadvantage of the Ion Heavy is
the slow charge up time, which removes the ability of an auto shot mode.
Nevertheless this weapon has gained an irreplaceable post in our arsenal.
Comments: No autofire, high time consumption for shooting (aimed shot takes
~60% of your AP!!!), all that for only 20 more damage per shot? Avoid.
---------------
AKEW Technology
---------------
Akew technology came into existence as a merger of the Plasma and Laser
technologies. The main unit is made of a pulse generator and a strong
superconductive coil that compresses plasma to a density close to that of the
core of the Sun. The weight of the coil can make the weapon unbalanced and it
is not easily wielded.
Comments: While AKEW sounds cool, the low clip sizes make this really annoying.
-----------
AKEW Pistol
-----------
Accuracy: 125
Damage: 80! (Noisy cricket levels of damage!)
Capacity: 7
Price: 20000
Production Difficulty: Hard
Akew pistol is a personal weapon used for a close fight. The magazine is
located in the central part of the weapon. The powerful new generation
accumulator is embedded in the grip handle. Rear part of the weapon contains
pulse generator, generating pulses into a coil. Despite the powerful
accumulator, the magazine is limited to just a few shots, but the power of the
punch exceeds that of the plasma rifle.
Comments: Pretty darn good damage for a pistol, comes at a cost of only 7 shots
per clip.
----------
AKEW Rifle
----------
Accuracy: 155
Damage: 125
Capacity: 15
Price: 40000
Production Difficulty: Intense
Akew rifle is the bigger sister of the Akew pistol. The construction is very
similar however in contrast to its predecessor the acceleration chamber was
inserted between magazine and the coil so the weapons power was strongly
increased. This makes the Akew rifle one of the most compact weapons combining
auto shot capability, decent accuracy, destructive firepower and a comfortable
amount of ammo in the magazine.
Comments: Good rifle, mixing your soldiers with this and ion will last you
until EEEW tech comes around.
---------------
EEEW Technology
---------------
Thanks to an intensive research the plasma particles accelerating solenoids
based on the AKEW technology have been completely redesigned. Now the plasma
fireball has an additive angular momentum, which creates a strong
electromagnetic field around it. The bulkier the fireball is, the greater the
effects are. When a certain volume is achieved the plasma is thickened up
enough to trigger a nuclear fusion inside, leading to an even more destructive
impact. Furthermore, the electromagnetic field has an adverse affect on all
electronics in the vicinity, similar to an EMP. This disrupts the electronic
alien technology that a shot passes by. There are some disadvantages of the
EEEW. For instance, significantly more plasma is required per shot as well as
the need for a larger coil. This prevents us from miniaturizing these types of
weapons and making them any more compact.
Comments: Great stuff.
----------
EEEW Rifle
----------
Accuracy: 160
Damage: 130
Capacity: 16
Price: 30000
Production Difficulty: Hard
EEEW Rifle is by far the most compact EEEW weapon. It is a hybrid of the AKEW
Rifle with an enlarged chamber, bigger plasma dose and a completely redesigned
acceleration coil. The control mechanism has been improved as well. A built-
in CPU regulates the field generated by the acceleration coil in order to
achieve a periodical pulse sequence, giving the plasma ball the desired angular
momentum. Then, as a result of the rotation the plasma's density is
dramatically increased which supports the nuclear fusion inside. Along with
the density increase the plasma fireball begins to emit electromagnetic
radiation harmful to all electronic machinery. For this reason the rifle is
reliably shielded preventing it from endangering our own equipment. An
efficient gun with the added benefit of the electronic jamming effect, the EEEW
Rifle is especially suitable for use against medium to heavy-armored targets
incorporating sophisticated electronics within.
Comments: Clip size takes up 2 slots and you only get 16 shots per clip, but
other than that this is a great weapon.
-------------------
Particle Technology
-------------------
Particle weapons in general derive benefit from a beam of charged particles
(i.e. electrons, protons or ions) accelerated to high speeds by an
electromagnetic field by a linear accelerator. Thanks to its tremendous energy
a particle stream is capable of fierce heating, melting or directly vaporizing
the target. As a particle source, plasma made of virtually whatever matter may
serve. The heavier the plasma ions are, the greater the destructive powers it
can deliver. Disadvantages of heavy particle plasma lie in the difficulties
connected with accelerating it to acceptable speeds which allow for longer
flight distances, and ultimately a weapons effective range.
Comments: Best weapon tech period.
---------------
Particle Pistol
---------------
Accuracy: 140
Damage: 100! (That's a LOT of damage for a weapon that has no str reqs)
Capacity: 18
Price: 25000
Production Difficulty: Doable
The most elementary utilization of the Particle Technology is the Particle
Pistol. In order to meet the requirements for a weapon compact and light at
the same time we had to reduce the main particle accelerator as the biggest
component of the gun. The ensuing performance drop has been dealt with by the
usage of light-particle plasma along with the elongated charging delay. A
direct hit by a Particle Pistol's shot melts down the armor and in case of an
unprotected living organism it causes bad burns or even death. The Particle
Pistol is a short-range weapon. For both its small size and deadliness we
expect the Particle Pistol to soon become a weapon of choice for our soldiers.
Comments: Pistols are still more useless than rifles, but if you have to use
one, might as well use the best.
--------------
Particle Rifle
--------------
Accuracy: 180
Damage: 145
Capacity: 30
Price: 30000
Production Difficulty: Hard
The Particle Rifle is a more advanced implementation of the Particle
Technology. Unlike the Particle Pistol this gun is equipped with a more
powerful accelerator giving the weapon the ability to make use of denser plasma
as a particle source. The destructive power has thus risen accordingly.
Another enhancement was the acceleration chamber's extension implying a heavier
eventual mass of a shot associated with a longer firing range. Furthermore
improved accuracy has been achieved due to the use of a longer barrel. All
these features make the Particle Rifle a good choice for missions where tough
resistance is expected.
Comments: A whooping 30 rounds per clip and insane damage. The only reason why
you wouldn't use this is because you don't have enough rifles/clips to go
around.
--------------------
Defense Grenade G-25
--------------------
Accuracy: 125
Damage: 85
Price: 500
Production Difficulty: None, buy it
The G-25 is a powerful defensive fragmentation grenade. For the purposes of
the CAF it was chosen along with other devices for the effect it had on tough
targets. It can be used against both heavy armored persons and lightly armored
vehicles. It is equipped with a fuse that allows switching between impact and
timed mode. The G-25 is a highly reliable grenade. The explosive ingredient
ATHX creates a strong blast wave it projects several heavy jagged fragments
with great efficiency. The G-25 is pre-fragmented to ensure a reliable
formation of these shreds and their proper spreading. Although the casualty
producing radius of the Defense Grenade is quite small because of the limited
number of fragments within, the shock wave along with the casing fragments
provide a significant devastating effect on a target. The grenade is suitable
especially for close quarter fights in or around buildings, as opposed to in
open, spacious areas.
Comments: Basic grenade, good damage and great for blowing up walls. Always
pack a few.
------------
Stun Grenade
------------
Accuracy: 105
Damage: 60
Price: 420
Production Difficulty: Easy
The Stun Grenade is designed for stunning aliens for their capture. The Stun
Rocket has been shown to be effective on the battlefield, however it also
proves quite cumbersome. The Stun Grenade was designed in response to demand
by soldiers for a portable stun weapon. The stunning effect on organic targets
is produced by a combination of extreme noise (185dB high-frequency sound),
light (50 mil. cd) and the dispersal of a paralyzing substance. The effect on
machines, on the other hand, is disablement caused by an EMP. Once a Stun
Grenade is thrown, it automatically transmits an encoded warning signal which
causes all CAF helmets in close proximity to make the necessary adjustments to
protect CAF soldiers and electronics from the effects of the explosion. (e.g.:
the view field of the CAF helmets is darkened, audio input is decreased, etc.).
Similar precautions are made for vehicles and machinery within the vicinity.
(e.g.: electronics systems are temporarily disabled, etc.) The introduction of
the Stun Grenade has considerably expanded our units' abilities. Although a
short-range weapon, thanks to its compactness and efficiency, the Stun Grenade
is more than a mere complement to the Stun Rocket, and is particularly
impactful when used in urban areas.
Comments: Bigger area of effect than the stun rocket, not to mention takes up a
heck less space and you can throw more per turn, what's not to love about this.
Each soldier should carry at least 2 once this is researched for commander
capturing.
--------------
Plasma Grenade
--------------
Accuracy: 110
Damage: 110
Price: 2800
Production Difficulty: Easy
The Peggy is a powerful alien grenade. The nickname originated by our soldiers
as an abbreviation for PG, meaning Plasma Grenade. The weapon is very easy to
use and famous for its remarkable reliability. The core consists of a small
alien fuel cell that is purposely unstable. At detonation the energetic gas
within is turned into high temperature plasma. The outer shells perforation
helps the plasma dispersion. The lab tests have confirmed the field
observation that the blast wave generated can pierce armor and the plasma
itself causes some very painful burns. Equipment can also be damaged by the
plasma's effects as well. Fortunately, the armor of our combat vehicles is
strong enough to prevent the plasma from penetrating and thus endangering the
electronics inside. A little jut on the grenade's surface is present to make
carrying easier. This alien grenade is far superior to the human-made
grenades. Its effects are distinctive especially when used in close quarters,
where the damage is the most effective.
Comments: OO look, shiny green balls! *alien dies*
-----------------------
Nerve Gas Grenade G-12N
-----------------------
Accuracy: 115
Damage: 70
Price: 800
Production Difficulty: Easy
G-12N is a nerve gas filled grenade. Following the results of our intensive
research of various alien species physiology we have been able to develop a
substance which attacks their nervous system directly. This grenade's body
contains the nerve gas NW under an explosive cover that is activated when the
grenade hits. Thanks to this configuration the gas dispersion is quick and
even. Aspiration paralyses the nervous system of the victim and causes
uncontrolled muscle constriction resulting in physical agony and eventually
death. High concentrations may even cause an immediate heart failure. The
death is virtually instant. Even small concentrations make fighting
impossible, though, as the victim is not capable of aiming. Humans appear to
be quite resistant against this gas, yet not immune and high doses can be
lethal. This grenade provides us with a means to partially eliminate the
technical advantage the aliens have over us, but it is only effective against
unprotected organic targets. We must proceed with caution when using this
weapon in inhabited areas where civilians may be put in danger.
Comments: Never used this much, slow killing grenades don't seem that great to
me.
-------------------------
Advanced Chemical Grenade
-------------------------
Accuracy: 115
Damage: 80
Price: 1000
Production Difficulty: Easy
The G-13A is a grenade containing nerve gas which is an improved version of the
NW gas. Our newly gained intelligence and progress in combat gas research
allowed our engineers to improve the previous grenade G-12N. The main
distinction between the G-13A and its predecessor is the usage of a strong
caustic component. The grenade's body contains the nerve gas ANNA (Advanced
Nerve Neutralizing Agent) enriched with the acid-based admixtures hidden under
the explosive cover that is activated by impact. The gas dispersion is quick
and even. The vaporized acid solution compromises the enemy's armor, thus
allowing the nerve gas to penetrate. During our experiments the grenade
repeatedly succeeded in getting through all the catalogued helmets the aliens
wore. The ANNA has proven nearly 2.5 times as efficient as the NW. You are
not advised to use this grenade without an appropriate protective suit because
of its extraordinary danger to humans as well. If all the safety rules are
observed, however, this weapon may be an effective means to defeat a platoon of
alien soldiers.
Comments: See above. For a platoon of soldiers, I'd prefer to blow them up
with a...
--------------
Stasis Grenade
--------------
Accuracy: 120
Damage: 140!
Price: 4000
Production Difficulty: Easy
The Stasia is the most powerful grenade of the aliens. Its technology
overcomes anything and everything the humans have so far constructed in the
area of military explosives. Interestingly enough, the Stasis Grenade does not
even contain an explosive. In fact it uses a stasis field to surround a
miniaturized plasma-enriched thermonuclear explosion in advance conserving thus
its destructive powers for the moment the grenade is activated. The stasis
field makes use of small amount of Avonium for an extreme time deceleration in
the confines of the grenade. Once the grenade is detonated, the time field
collapses and unleashes the horrible hell inside. An experimental explosion in
our laboratories managed to ruin the whole testing room leaving nothing but the
most resistant combat vehicles behind. The Stasia poses a great threat to our
soldiers. The extent of damage caused by these grenades can only be eliminated
by fighting off the enemy from far distances with heavy tanks while having the
soldiers strategically deployed outside the effective range of the Stasia.
Comments: Highest area of effect and best damage grenade, a few of these can
kill just about anything, great to have.
--------
Stimpack
--------
Capacity: 35
Price: 120
Production Difficulty: None, buy this
Stimpack is a compact standard first-aid-kit increasing a soldier's odds for
survival. All CAF armors incorporate essential functions sustaining the
wearer's life in case of injury. Their most significant advantage is the
immediate reaction, which usually eliminates an imminent threat of death. The
provided aid is only basic and more serious injuries must be further treated.
The Stimpack is the staple of such treatment. With the aid of a Stimpack, pain
can be subdued, bleeding stopped and the user's health state generally
stabilized. One of the biggest advantages this healing device has is its
compactness implying that it can be used even when carrying considerable
amounts of equipment. However, its capacity is therefore rather limited and
more serious injuries are thus out of reach from being treated by a Stimpack.
For this reason it is quite obvious that we are going to need something more
substantial to be carried into the field of battle. Nevertheless, the Stimpack
remains the very basic means of first-aid treatment and it should not be absent
in any soldier's equipment.
Comments: Always carry at least one or per soldier. Let the medpacks heal up
the critical wounds and fill up the hp loss with this baby instead.
------
Medkit
------
Capacity: 50
Price: 40000
Production Difficulty: Doable
Medikit is a healing device designed for immediate use in fight. It can deal
with considerably wider variety of injuries than its compact predecessor, the
Stimpack. Our combat experience revealed the limitation of the Stimpack to
treating casual injuries. Its disability to treat a kind of more serious injury
threatened the fighting capacity of our troops. Now, we have a more thorough
solution. A thorough examination of a captured alien provided our scientists
with new intelligence eventually leading into an entire revolution in field
medicine. The aliens proved capable of employing stem cells in order to
quickly and effectively repair damaged tissues. Something we had long applied
yet it had required both hospital conditions and a very long time. The direst
injuries still require an equipped infirmary, however, the new Medikits based
upon the newly obtained alien stem-cells technology are coping with most wounds
remarkably well. The device incorporates a quality vital-functions' analyzer,
encompassing genetic data of all soldiers on duty for a time being. It is
easily operated, without any need of medical knowledge. The stem-cells are
directly applied to a wound. The medikit sees to it that they have been
properly adjusted to focus on the damaged parts of the body. Unfortunately, the
amount of stem-cells in a Medikit is limited. The Medikit is a revolutionary
and highly effective solution for treating serious injuries during fight.
Comments: Get this as early as possible and use it to treat critical wounds.
---------------
Advanced Medkit
---------------
Capacity: 70
Price: 60000
Production Difficulty: Hard
The Advanced Medikit is an advanced healing device designed for immediate use
in combat. It can deal with significantly wider variety of injuries than its
predecessor. Although the first Medikit meant a revolution in medical scope,
employment of more and more powerful weapons by the aliens has exposed its
shortcomings. Above all, the stem-cells treatment capacity was not
satisfactory. After extensive research this has been solved, although not
easily achieved as a variety of sustaining mechanisms had to be employed. The
application methods have been improved as well so the healing process is now
significantly faster. The capacity increase meant inevitably a larger total
mass of the device; this is a minor price to pay when considering the new
advantages. One advantage inherited from the original Medikit is the ease of
use. Given our current level of technology we do not expect we will be able to
further improve this device for quite some time. The Advanced Medikit makes
use of the most current knowledge and provides considerably better overall
medical care than its predecessor.
Comments: You get 20 more 'points' of healing than the normal medkit, but if
you use it only to treat critical wounds and use stimpacks to fill up blood,
you do not need to get this right away.
-------------------------------------------------------------------------------
5.4 Aircrafts
-------------------------------------------------------------------------------
You need these to shoot down UFOs and to send troops to collect them.
------
Raptor
------
Armor: 90
Speed: 2200
Fuel: 25000
Monthly Cost: 60000
Price: 180000
Production Difficulty: None, buy them
The Raptor is an air superiority fighter built by the renowned Richarius
Fighter Planes Company. Although the Raptor is an excellent fighter, it had
long served only as a police accessory. However, after the threat of alien
attack arose, CAF authorities immediately required a fast and highly
maneuverable interceptor for use against alien vessels. The Raptor was just
the thing. It fulfils CAF's demands on the speed, range, maneuverability and
above all shield generator can be tacked on. The Raptor has been designed to
carry air-to-air missiles and have high rates of fire from the CX-100 cannon.
Comments: The basic slow and useless fighter plane you start off with, watching
this thing chase a scout across the globe only to turn back since you are low
on fuel is really frustrating.
---------
Lightning
---------
Armor: 150
Speed: 2400
Fuel: 27000
Monthly Cost: 80000
Price: 240000
Production Difficulty: Doable
The Lightning is an advanced fighter aircraft of the CAF forces intended for
averting the alien impact on Esperanza. The fuselage is made of a solid alien
alloy. The Lightning has two advanced Pulse Detonation engines that have
enabled an increase to the in flight top speed however, due to the heavy alien
alloys forming the crafts fuselage, the speed increase hasn't been remarkable.
The Lightning has been designed to carry air-to-air missiles for a long range
attack and a cannon to counteract alien vessels at close range.
Comments: You'll be using this for a while since there's a gap between this
fighter and the next 2.
------------
Stormbringer
------------
Armor: 200
Speed: 2650
Fuel: 29500
Monthly Cost: 100000
Price: 360000
Production Difficulty: Hard
After some technical and mechanical obstacles we have finally managed to design
a second-generation aircraft fighter, the Stormbringer. It is fitted with 2
modified alien gravity engines which results in increased maximum speed, great
maneuverability and faster climb rate then the Lightning. The usage of the
gravity engines allows the aircraft to turn tightly, and perform dog fighting
maneuvers such as the J-Turn. The fuselage is made of solid alien alloys
consisting of two layers. The Stormbringer has been designed to carry air-to-
air missiles for long range and a cannon for up close combat.
Comments: The Exterminator is just around the corner so might as well stick
with lightning for a bit longer.
------------
Exterminator
------------
Armor: 240
Speed: 2900
Fuel: 36000
Monthly Cost: 120000
Price: 540000
Production Difficulty: Hard
The Exterminator is a CAF long distance fighter aircraft developed from its
predecessor the Stormbringer. The Exterminator is fitted with 2 gravity
engines and an alien reactor. The gravity engines guarantee extremely good
maneuverability however it cannot exceed some speed limits that come from the
principles of gravity engines. For this reason a reactor was incorporated into
the power plant systems. The reactor provides additional power that increases
cruise speed and flight range. The fuselage is made of advanced craft armor.
The advanced craft armor provides passive and active protection and consists of
2 layers. Laminated Heavy alien alloys in the outer layer of the armor results
in heavier aircraft weight. The maneuverability of the Exterminator is
slightly reduced compared to the Stormbringer. The Exterminator is designed to
carry air-to-air missiles for long range attack and a cannon to dog fight alien
vessels at close range.
Comments: This is a very nice fighter to use and there's quite a gap between
this plane and the next two so you'll stick with this one for a while.
---------
Nightwolf
---------
Armor: 280
Speed: 3200
Fuel: 29000
Monthly Cost: 140000
Price: 660000
Production Difficulty: Hard
The Nightwolf is a superior air attack fighter. Although the Nightwolf retains
the Exterminator's engines an important improvement was made when ASCEA the
energy accumulator was incorporated into the power plant systems. Its purpose
is to provide a temporary increase in thrust for situations such as take-off or
when intercepting alien vessels. The ASCEA can be charged when the fighter is
in flight or on the ground. ASCEA stores energy in pure electromagnetic form
for the gravity engines. It releases energy when it is important to have as
much thrust as possible. The ability of the fuselage to withstand the stress
and heat from the friction created when the ASCEA activates was a key factor
for the ASCEA utilization. The Nightwolf has been designed to carry air-to-air
missiles for a long range fight and a cannon to counteract alien vessels at
close range.
Comments: Why do they always put two planes so close together in the tech tree,
by the time you finish making enough to use, the ultimate plane will be
available.
------
Jag D1
------
Armor: 350
Speed: 3500
Fuel: 30000
Monthly Cost: 160000
Price: 820000
Production Difficulty: Intense
Jag-D1 is a third-generation ultimate fighter aircraft intended for the air
superiority role. Compared to its predecessors, it features a strengthened
fuselage, a vastly updated cockpit, and a more powerful engine resulting in
superior durability and combat capability. The aircraft's power plant
incorporates a smaller version of the Centaurus engine that combines high speed
and high combat maneuverability. The fuselage is made of extremely solid
Centaurus spaceship alloys. The Jag-D1 is designed to carry air-to-air
missiles in internal bays to avoid decrease of maneuverability, speed and
range. Launching missiles requires opening the weapons bay doors for less than
a second; as the missiles are pushed clear of the airframe by hydraulic arms.
Unfortunately both the price and the construction time of this aircraft-fighter
reflect its quality and are very high as well. The Jag-D1 has been designed to
carry air-to-air missiles for long range attack and a cannon to counteract
alien vessels up close.
Comments: The ultimate plane, make only this once you get the tech.
----------
Red Raider
----------
Armor: 200
Speed: 1900
Fuel: 4000
Places for Units: 8
Monthly Cost: 64000
Price: 260000
Production Difficulty: None, buy it
TA01 Raider is a dual engine tactical air transport that has a main function of
delivering material, weaponry and personnel over long distances. It is the
first generation armored troop transport for the CAF and should remain out of
enemy crafts fire range fire until a ground assault is needed. The Raider is
protected by strong ceramic armor, has good maneuverability, is very durable
and requires little maintenance. The strong ceramic casing inhibits the
transport from reaching satisfactory speed. Due to its slow speed and lack of
offensive weapons, escort protection by interceptors is suggested during flight
time if the Raider is being brought in while alien fighter craft are present.
In the air, the raider is unfortunately just an armored sitting duck. The
ceramic armor will not last long under alien fire. The Raiders load capacity
allows 1 heavy weapon platform and 4 fully equipped soldiers or 8 fully
equipped soldiers. This transport capacity allows the Raider to be used in
smaller conflicts.
Comments: Your basic trooper carrier, no reason to upgrade for a while unless
you want to send more units.
-------
Thunder
-------
Armor: 280
Speed: 2000
Fuel: 42000
Places for Units: 10
Monthly Cost: 110000
Price: 880000
Production Difficulty: Intense
TA02 Thunder is the bigger brother of the TA01 Raider tactical air transport.
It too sports dual engines but is better armored and has a larger payload than
its