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    FAQ/Strategy Guide by RWong

    Version: 0.99 | Updated: 09/28/97 | Printable Version | Search This Guide

    From: Roger Wong <rogerw@bigfoot.com>
    Newsgroups: comp.sys.ibm.pc.games.strategic
    Subject: X-COM Apocalypse Internet FAQ v0.99 [1 of 1]
    Date: Sun, 28 Sep 1997 06:18:11 +0100
    
    [X-COM3-FAQ-v99.txt]
                                The X-COM Apocalypse
                                    Internet FAQ
                                        v0.99
    
                                 September 27, 1997
                  Copyright 1997 Roger Wong. All Rights Reserved.
                                  xcom3@bigfoot.com
    
                                  Visit the website:
                       http://www.khan.org/~roger/games/xcom3
    
    
    DISCLAIMER
    The purpose of this strategy guide is to aid the public with strategies and
    tactics for use in the game X-COM Apocalypse, by Mythos Games Ltd., and
    MicroProse Ltd.  In no way should this strategy guide promote your killing
    yourself, killing others, or killing in any other fashion.
         Roger Wong claims NO responsibility regarding any illegal activity
    concerning this strategy guide, or indirectly related to this strategy
    guide.
    
    TRADEMARK INFORMATION
    X-COM and X-COM Apocalypse are trademarks of MicroProse Ltd., and are so
    acknowledged. All other trademarks are the property of their respective
    holders.
    
    COPYRIGHT NOTICE
    This article is Copyright 1997 by Roger Wong. All rights reserved.
    You are granted the following rights:
    
    I.  To make copies of this work in original form, so long as
          (a) the copies are exact and complete;
          (b) the copies include the copyright notice and these paragraphs
              in their entirety;
          (c) the copies give obvious credit to the author, Roger Wong;
          (d) the copies are in electronic form.
    II. To distribute this work, or copies made under the provisions
        above, so long as
          (a) this is the original work and not a derivative form;
          (b) you do not charge a fee for copying or for distribution;
          (c) you ensure that the distributed form includes the copyright
              notice, this paragraph, the disclaimer of warranty in
              their entirety and credit to the author;
          (d) the distributed form is not in an electronic magazine or
              within computer software (prior explicit permission may be
              obtained from Roger Wong);
          (e) the distributed form is the NEWEST version of the article to
              the best of the knowledge of the distributor;
          (f) the distributed form is electronic.
    
            You may not distribute this work by any non-electronic media,
    including but not limited to books, newsletters, magazines, manuals,
    catalogs, and speech.  You may not distribute this work in electronic
    magazines or within computer software without prior written explicit
    permission.  These rights are temporary and revocable upon written, oral,
    or other notice by Roger Wong. This copyright notice shall be governed by
    the laws of the state of Texas.
            If you would like additional rights beyond those granted above,
    write to the author at "rogerw@bigfoot.com" on the Internet.
    
    
                                 Table of Contents
    
    1. INTRODUCTION
     1.1 FOREWORD
     1.2 ABOUT THE APOCALYPSE FAQ
     1.3 ABOUT THE AUTHOR
     1.4 GETTING THE APOCALYPSE FAQ
       1.4.1 Email
       1.4.2 World-wide Web
       1.4.3 Usenet Newsgroups
     1.5 NOTIFICATION OF UPDATES AND REVISIONS
     1.6 CONTRIBUTING TO THE APOCALYPSE FAQ
     1.7 ACKNOWLEDGEMENTS AND CREDITS
     1.8 ACCURATE INFORMATION
    
    
    2. QUICK HELP
     2.1 X-COM APOCALYPSE IS ALL ABOUT SEX
     2.2 QUICK AND DIRTY CITYSCAPE SOLUTIONS
       2.2.1 Help, I want the cheat keys!
       2.2.2 Help, It's the first week and I don't know what to do!
       2.2.3 Help, I want more money!
       2.2.4 Help, I want more ammo!
       2.2.5 Help, I can't research X, Y, or Z!
       2.2.6 Help, I failed to research UFO type XYZ and now I'm stuck!
       2.2.7 Help, the aliens are spreading all over my city!
       2.2.8 Help, my bases keep getting raided!
     2.3 QUICK AND DIRTY VEHICLE COMBAT SOLUTIONS
       2.3.1 Help, I'm clueless when fighting UFOs!
       2.3.2 Help, I can only launch two vehicles at a time!
       2.3.3 Help, I can't capture any UFOs!
       2.3.4 Help, my ships get destroyed in the alien dimension!
       2.3.5 Help, my armored tank blew up with only one shot!
     2.4 QUICK AND DIRTY TACTICAL COMBAT SOLUTIONS
       2.4.1 Help, my Agents can't survive a single battle!
       2.4.2 Help, my Agents are doing their own thing!
       2.4.3 Help, my medi-kits don't work!
       2.4.4 Help, my armor keeps melting!
       2.4.5 Help, I can't capture any cargo or aliens!
       2.4.6 Help, I want to capture a live XYZ for bio-research!
       2.4.7 Help, poppers and brainsuckers in turn-based combat kill me!
       2.4.8 Help, my combat keeps slowing to a crawl!
       2.4.9 Help, there are too many aliens in the alien dimension buildings!
     2.5 QUICK AND DIRTY DIPLOMATIC SOLUTIONS
       2.5.1 Help, XYZ Corp is so hostile, they think aliens are their
       friends!
       2.5.2 Help, I don't want to read all 200 pages of the manual!
       2.5.3 Help, Transtellar refuses to ferry my scientists!
     2.6 OTHER QUICK AND DIRTY SOLUTIONS
       2.6.1 Help, my base storage is filled up with 65536 widgets!
    
    
    3. MONEY AND POLITICS
     3.1 THE COMMODITIES MARKET
       3.1.1 Pricing and Availability
     3.2 FUNDING
     3.3 CORPORATIONS AND ORGANIZATIONS
       3.3.1 Bribes
       3.3.2 Drawbacks of Hostilities
       3.3.3 Advantages of Alliances
    
    
    4. RESEARCH AND DEVELOPMENT
     4.1 QUANTUM PHYSICS RESEARCH TREE
       4.1.1 Things You Can Research By Just Finding Them
       4.1.2 Things You Can Make Out Of LEGO(tm)
       4.1.3 Things That Make Scientists Earn Their Pay
     4.2 BIOLOGICAL RESEARCH TREE
       4.2.1 Things You Can Research By Just Finding Them
       4.2.2 Things That Stink Up the Lab for Days
       4.2.3 Things They Don't Teach in High School (And Probably Never Will)
    
    
    5. CITYSCAPE COMBAT
     5.1 DESTROYING BUILDINGS
       5.1.1 Manual Control
     5.2 DESTROYING VEHICLES
       5.2.1 Swarm Combat
       5.2.2 Attacking UFOs
       5.2.3 Attacking Mega-Primus vehicles
     5.3 EFFECTS OF VEHICLE EQUIPMENT
       5.3.1 Disruptor Shields
       5.3.2 Cloaking Field
       5.3.3 Teleporter
    
    
    6. TACTICAL COMBAT
     6.1 REAL-TIME COMBAT TACTICS
       6.1.1 When to Use RT Combat
       6.1.2 Agent Equipment
       6.1.3 Combat Maneuvers
     6.2 TURN-BASED COMBAT TACTICS
       6.2.1 When to Use TB Combat
       6.2.2 Agent Equipment
       6.2.3 Combat Maneuvers
    
    
    7. X-COM BASE LOGISTICS
     7.1 MULTIPLE BASES
       7.1.1 Choosing a Base
       7.1.2 Internal Layout
     7.2 DEFENSE
       7.2.1 Against Hostile Agents
       7.2.2 Against Air Attack
    
    
    8. THE ALIEN DIMENSION
     8.1 HOW TO ENTER ALIEN BUILDINGS
     8.2 GENERAL RULES IN THE ALIEN BUILDINGS
    
    
    9. AGENTS GUIDE
     9.1 X-COM AGENTS
       9.1.1 Humans
       9.1.2 Sectoid Hybrids
       9.1.3 Androids
     9.2 HOSTILE AGENTS
       9.2.1 Anthropods
       9.2.2 Brainsuckers
       9.2.3 Hyperworms
       9.2.4 Megaspawns
       9.2.5 Micronoids
       9.2.6 Multiworms
       9.2.7 Poppers
       9.2.8 Psimorphs
       9.2.9 Queenspawn
       9.2.10 Skeletoids
       9.2.11 Spitters
       9.2.12 Megapol Officers
       9.2.13 Cult Members
       9.2.14 Gang Members
       9.2.15 Rent-a-Cops
    
    
    10. VEHICLE GUIDE
     10.1 X-COM VEHICLES
       10.1.1 Phoenix Hovercar
       10.1.2 Hoverbike
       10.1.3 Valkyrie Interceptor
       10.1.4 Hawk Air Warrior
       10.1.5 Dimension Probe
       10.1.6 Biotrans
       10.1.7 Explorer
       10.1.8 Retaliator
       10.1.9 Annihilator
       10.1.10 Stormdog
       10.1.11 Wolfhound APC
       10.1.12 Blazer Turbo Bike
       10.1.13 Griffon AFV
     10.2 ALIEN VEHICLES
       10.2.1 Alien Probe
       10.2.2 Alien Scout
       10.2.3 Alien Transporter
       10.2.4 Alien Fast Attack Ship
       10.2.5 Alien Destroyer
       10.2.6 Alien Assault Ship
       10.2.7 Alien Bomber
       10.2.8 Alien Escort
       10.2.9 Alien Battleship
       10.2.10 Alien Mothership
    
    
    11. EQUIPMENT GUIDE
     11.1 VEHICLE WEAPONS
       11.1.1 Bolter 4000 Laser Gun
       11.1.2 Lancer 7000 Laser Gun
       11.1.3 Rendor Plasma Gun
       11.1.4 Lineage Plasma Cannon
       11.1.5 Plasma Multi-System
       11.1.6 Light Disruptor Beam
       11.1.7 Medium Disruptor Beam
       11.1.8 Heavy Disruptor Beam
       11.1.9 40mm Auto Cannon
       11.1.10 Janitor Missile Array
       11.1.11 Justice Missile Launcher
       11.1.12 Prophet Missile Array
       11.1.13 Retribution Missile Launcher
       11.1.14 Disruptor Bomb Launcher
       11.1.15 Stasis Bomb Launcher
       11.1.16 Disruptor Multi-Bomb Launcher
       11.1.17 Laser Defense Array
       11.1.18 Plasma Defense Array
       11.1.19 40mm Auto Cannon Turret
       11.1.20 Airguard Anti-Air Cannon
       11.1.21 GLM Array
       11.1.22 Plasma Turret Cannon
       11.1.23 GLM Air Defense
       11.1.24 Rumble Cannon
     11.2 VEHICLE ENGINES
       11.2.1 SD Standard
       11.2.2 SD Deluxe
       11.2.3 SD Sports
       11.2.4 SD Turbo
       11.2.5 SD Elite
       11.2.6 SD Special
       11.2.7 Metro Roadhog
       11.2.8 Metro Roadgrav
       11.2.9 Metro Turbograv
       11.2.10 Metro Powergrav
       11.2.11 Metro Multipower Plus
     11.3 VEHICLE EQUIPMENT
       11.3.1 Light Weapons Control
       11.3.2 Medium Weapons Control
       11.3.3 Heavy Weapons Control
       11.3.4 Cargo Module
       11.3.5 Passenger Module
       11.3.6 Bio-Transport Module
       11.3.7 Missile Evasion Matrix
       11.3.8 Small Disruption Shield
       11.3.9 Large Disruption Shield
       11.3.10 Cloaking Field
       11.3.11 Teleporter
     11.4 PERSONAL WEAPONS
       11.4.1 Megapol Lawpistol
       11.4.2 Megapol Plasma Gun
       11.4.3 Marsec M4000 Machine Gun
       11.4.4 Megapol Laser Sniper Gun
       11.4.5 Megapol Auto Cannon
       11.4.6 Marsec Heavy Launcher
       11.4.7 Marsec MiniLauncher
       11.4.8 Toxigun
       11.4.9 Disruptor Gun
       11.4.10 Devastator Cannon
       11.4.11 Brainsucker Launcher
       11.4.12 Entropy Launcher
       11.4.13 Dimension Missile Launcher
       11.4.14 Power Sword
       11.4.15 Mind Bender
       11.4.16 Megapol Stun Grapple
       11.4.17 Megapol AP Grenade
       11.4.18 Megapol Stun Grenade
       11.4.19 Megapol Smoke Grenade
       11.4.20 Diablo Incendiary Grenade
       11.4.21 Marsec Proximity Mine
       11.4.22 Marsec High Explosive
       11.4.23 Boomeroid
       11.4.24 Vortex Mine
       11.4.25 Alien Gas Grenade
     11.5 PERSONAL EQUIPMENT
       11.5.1 Personal Disruptor Shield
       11.5.2 Personal Teleporter
       11.5.3 Personal Cloaking Field
       11.5.4 Medi-kit
       11.5.5 Motion Scanner
       11.5.6 Psiclone
       11.5.7 Elerium Pod
       11.5.8 Megapol Armor
       11.5.9 Marsec Armor
       11.5.10 X-COM Armor
     11.6 ALIEN BIOLOGICAL WEAPONS
       11.6.1 Megaspawn Disruptor
       11.6.2 Megaspawn Launcher
       11.6.3 Spitter Vomit
       11.6.4 Multiworm Vomit
       11.6.5 Alien Egg Vomit
       11.6.6 Hyperworm Bite
       11.6.7 Queenspawn Vomit
       11.6.8 Popper Bomb
    
    
    12. INTERNAL GAMEPLAY MECHANICS
     12.1 EFFECTS OF DIFFICULTY LEVELS
     12.2 VEHICULAR COMBAT
     12.3 TACTICAL COMBAT
       12.3.1 Map Generation
       12.3.2 Weapons Accuracy
       12.3.3 Grenade Accuracy
       12.3.4 Damage
         12.3.4.1 Bullets/Energy Beams
         12.3.4.2 Stun Weapons
         12.3.4.3 Explosives
       12.3.5 Psionic Skills
     12.4 AGENTS
       12.4.1 Stats & Improvements
       12.4.2 Promotions and Medals
       12.4.3 Healing
       12.4.4 Morale
       12.4.5 Encumbrance
       12.4.6 Movement
     12.5 SCORING
     12.6 FUNDING
    
    
    13. BUGS, UPDATES, AND PATCHES
    
    
    14. THIRD PARTY SUPPORT
     14.1 INTERNET WEBSITES
     14.2 UTILITIES AND PROGRAMS
    
    
    15. CLOSING STATEMENT
    
    
    16. APPENDICES
     16.1 TABLES
       16.1.1 Agent Weapons
       16.1.2 Vehicle Weapons
       16.1.3 UFOs
       16.1.4 UFO Crew Complements
       16.1.5 Aliens Beamed Down by UFOs
       16.1.6 Aliens in Alien Buildings
       16.1.7 Hostile Unit Statistics
       16.1.8 Workshop Profit Ratings
       16.1.9 Complete Commodities Market Pricing Guide
    
    
    17. REFERENCES
    
    
    18. REVISION HISTORY
    
    
    
    1.   INTRODUCTION
    
    1.1  FOREWORD
    The Apocalypse FAQ started out as a few pages of game notes hurriedly
    scribbled into a small, green, spiral-bound notebook. Later additions
    include the answers to questions asked by the Internet's newsgroup
    community.
         This FAQ represents a significant investment of effort that could
    probably have been put to better use elsewhere. I only ask that you treat
    it with respect. Please don't cannibalize parts for your web page or charge
    money for other people to view it. If you are a publisher or editor, I
    implore you to take the time to arrange for reprints or translation rights.
         Now, let the FAQ begin!
    
    
    1.2  ABOUT THE APOCALYPSE FAQ
    Welcome to v1.0 of the X-COM Apocalypse Internet FAQ. Version 1.0 is a
    first release. X-COM Apocalypse is the name of the game. Internet is the
    method of distribution. FAQs are (F)requently (A)sked (Q)uestions. For
    legal reasons, I wish to make it absolutely clear that the X-Com Apocalypse
    Internet FAQ is not supported by or associated with Mythos Games and
    Microprose.
    
    
    1.3  ABOUT THE AUTHOR
    Roger Wong is a freelance writer and computer consultant. With an honors
    degree in computer engineering from Brunel University in England, his
    computer interests include security & privacy, electronic payment
    protocols, computer graphics, website design, game design, and electronic
    music.
        In his time away from dandruff-causing computer screens, Roger is an
    avid cyclist, a budding watercolor artist, and a frequent traveler. He
    enjoys photographing the landscape gardens of England, and often invites
    gorgeous Norwegian women over for nude picnics.
         Other Internet strategy guides by Roger Wong include The Unofficial
    C&C Strategy FAQ and The Red Alert Internet Strategy Guide.
         Away from his native home of Ft. Worth, Texas, Roger lives in the
    hilly countryside outside Oxford, England. He has no children, no wife, no
    mortgage and tries very hard to keep it that way.
    
    
    1.4  GETTING THE APOCALYPSE FAQ
    
    1.4.1     Email
    To receive the latest plain text version of this guide via email, send an
    email message to NerveGas-xcom3faq@inconnect.com.
    
         This service is completely automated.
    
         If you subscribe to an email provider such as Juno that restricts you
    from receiving large email messages, you may be unable to use this service.
    Please try the world-wide web.
    
    
    1.4.2     World-wide Web
    For the latest plain text, HTML, and Microsoft Word versions of this FAQ,
    visit:
         http://www.khan.org/~roger/games/xcom3
    
    
    1.4.3     Usenet Newsgroups
    This FAQ is posted to comp.sys.ibm.pc.games.strategic at irregular
    intervals.
    
    
    1.5  NOTIFICATION OF UPDATES AND REVISIONS
    To be notified of updates to this FAQ, send an email message to
    xcom3@bigfoot.com and place the following phrase in your subject header:
    
         XCOM3 Update
    
    
    1.6  CONTRIBUTING TO THE APOCALYPSE FAQ
    If you have something to add to the FAQ, please send email to
    xcom3@bigfoot.com, explaining what your addition is. It will be reviewed,
    and if accepted, added to the next FAQ version.  In the email, please
    supply your name and email address.
         Please note that all submissions to the FAQ become property of the
    author (Roger Wong) and that they may or may not be acknowledged.  By
    submitting to the FAQ, you grant permission for use of your submission in
    any future publications of the FAQ in any media.  The author reserves the
    right to omit information from a submission or delete the submission
    entirely.
    
    
    1.7  ACKNOWLEDGEMENTS AND CREDITS
    I want to thank game designer Julian Gollop. He graciously provided the
    data structures and algorithms upon which much of this FAQ is based. The
    editors of Gamespot and PC Gamer UK deserve credit for funding my X-COM
    Apocalypse research. You, my readers, make it worth my while. My sister,
    Sherry, provided me with a steady stream of food and clean laundry during
    her summer break from college. Heaven knows I can't take care of myself.
    Finally, my deepest thanks goes to my mom, without whom I would not be
    possible.
    
    
    1.8  ACCURATE INFORMATION
    All attempts have been made to make the information in this strategy guide
    as accurate as possible. If any information in this strategy guide is
    incorrect, please let me know at xcom3@bigfoot.com.
         Future updates, add-ons, bug fixes, and Internet address changes may
    render parts of this strategy guide obsolete. The information in this
    strategy guide is accurate as of version 1.00 of X-COM Apocalypse.
         I have duplicated some information in the different sections as a
    reading aid. I hope it reduces the time you spend flipping back and forth
    between pages. If you have further time-saving suggestions, please send
    them to xcom3@bigfoot.com.
    
    
    2.   QUICK HELP
    
    2.1  X-COM APOCALYPSE IS ALL ABOUT SEX
    Many of the answers to your game play questions are listed below. Skim
    through the headings to see if any of them fit your circumstances.
         If your question is not listed here, or if you wish for more
    information, please see the remaining chapters of this FAQ for detailed
    explanations of these concepts.
    
    
    2.2  QUICK AND DIRTY CITYSCAPE SOLUTIONS
    
    2.2.1     Help, I want the cheat keys!
    There aren't any. If you really want to cheat, search the Internet for a
    game editor.
    
    
    2.2.2     Help, It's the first week and I don't know what to do!
    There isn't one correct way to begin, but the following worked for me:
    
    Try building the following:
         an extra set of physics and biology labs,
         living quarters for your scientists.
    
    And then buy the following:
         as many hoverbikes as you can,
         janitor missile launchers for your hoverbikes. Equip them.
    
    To succesfully attack UFOs:
    Scramble all your hoverbikes and hovercars at once. With this combined
    force, attack each UFO one by one, starting with the UFO closest to you.
    
    To prevent aliens from infiltrating in your city:
    When you spot UFOs hovering and beaming aliens into a building, send five
    or six agents in a vehicle to that building and investigate.
    
    Equip your agents with the following:
         1 medi-kit
         2 stun grenades
         2 AP grenades
         2 machineguns, law pistols, or autocannons
    
    In combat, do the following:
         Play in real-time so you can fire two weapons at once,
         Use snap-shots or aimed shots. Never use auto-fire,
         Kneel, or better yet, crawl to improve your accuracy,
         Stay in front of a corridor or doorway and wait for the aliens to walk
    into your line of fire.
    
    When out of combat:
         research any alien-equipment-you-have-but-you-don't-know-what-it-is,
         research alien bodies and corpses.
    
         (Note: If you don't bring back any alien bodies or equipment from
    combat, check the vehicle in which you sent your agents. To bring back
    equipment, the vehicle must be equipped with a Cargo Module. To bring back
    alien bodies, it must be equipped with a Bio-Transport Module. If you do
    not have a Bio-Transport Module, you must research and manufacture one
    yourself.)
    
    
    2.2.3     Help, I want more money!
    To increase your government funding:
         score lots of points at the end of the week,
         avoid purposefully destroying parts of the city.
    
    To increase your raw funds:
         sell vehicles for which you have no use,
         sell items for which you have no use,
         raid Cult of Sirius temples for psiclone over and over again,
         sell the psiclone you capture from the temple raids,
         manufacture and sell items from your workshops.
    
    
    2.2.4     Help, I want more ammo!
    Since ammunition can be tight during the first few weeks of the game, you
    should follow a few short rules:
         don't use auto-fire,
         avoid long-range firefights,
         research ammunition-free weapons as soon as possible,
         arm your agents with weapons such as the machine gun and plasma
    pistols that have high bullet counts per clip.
    
    
    2.2.5     Help, I can't research X, Y, or Z!
    Whether or not you can research a particular item depends on both finding a
    particular object and upon previous research done in a related field. Check
    the research tree for more details.
    
    
    2.2.6     Help, I failed to research UFO type XYZ and now I'm stuck!
    After the first few weeks have passed, the aliens stop sending their
    smaller UFOs. If this happens before you've had a chance to capture one of
    the small UFO types, you may wait weeks without ever seeing one again.
         Since X-COM vehicle research depends entirely upon the capture of
    alien UFO technology, a missing link in the chain can really set you back.
         When all is said and done, the best course of action is to restart the
    game and make it a point to capture all the UFO types the second time
    around.
         If you choose to wait it out, you could spend several game weeks
    waiting for a UFO type that may never come again.
    
    
    2.2.7     Help, the aliens are spreading all over my city!
    When you spot UFOs hovering and beaming aliens into a building, send your
    agents to that building and investigate. By the time you receive an
    official alert, the aliens will have already established themselves.
         Destroy UFOs in the air before they beam any aliens down.
    
    
    2.2.8     Help, my bases keep getting raided!
    Be nicer to your neighbors. Install security stations around your entry
    portal and vehicle repair bay. Buy bases with entrances you can easily
    cover with security stations.
    
    
    2.3  QUICK AND DIRTY VEHICLE COMBAT SOLUTIONS
    
    2.3.1     Help, I'm clueless when fighting UFOs!
    Scramble all your hoverbikes and hovercars at once. With this combined
    force, attack each UFO one by one.
         Some UFOs contain troops, while others are just escorts. Go for the
    troop carriers first. They are usually slower and less numerous than the
    escort ships.
         Missile launchers are only useful against the slower UFOs. Against
    faster UFOs, missiles will run out of fuel before they hit. Use beam
    weapons against the fast UFO types.
    
    
    2.3.2     Help, I can only launch two vehicles at a time!
    This is because your base only has two vehicle launching bays. You could
    buy a new base with more bays, but it will cost money.
         Better yet, place all your fighting vehicles in the Transtellar
    spaceport. There are so many vehicle bays there that once you send the
    scramble command, they will all launch at once.
    
    
    2.3.3     Help, I can't capture any UFOs!
    Only a crewed flying vehicle can capture a UFO. To capture large UFOs, you
    must first defeat the shipwrecked alien crew.
    
    
    2.3.4     Help, my ships get destroyed in the alien dimension!
    The Dimension Probe is only meant as an experiment. Send it back home as
    soon as it reaches the alien dimension.
         There are a few things that you can do to prevent alien UFOs from
    destroying your troop carrying ships in the alien dimension.
         On the way in, escort your troop carrier with a couple of Retaliator
    or Annihilator craft. Your escorts will force the aliens to divide their
    fire. Use a disruptor shield-laden Biotrans as a troop carrier. The X-COM
    Biotrans craft is both fast and durable.
         On the way out, wait for a clean flight path before leaving the
    destroyed alien building. If you wish, switch to overhead mode and manually
    select flight waypoints that will steer your craft clear of enemy UFOs.
         To solve all your entry and exit problems forever, send a flotilla of
    advanced X-COM craft and destroy every last UFO in the alien dimension.
    
    
    2.3.5     Help, my armored tank blew up with only one shot!
    It is unfortunate that the road is not as heavily armored as your tank. All
    road vehicles, tanks included, will blow up if the road underneath is
    destroyed.
    
    
    2.4  QUICK AND DIRTY TACTICAL COMBAT SOLUTIONS
    
    2.4.1     Help, my Agents can't survive a single battle!
    Take it easy. A laid-back approach to combat may work better for you.
         Wear armor. Keep your agents together so they can cover one another.
    If you wait in one spot long enough, the aliens will come to you. Stake out
    a door or corridor through which the aliens absolutely have to come
    through. Lying prone or kneeling will increase your bullet accuracy while
    making you a harder target for the aliens to hit.
    
    
    2.4.2     Help, my Agents are doing their own thing!
    If you put your agents into aggressive attack mode, they will stand still
    even when under fire.
    
    
    2.4.3     Help, my medi-kits don't work!
    Medi-kits can only be used to heal the agents carrying them. They can't be
    used to heal other agents or aliens.
        To use a medi-kit, place it into the hand of an agent, click on it, and
    select the body part that's lit up in red.
    
    
    2.4.4     Help, my armor keeps melting!
    You've been hit by the dread entropy gun. The entropy enzyme will consume
    your armor, your equipment, and if any is still left, your agent.
         Personal shields will absorb 100% of the enzyme damage. However, if
    you don't have personal shields and you're playing in real-time, there is
    still hope. Try the following advice from Scott Silvey:
    
         "If you see a missile on the way and your guy isn't right
          next to cover, hit pause. Drop all your good equipment
          except armor and wait for the missile to hit. Wait a
          moment, then pause again. Strip off all the armor, drop
          it, and get your guy the hell out of there.
    
          By stripping your armor and dropping the equipment, you
          save them. Sometimes when you strip the armor, the entropy
          enzyme will chew on your agent instead -- but sometimes it
          doesn't, and you can get away with little or no damage."
    
    
    2.4.5     Help, I can't capture any cargo or aliens!
    Check your agent-carrying vehicle. Only vehicles equipped with cargo or bio-
    transport modules may carry cargo or aliens back to base. Agents sent
    without vehicles can not carry cargo or aliens back to base.
    
    
    2.4.6     Help, I want to capture a live XYZ for bio-research!
    Anthropods, Brainsuckers, Hyperworms, Multiworms, Skeletoids, and Spitters
    can be stunned with a single stun gas grenade.
         Megaspawn and Psimorphs are difficult to stun because of their vast
    amount of health. Knock their health down with a few shots of regular
    ordnance to make them easier to stun with either gas and grapple.
         Queenspawn: It is difficult to approach the Queenspawn without being
    injured, so throw stun grenades at a distance. Wait until the gas from one
    begins to dissipate before throwing the next.
         Micronoid Aggregate: Micronoids are completely immune to stun gas. Use
    the stun grappler instead.
    
    
    2.4.7     Help, poppers and brainsuckers in turn-based combat kill me!
    Pick up brainsucker pods and put them into your backpack to prevent them
    from hatching.
         Wear flying suits to lift your units off the ground. Poppers can only
    track ground-based units.
         Use real-time combat for popper and brainsucker rich combat
    environments.
    
    
    2.4.8     Help, my combat keeps slowing to a crawl!
    When the game draws a lot of transparent items such as smoke, fire, or
    explosions, the CPU will be bogged with calculations. To speed the game
    again, you merely need to reduce the required calculations.
         You may either wait for the smoke and fire to subside, or you can tell
    the computer to only show you a "slice" of the display. To do this, click
    the button on the left side of the screen to toggle your display between
    the full-level views and the single-level view.
    
    
    2.4.9     Help, there are too many aliens in the alien dimension buildings!
    Alien buildings receive reinforcements at a rate of about one every 20
    seconds. If you have the means, destroy the orange reinforcement pads with
    copious amounts of alien explosives. Otherwise, finish your objectives
    quickly and don't loiter.
    
    
    2.5  QUICK AND DIRTY DIPLOMATIC SOLUTIONS
    
    2.5.1     Help, XYZ Corp is so hostile, they think aliens are their
    friends!
    Kind words seem to have more effect when you back them up with a big stick.
    If you attack the buildings of uncooperative organizations, they will
    sometimes see the light and come forth with a peace settlement. Pay what
    they ask to restore relations to neutral.
    
    
    2.5.2     Help, I don't want to read all 200 pages of the manual!
    Much of the information in the manual is duplicated in the FAQ. So, if you
    did not read the manual, and you missed such tidbits as
         right-clicking on grenades makes them explode on contact,
         vehicles can be controlled manually,
         what happens when corporations get angry,
    don't worry, because you'll learn about them as you read this FAQ.
    
    
    2.5.3     Help, Transtellar refuses to ferry my scientists!
    There's no way around this. If you're not on friendly terms with
    Transtellar, you will never be able to move scientists around the city.
    
    
    2.6  OTHER QUICK AND DIRTY SOLUTIONS
    
    2.6.1     Help, my base storage is filled up with 65536 widgets!
    This is the "65536 widgets" bug. Others have reported it, but no one is
    exactly sure what causes it. I myself have not witnessed it, but Rob
    Fermier has, and this is his advice:
    
         "I had the 65536 problem too, and found a work around.
          Mine occurred when Transtellar went hostile to me as
          a result of a mission. The problem went away when I
          reloaded to a previous save game and gave money to
          Transtellar before the battle."
    
    
    3.   MONEY AND POLITICS
    
    3.1  THE COMMODITIES MARKET
    When a corporation wishes to buy or sell items, it does so on the
    commodities market. Refer to the Appendix for a full list of market items.
    
    
    3.1.1     Pricing and Availability
    The commodities market always contains a stock level for each item. When
    you buy and sell items, the stock levels will naturally rise and fall.
         At the beginning of each week, the stock levels and prices of the
    items undergo adjustments as follows:
    
    a. Mega-Primus Produced Items
    Stock Levels
    The new stock levels are determined by the formula below. However, the
    stock level will never rise or fall beyond the maximum and minimum stock
    levels given for each item. Refer to the Appendix for a full list of these
    minimum and maximum stock levels.
    
    Average_Stock_Level = (Min_Stock + Max_Stock) / 2
    New_Stock_Level = Random (Average_Stock_Level + Current_Stock_Level)
    
    Pricing
    If the new stock levels are higher than the average stock level, the
    current price will fall by up to 3%. If the new stock levels are lower, the
    current price can rise by up to 3%.
         A price will never fall lower than half, or rise more than double the
    original market price. Refer to the Appendix for the original market price
    of an items.
    
    b. X-COM and Alien Produced Items
    Stock Levels
    At the start of each new week, it may appear as if the X-COM or alien
    produced items you sell have been bought up by other organizations. How
    much inventory disappears is determined as follows:
        40% chance of nothing being bought.
        30% chance of 1/5th the stock being bought.
        30% chance of 1/3rd the stock being bought.
    
    Pricing
    The price of X-COM or alien produced items can only fall. How much a price
    falls depends on how much you sell. According to the game code, the price
    drops are calculated as follows:
    
    If more than half of Max_Stock is sold, the price falls 3% to 5%.
    If more than Max_Stock is sold, the price falls 5% to 10%.
    If more than twice Max_Stock is sold, the price falls 5% to 15%.
    
         Under no circumstances will the price fall past 50% of an item's
    original market price. Please refer to the appendix for the Max_Stock
    values and original market prices of X-COM and alien produced items.
    
    
    3.2  FUNDING
    Your initial starting funds are determined by the difficulty level you
    choose at the beginning of the game.
    
       Difficulty            Weekly
            Level   Funds    Income
           Novice  140000     92000
         Beginner  130000     89000
           Medium  120000     86000
             Hard  110000     83000
       Superhuman  100000     80000
    
         If you do well enough during the week to have a high score, the
    government increases your income.
    
       Weekly      Income
        Score    Increase
          401       5.00%
          801       6.25%
         1601       8.33%
         3201      12.50%
         6401      20.00%
        12801      25.00%
    
         However, if you do poorly, your income can be reduced, or even
    terminated. X-COM funding will also be terminated if the government becomes
    hostile for any reason. The decision to terminate is irrevocable.
    
       Weekly      Income
        Score    Decrease
           -1       6.66%
         -401      10.00%
         -801      20.00%
        -1600      25.00%
        -2401   terminate
    
         The government itself earns money each week from income tax. Every
    building you destroy puts people out of jobs, and reduces the government's
    income. If the government is low on funds, it will never give more than
    half its current balance to X-COM as income.
    
    
    3.3  CORPORATIONS AND ORGANIZATIONS
    All your neighbors expect a bit of consideration for their property. If you
    want to keep them civil, you'll have to refrain from executing any
    Hollywood-style demolition exercises inside other peoples' buildings. Aim
    high instead of low when firing at UFOs.
         As you increase the difficulty level of your game, you will find it
    more difficult to hold stable diplomatic relations with your neighbors.
    
    
    3.3.1     Bribes
    There's nothing wrong with a bribe now and again to keep an organization
    off your back. In face of such benevolence, most organizations will become
    more friendly towards X-COM. The amount you have to pay depends on the size
    of the organization you are bribing, and the difficulty level at which you
    are playing.
         If you've pissed an organization off to such a degree that it refuses
    your bribes, getting back on good terms will require some iron-fisted
    management. You'll have to beat them into submission by raiding and
    destroying their buildings. Eventually, they'll offer a settlement.
         Organizations that have been infiltrated by aliens will refuse to have
    anything to do with you. Check the UFOpeadia to see whether an organization
    is under the influence of aliens or just being plain stubborn.
    
    
    3.3.2     Drawbacks of Hostilities
    Aside from the frequent raids on X-COM property, hostilities with Mega-
    Primus organizations have additional ill-effects:
    
    Organization        Consequence
    Any manufacturer    You will be unable to buy their goods.
    Megapol             Police patrol vehicles will attack you.
    Mutant Alliance     You will be unable to recruit Hybrids.
    S.E.L.F.            You will be unable to recruit Androids.
    Senate              Funding will be terminated.
    Transtellar         You will be unable to transport goods or any new
                        scientists that you hire.
    
    
    3.3.3     Advantages of Alliances
    Allying is a good way of keeping important organizations friendly. On the
    whole, allied organizations are more tolerant of your activities and are
    less likely to take offense if you accidentally level their new corporate
    headquarters.
         Apart from this, allying has little other effect on the game. Any
    improvements you may think you see in such things as the recruitment pool
    or the commodities market are coincidence.
    
    
    4.   RESEARCH AND DEVELOPMENT
    
    4.1  QUANTUM PHYSICS RESEARCH TREE
    
    4.1.1     Things You Can Research By Just Finding Them
    All UFO types
    Alien Control System
    Alien Energy Source
    Alien Propulsion System
    Boomeroid
    Dimension Launcher
    Dimension Launcher Missile
    Disruptor Gun
    Light Disruptor Beam
    Personal Cloaking Field
    Personal Shield
    Personal Teleporter
    Vortex Mine
    
    
    4.1.2     Things You Can Make Out Of LEGO(tm)
    Advanced Quantum Lab - Energy Source or Control System or Propulsion System
    Advanced Workshop - Dimension Probe
    Advanced Control System - Disruptor Bomb
    Cloaking Field - Large Disruption Shield
    Devastator Cannon - Disruptor Gun
    Disruptor Bomb - Light Disruptor Beam
    Disruptor Multi-Bomb - Light Disruptor Beam
    Heavy Disruptor Beam - Medium Disruptor Beam
    Large Disruption Shield - Heavy Disruptor Beam
    Medium Disruptor Beam - Light Disruptor Beam
    Small Disruption Shield - Medium Disruptor Beam
    Stasis Bomb - Light Disruptor Beam
    Teleporter - Light Disruptor Beam
    
    
    4.1.3     Things That Make Scientists Earn Their Pay
    Advanced Security System - Disruptor Bomb & Medium Disruptor Beam
    Annihilator - Retaliator & UFO Type 9
    Bio Transport - Dimension Probe & UFO Type 3
    Dimension Probe - Energy Source & Control System & Propulsion System
    Explorer - Biotrans & UFO Type 5
    Retaliator - Explorer & UFO Type 6
    X-COM Armor - Disruptor Gun & Small Disruption Shield & Personal Shield
    
    
    4.2  BIOLOGICAL RESEARCH TREE
    
    4.2.1     Things You Can Research By Just Finding Them
    Any Alien
    Brainsucker Launcher
    Entropy Launcher
    Entropy Pod
    
    
    4.2.2     Things That Stink Up the Lab for Days
    Advanced Biolab - Any Alien
    
    The Alien Genetic Structure - Multiworm Egg Autopsy, Multiworm Autopsy,
    Hyperworm Autopsy
    
    The Alien Life Cycle - Brainsucker Pods, Brainsucker, Brainsucker Autopsy,
    Multiworm Egg, Multiworm, Hyperworm, Chrysalis, Chrysalis Autopsy
    
    The Real Alien Threat - Anthropod & Anthropod Autopsy & Spitter & Spitter
    Autopsy & Skeletoid & Skeletoid Autopsy & Popper & Popper Autopsy &
    Megaspawn & Megaspawn Autopsy & Micronoid & Micronoid Autopsy & Psimorph &
    Psimorph Autopsy
    
    
    4.2.3     Things They Don't Teach in High School (And Probably Never Will)
    Biological Warfare - The Alien Genetic Structure
    Toxin B - Biological Warfare & The Alien Life Cycle
    Toxin C - Toxin B & The Real Alien Threat
    Alien Gas - Toxin C & Queenspawn & Queenspawn Autopsy
    
    
    5.   CITYSCAPE COMBAT
    
    5.1  DESTROYING BUILDINGS
    Every city block you deliberately destroy will hurt your score. If you need
    to teach a hostile organization a lesson, however, you may have no other
    choice.
         Some structurally weak buildings collapse after a single shot. Others
    may take longer to destroy.
    
    
    5.1.1     Manual Control
    Manual control is the best way to destroy a building. With full control of
    the weapons, you can aim at the supporting structures and quickly level a
    building. On manual control, you can also open fire outside of the
    organizations patrol range, and fire away without fear of retaliation from
    any defending vehicles.
         To invoke manual control, select the vehicle you wish to control and
    press "M". "PAGE UP" and "PAGE DOWN" control your speed, "HOME" and "END"
    control your altitude. To fire your weapons at a spot you target with your
    cursor, press the left mouse button. The right mouse button will adjust
    your heading.
    
    
    5.2  DESTROYING VEHICLES
    
    5.2.1     Swarm Combat
    Hovercars and hoverbikes are cost-efficient fighters. Since they cost so
    little, you can deploy them in large numbers. Because they weigh next to
    nothing, they are very maneuverable and can survive from one battle to the
    next.
         Plasma cannons, lasers, and janitor missiles are very effective when
    deployed in large numbers. Go with the janitor missiles and lasers when
    fighting slow vehicles and small UFOs, but switch to plasma cannons if
    you're going after fast vehicles or heavily armored UFOs.
    
    
    5.2.2     Attacking UFOs
    The weapons you choose depend on the UFO type. The larger UFOs have thick
    armor that are impervious to some of the wimpy XCOM weapons. The minimum
    strength guns you should use to shoot down these chaps are the plasma
    cannons.
         Other, smaller UFOs can outrun missiles. Beam weapons are a good
    choice for these swift opponents.
    
    
    5.2.3     Attacking Mega-Primus vehicles
    Hoverbikes are tough customers. They never stand still long enough to give
    them a good smacking. Even your Hovercar will feel like King Kong swatting
    at little model airplanes. If you want satisfaction against enemy bikers,
    use your own hoverbikes to take them down.
         The other vehicles are easily destroyed by your regular swarm tactics.
    
    
    5.3  EFFECTS OF VEHICLE EQUIPMENT
    
    5.3.1     Disruptor Shields
    Shields absorb damage that would otherwise strike the vehicles armor. Small
    shields can absorb 200 points of damage while large shields absorb 400
    points. Shields can be added together for more protection. However, when
    the last point of shielding is gone, all the shields will disintegrate.
    
    
    5.3.2     Cloaking Field
    Cloaking fields make a vehicle both more difficult to see, and a more
    difficult target to hit.
    
    
    5.3.3     Teleporter
    A vehicle with a teleporter can instantly transport itself to a random part
    of the map.
    
    
    6.   TACTICAL COMBAT
    
    6.1  REAL-TIME COMBAT TACTICS
    
    6.1.1     When to Use RT Combat
    During base defense missions to make best use of your security stations.
    During combat missions where you want the firepower advantage of shooting
    two weapons at the same time.
    
    
    6.1.2     Agent Equipment
    
    
    6.1.3     Combat Maneuvers
    
    
    6.2  TURN-BASED COMBAT TACTICS
    
    6.2.1     When to Use TB Combat
    During XCOM raids in which you wish to capture psiclone.
    
    
    6.2.2     Agent Equipment
    
    
    6.2.3     Combat Maneuvers
    
    
    7.   X-COM BASE LOGISTICS
    
    7.1  MULTIPLE BASES
    
    7.1.1     Choosing a Base
    If you're worried about money, choose a base according to its internal
    layout, not by its cover. The large buildings come with large price tags
    that don't necessarily translate into square footage.
         If you're worried about base attacks, you're better off with a
    warehouse than a slum. If you're lucky enough to grab a base with three or
    four vehicle ports, grab it - they'll come in handy when you respond to UFO
    threats.
    
    
    7.1.2     Internal Layout
    Many people choose to divide their workload amongst different bases. For
    example, they put their workshops into one base, and their labs into
    another.
         If you're going to use security stations, situate them by the entry
    portal so they can shoot the bad guys as soon as they invade. Vehicle
    repair bays are also a type of entry portal. If you have any repair bays,
    place them by the entry portal and cordon off that section of base with a
    string of security stations.
    
    
    7.2  DEFENSE
    
    7.2.1     Against Hostile Agents
    Let security stations rip them to shreds. Situate them by the entry portal
    so they can shoot the bad guys as soon as they invade. Vehicle repair bays
    are also a type of entry portal. If you have any repair bays, place them by
    the entry portal and cordon off that section of base with a string of
    security stations.
    
    
    7.2.2     Against Air Attack
    Every base has a single grid square with a stick figure in it. This figure
    represents your agents. If the roof collapses on this stick figure during
    an attack, all your agents and scientists inside will die.
         So, what can you do about this? For starters, you can house your men
    inside a hardened building such as a two-story warehouse. They can absorb
    more damage than slum housing. Slums are prone to catastrophic collapse.
    You'll lose ALL your base that way.
         The best thing to do is kill the UFOs before they reach your X-COM
    base. But if you can't get there in time, see above.
    
    
    8.   THE ALIEN DIMENSION
    
    8.1  HOW TO ENTER ALIEN BUILDINGS
    You can not enter an alien building until you've researched it back at the
    lab.
         Escort your main troop vessel with other vehicles to draw UFO fire
    away from your men. Retaliators are good for this.
         Once you destroy an alien building, don't launch back home
    immediately. Wait for a lull in the UFO patrol pattern to make your escape.
    
    
    8.2  GENERAL RULES IN THE ALIEN BUILDINGS
    Don't loiter! New aliens arrive through orange teleporter gates every 10
    seconds or so. Get in and get out.
         When asked to destroy objects, you don't have to destroy all the itty-
    bitty pods and mushrooms. Only the largest objects are marked for X-COM
    destruction. The exception is the Alien farm, in which all the white cubes
    must be destroyed.
         You can destroy the orange teleporters with vortex bombs.
    
    
    9.   AGENTS GUIDE
    
    9.1  X-COM AGENTS
    
    9.1.1     Humans
    Humans seem wimpy, but their physical skills improve quickly through combat
    and training. The have little psionic ability to speak of.
    
    Choose your human recruits from those with the highest amounts of strength
    and speed.
    
    All human attributes have a base value to which a random value is added.
    The random value will vary from a minimum of 0 to a maximum stated below.
    
     Time Units: 70 + 15
         Health: 40 + 10
        Stamina: 80 + 40
       Accuracy: 65 + 20
      Reactions: 10 + 30
       Strength: 40 + 15
        Bravery: 20 + 50
     Psi-energy: 5 + 15
     Psi-attack: 5 + 15
    Psi-defense: 15 + 15
    
    
    9.1.2     Sectoid Hybrids
    Hybrids have great psionic talents, but are not as strong or fast as
    humans. Their psi-abilities improve through both combat and training. Their
    physical abilities, however, improve better through combat.
    
    Choose the hybrid recruits with the highest speed, strength, psi-power, and
    psi-attack, in that order.
    
    All hybrid attributes have a base value to which a random value is added.
    This random value will vary from a minimum of 0 to a maximum stated below.
    
     Time Units: 60 + 15
         Health: 30 + 10
        Stamina: 70 + 30
       Accuracy: 60 + 20
      Reactions: 15 + 30
       Strength: 30 + 10
        Bravery: 20 + 30
     Psi-energy: 30 + 15
     Psi-attack: 25 + 15
    Psi-defense: 25 + 15
    
    If the Mutant Alliance organization is angry with you, you will be unable
    to recruit Sectoid Hybrids.
    
    
    9.1.3     Androids
    Androids have great physical attributes, but are limited by their
    programming. Unlike their human or hybrid counterparts, their accuracy and
    reactions improve only in minuscule increments. Furthermore, only through
    combat will they ever show improvement; it is impossible to train an
    android.
    
    Because Androids are unable to train, from the outset you should recruit
    the androids with the highest accuracy and reactions.
    
    All android attributes have a base value to which a random value is added.
    This random value will vary from a minimum of 0 to a maximum stated below.
    
     Time Units: 60 + 20
         Health: 70 + 20
        Stamina:  120 + 50
       Accuracy: 50 + 20
      Reactions: 15 + 25
       Strength: 55 + 30
        Bravery: 60 + 40
     Psi-energy: 0 + 0
     Psi-attack: 0 + 0
    Psi-defense: 100 + 0
    
    If the S.E.L.F. organization is angry with you, you will be unable to
    recruit Androids.
    
    
    9.2  HOSTILE AGENTS
    The threat rating is a subjective measure of how likely an alien is to maim
    or kill an X-COM agent.
    
    
    9.2.1     Anthropods
    Threat: Very Dangerous
    Nickname: Barney
    
    Common foot soldiers for the aliens, they carry a wide variety of weapons.
    In the early missions, the majority will be armed with brainsucker
    launchers. As the alien forces gain more technology, they will come packing
    boomeroids, devastator cannons, vortex bombs, and other advanced weaponry.
    
    They make "Growl" noises.
    
    
    9.2.2     Brainsuckers
    Threat: Medium (TB) Mostly Harmless (RT)
    
    The brainsucker will try to attach itself to the face of the nearest X-COM
    agent. After a window of about three seconds, the brainsucker will proceed
    to suck the brains out of its victim, replacing it with an alien organism
    that takes over the body of the X-COM agent. Regrettably, the brainsucking
    process is irreversible.
    
    In real-time combat, if there is no one available that can shoot the
    brainsucker off of an agent, prime and drop a gas grenade. If none are
    available, drop an explosive grenade.
    
    In turn-based combat, you will have to depend on your agents' reaction fire
    to protect yourself from brainsuckers.
    
    Brainsuckers have been known to leap 50 feet in the air just to suck on an
    X-COM agent's face.
    
    
    9.2.3     Hyperworms
    Threat: Dangerous
    
    Hyperworms are agile, land-based piranhas that emerge from the bellies of
    multiworms. They can not fly. Due to the unusual softness of their bodies,
    explosives do double the normal damage.
    
    They make "slither, slither" noises.
    
    
    9.2.4     Megaspawns
    Threat: Very Dangerous
    
    Megaspawns are large, hairy beasts armed with disruptor cannon and missile
    launchers. Fortunately, they will not fire their missiles if they are
    within their own  blast radius.
    
    They make "ker-thump, ker-thump" and "ROOOAAARR" noises.
    
    
    9.2.5     Micronoids
    Threat: Medium
    
    Since Micronoids are just puddles of ooze, projectile weapons aren't nearly
    as effective as you expect them to be. They are absolutely immune to stun
    grenades, so use stun grapples if you want to take one alive.
    
    Micronoids have no weapons, but have psi-ability, and will try to mind
    control your agents when they can.
    
    The Micronoids don't seem to make any kind of noise at all.
    
    
    9.2.6     Multiworms
    Threat: Mostly Harmless
    
    Slow and ungainly, each Multiworm carries inside it a brood of five
    hyperworms. Like the human cockroach, it will give birth to these
    hyperworms during its throes of death. It spits a green, acidic ooze.
    
    
    9.2.7     Poppers
    Nickname: Purple Chickens
    Threat: Very Dangerous(TB) Dangerous (RT)
    
    Poppers are suicide squads. Though fast, they lack finesse and will happily
    charge straight into a group of X-COM agents. Once one or two squares away,
    they explode.
    
    In turn-based combat, for the most part, you will depend on your agents'
    reaction fire to protect yourself from poppers. Some TB players use
    cleverly-placed proximity mines to kill poppers that would otherwise charge
    down a corridor.
    
    In real-time combat, you can simply direct all your weapons fire at the
    incoming poppers as they runs toward you.
    
    They can make "pitter patter" noises, but they usually just go "BOOM".
    
    
    9.2.8     Psimorphs
    Nickname: Marshmallow Puffs
    Threat: Medium
    
    Psimorphs have psionic skills that surpass those of your agents. Once you
    find them, however, it's not too difficult to fill their balloon-like
    bodies with lead.
    
    We think they make "banshee wailing" noises.
    
    
    9.2.9     Queenspawn
    Threat: Mostly Harmless
    
    There is only one Queenspawn in the game. She fires an extremely strong
    acid ooze that your agents would do well to avoid. Fortunately for them,
    the Queenspawn has lost the ability to move.
    
    Capture the Queenspawn with a string stun gas grenades, throwing one as
    soon as the other begins to dissipate.
    
    
    9.2.10    Skeletoids
    Threat: Dangerous
    
    The aliens use Skeletoids as elite troopers. They are more heavily armored
    than Anthropods, and can fly to boot. They too carry a wide variety of
    weaponry.
    
    They make "rattling bone" noises.
    
    
    9.2.11    Spitters
    Threat: Harmless
    Dressed in pink with no where to go, these headless wonders wander around
    spitting green acid ooze at your agents.
    
    They make "phlegm-filled throat" noises.
    
    
    9.2.12    Megapol Officers
    Threat: Dangerous
    Just two things. One, they are as heavily armed as you. Two, do you really
    want to piss off Megapol?
    
    
    9.2.13    Cult Members
    Threat: Dangerous
    
    Every temple is stocked with rocket launchers and autocannons. Could be
    worse -- they don't sell you flowers at the spaceport.
    
    
    9.2.14    Gang Members
    Threat: Dangerous
    
    Gang members sleep with their rocket launchers.
    
    
    9.2.15    Rent-a-Cops
    Threat: You Gotta Be Joking
    
    The in-house security for places like Sanctuary Clinic and the Electric
    Company, these guys aren't paid enough to risk their lives.
    
    
    10.  VEHICLE GUIDE
    
    10.1 X-COM VEHICLES
    
    10.1.1    Phoenix Hovercar
     Top Speed: Engine
        Health: 70
         Armor: 24
    Passengers: 4
          Cost: $12,000
         Use the hovercars for UFO combat once you've researched and installed
    small shields.
    
    
    10.1.2    Hoverbike
    Top Speed: Engine + 4
        Health: 25
         Armor: 6
    Passengers: 2
          Cost: $5,000
         A great vehicle for intercepting the slower UFOs, hoverbikes only cost
    $5000 each. Buy as many as you can, and fit them with janitor missiles,
    lasers, or plasma cannons.
    
    
    10.1.3    Valkyrie Interceptor
     Top Speed: Engine
        Health: 280
         Armor: 36
    Passengers: 8
          Cost: $75,000
         The Valkyrie costs over 70,000, yet only offers the same number of
    weapon bays as the phoenix hovercar. It does withstand more punishment in
    battle, but at the same time, it also makes a big, juicy target. If you
    wish, sell your original Valkyrie to buy hovercars.
    
    
    10.1.4    Hawk Air Warrior
     Top Speed: Engine
        Health: 460
         Armor: 46
    Passengers: 10
          Cost: $100,000
    
    
    10.1.5    Dimension Probe
     Top Speed: 19
        Health: 80
         Armor: 48
    Passengers: 0
         You'll build this once, and never ever use it again.
    
    
    10.1.6    Biotrans
     Top Speed: 15
        Health: 600
         Armor: 47
    Passengers: 4
         A versatile craft that can hold an enormous amount of equipment. Strip
    its normal complement of cargo and containment bays and refit the Biotrans
    with shielding. It's also has one of the highest profit ratios of any X-COM
    produced item. Make them in your workshop and sell them for loads of dosh.
    
    
    10.1.7    Explorer
     Top Speed: 16
        Health: 400
         Armor: 50
    Passengers: 8
         The Biotrans does it better.
    
    
    10.1.8    Retaliator
     Top Speed: 15
        Health: 450
         Armor: 66
    Passengers: 4
         A serious shift in philosophy. This is where you get to use all that
    nifty out-of-this-world gear you've been researching for the past several
    days.
    
    
    10.1.9    Annihilator
     Top Speed: 18
        Health: 700
         Armor: 78
    Passengers: 8
         Each has enough room for two mediums and one heavy disruptor beam.
    Awesome firepower.
    
    
    10.1.10   Stormdog
     Top Speed: Engine
        Health: 45
         Armor: 18
    Passengers: 4
          Cost: $6,000
         Slow and ungainly, it's useless. If you have it, ditch it.
    
    
    10.1.11   Wolfhound APC
     Top Speed: Engine
        Health: 550
         Armor: 168
    Passengers: 14
          Cost: $9,000
         Nope. This one isn't worth much either. Sell it.
    
    
    10.1.12   Blazer Turbo Bike
     Top Speed: Engine + 4
        Health: 20
         Armor: 6
    Passengers: 1
          Cost: $2,000
         Hoverbikes will take your further.
    
    
    10.1.13   Griffon AFV
     Top Speed: Engine
        Health: 700
         Armor: 192
    Passengers: 4
          Cost: $16,000
         Fun for a short-while. You see, it's huge armor protects the tank, not
    the road. If the road goes poof, so does the vehicle. Might have been very
    useful if it weren't for the brain-dead combat routine.
    
    
    10.2 ALIEN VEHICLES
    
    10.2.1    Alien Probe
     Top Speed: 14
        Health: 80
         Armor: 12
         Score: 50
    
    
    10.2.2    Alien Scout
     Top Speed: 12
        Health: 120
         Armor: 27
         Score: 100
    
    
    10.2.3    Alien Transporter
     Top Speed: 8
        Health: 400
         Armor: 36
         Score: 150
         This is an important ship you must CAPTURE for research.
    
    
    10.2.4    Alien Fast Attack Ship
     Top Speed: 20
        Health: 80
         Armor: 57
         Score: 200
    
    
    10.2.5    Alien Destroyer
     Top Speed: 12
        Health: 600
         Armor: 84
         Score: 250
         This is an important ship you must CAPTURE for research.
    
    
    10.2.6    Alien Assault Ship
     Top Speed: 8
        Health: 850
         Armor: 48
         Score: 300
         This is an important ship you must CAPTURE for research.
    
    
    10.2.7    Alien Bomber
     Top Speed: 14
        Health: 700
         Armor: 83
         Score: 300
    
    
    10.2.8    Alien Escort
     Top Speed: 16
        Health: 500
         Armor: 120
         Score: 250
    
    
    10.2.9    Alien Battleship
     Top Speed: 12
        Health: 80
         Armor: 102
         Score: 500
         This is an important ship you must CAPTURE for research.
    
    
    10.2.10   Alien Mothership
     Top Speed: 8
        Health: 2800
         Armor: 85
         Score: 700
    
    
    
    11.  EQUIPMENT GUIDE
    
    11.1 VEHICLE WEAPONS
    
    11.1.1    Bolter 4000 Laser Gun
    
    
    11.1.2    Lancer 7000 Laser Gun
    
    
    11.1.3    Rendor Plasma Gun
    
    
    11.1.4    Lineage Plasma Cannon
    The best weapon against UFOs, but its huge elerium chamber will really
    drain your reserves. This makes it a valuable weapon you should put into
    vehicles that won't be easily destroyed.
    
    
    11.1.5    Plasma Multi-System
    
    
    11.1.6    Light Disruptor Beam
    
    
    11.1.7    Medium Disruptor Beam
    
    
    11.1.8    Heavy Disruptor Beam
    
    
    11.1.9    40mm Auto Cannon
    Ditch it. Lasers are better.
    
    
    11.1.10   Janitor Missile Array
    A good early weapon for hoverbikes and hovercars.
    
    
    11.1.11   Justice Missile Launcher
    
    
    11.1.12   Prophet Missile Array
    Suffers from ammo shortages. Another good weapon for hoverbikes and
    hovercars.
    
    
    11.1.13   Retribution Missile Launcher
    
    
    11.1.14   Disruptor Bomb Launcher
    
    
    11.1.15   Stasis Bomb Launcher
    
    
    11.1.16   Disruptor Multi-Bomb Launcher
    
    
    11.1.17   Laser Defense Array
    Utterly useless.
    
    
    11.1.18   Plasma Defense Array
    More expensive than the laser defense array, but still utterly useless.
    
    
    11.1.19   40mm Auto Cannon Turret
    
    
    11.1.20   Airguard Anti-Air Cannon
    
    
    11.1.21   GLM Array
    
    
    11.1.22   Plasma Turret Cannon
    
    
    11.1.23   GLM Air Defense
    
    
    11.1.24   Rumble Cannon
    Unlimited ammo. Great weapon. Shame about the tank.
    
    
    11.2 VEHICLE ENGINES
    
    11.2.1    SD Standard
    
    
    11.2.2    SD Deluxe
    
    
    11.2.3    SD Sports
    
    
    11.2.4    SD Turbo
    
    
    11.2.5    SD Elite
    
    
    11.2.6    SD Special
    
    
    11.2.7    Metro Roadhog
    
    
    11.2.8    Metro Roadgrav
    
    
    11.2.9    Metro Turbograv
    
    
    11.2.10   Metro Powergrav
    
    
    11.2.11   Metro Multipower Plus
    
    
    11.3 VEHICLE EQUIPMENT
    
    11.3.1    Light Weapons Control
    Doesn't make that much of a difference. If your target moves, it doesn't
    matter HOW accurately you hit thin air.
    
    
    11.3.2    Medium Weapons Control
    Doesn't make that much of a difference. If your target moves, it doesn't
    matter HOW accurately you hit thin air.
    
    
    11.3.3    Heavy Weapons Control
    Doesn't make that much of a difference. If your target moves, it doesn't
    matter HOW accurately you hit thin air.
    
    
    11.3.4    Cargo Module
    
    
    11.3.5    Passenger Module
    
    
    11.3.6    Bio-Transport Module
    
    
    11.3.7    Missile Evasion Matrix
    
    
    11.3.8    Small Disruption Shield
    Load up on these! They really prolong the life of your combat vehicles.
    Shields absorb damage that would otherwise strike the vehicles armor. Small
    shields can absorb 200 points of damage. Shields can be added together for
    more protection. However, when the last point of shielding is gone, all the
    shields will disintegrate.
    
    
    11.3.9    Large Disruption Shield
    Load up on these! They really prolong the life of your combat vehicles.
    Shields absorb damage that would otherwise strike the vehicles armor. Large
    shields can absorb 400 points of damage. Shields can be added together for
    more protection. However, when the last point of shielding is gone, all the
    shields will disintegrate.
    
    
    11.3.10   Cloaking Field
    
    
    11.3.11   Teleporter
    
    
    11.4 PERSONAL WEAPONS
    
    11.4.1    Megapol Lawpistol
    
    
    11.4.2    Megapol Plasma Gun
    The plasma gun is an ace weapon. It has a high damage rating, a large ammo
    clip, and a fast firing rate. Suffers from ammo shortage, but the only
    weapons that come close in terms of effectiveness are the devastator cannon
    and toxigun.
    
    
    11.4.3    Marsec M4000 Machine Gun
    
    
    11.4.4    Megapol Laser Sniper Gun
    
    
    11.4.5    Megapol Auto Cannon
    At lower skill levels, you'll get more mileage from the lighter weapons.
    However, its one of the few X-COM weapons that can punch through the tough
    armor you'll encounter at the hard skill levels.
    
    
    11.4.6    Marsec Heavy Launcher
    Launcher rockets have built in homing devices.
    
    
    11.4.7    Marsec MiniLauncher
    Minilauncher rockets have built in homing devices.
    
    
    11.4.8    Toxigun
    Toxiguns can circumvent alien shields, making them the best tools to rid
    the world of the alien scourge. Toxi-B is good, Toxi-C is even better.
    
    
    11.4.9    Disruptor Gun
    It has a slow rate of fire and is rather inaccurate. Like the autocannon,
    it comes in handy against the heavily armored aliens.
    
    
    11.4.10   Devastator Cannon
    This is the most powerful beam weapon in the game. Fairly accurate even on
    full auto.
    
    
    11.4.11   Brainsucker Launcher
    
    
    11.4.12   Entropy Launcher
    
    
    11.4.13   Dimension Missile Launcher
    
    
    11.4.14   Power Sword
    
    
    11.4.15   Mind Bender
    
    
    11.4.16   Megapol Stun Grapple
    
    
    11.4.17   Megapol AP Grenade
    
    
    11.4.18   Megapol Stun Grenade
    
    
    11.4.19   Megapol Smoke Grenade
    
    
    11.4.20   Diablo Incendiary Grenade
    
    
    11.4.21   Marsec Proximity Mine
    
    
    11.4.22   Marsec High Explosive
    
    
    11.4.23   Boomeroid
    
    
    11.4.24   Vortex Mine
    
    
    11.4.25   Alien Gas Grenade
    
    
    11.5 PERSONAL EQUIPMENT
    
    11.5.1    Personal Disruptor Shield
    Will protect your agent from explosive decompression and the other nasty
    side effects of getting shot. You don't have to hold them in your hands;
    placing them into your backpack is good enough.
    
    
    11.5.2    Personal Teleporter
    These have to be held in the hand to do any good. Try carrying two. Use one
    to pop into an alien concentration, and use the other to pop out once they
    fire explosives at you. The aliens will end up killing themselves.
    
    
    11.5.3    Personal Cloaking Field
    Carried in the hand, it will make your agents *much* harder to hit and to
    see.
    
    
    11.5.4    Medi-kit
    Medi-kits can not be used to heal other agents or aliens. Only the holder
    can use a medi-kit.
    
    
    11.5.5    Motion Scanner
    
    
    11.5.6    Psiclone
    Sell it.
    
    
    11.5.7    Elerium Pod
    Sell it.
    
    
    11.5.8    Megapol Armor
    
    
    11.5.9    Marsec Armor
    The torso unit has an integral flight control system. No other armor piece
    is required to fly.
    
    
    11.5.10   X-COM Armor
    Good stuff.
    
    
    11.6 ALIEN BIOLOGICAL WEAPONS
    
    11.6.1    Megaspawn Disruptor
    
    
    11.6.2    Megaspawn Launcher
    
    
    11.6.3    Spitter Vomit
    
    
    11.6.4    Multiworm Vomit
    
    
    11.6.5    Alien Egg Vomit
    
    
    11.6.6    Hyperworm Bite
    
    
    11.6.7    Queenspawn Vomit
    
    
    11.6.8    Popper Bomb
    
    
    12.  INTERNAL GAMEPLAY MECHANICS
    
    12.1 EFFECTS OF DIFFICULTY LEVELS
    The harder the difficulty:
         the higher an organization is infiltrated when aliens are left in a
    building,
         the more money it takes to bribe organizations,
         the sooner the aliens get better weapons and equipment,
         the tougher enemy units become in combat,
         the less money you receive at the start of the game,
         the less frequently alerts are generated.
    
    12.2 VEHICULAR COMBAT
    When a vehicle is hit by a weapon:
         (1) Subtract the weapon damage from the shields. If shields fall to
    zero, apply the remaining damage to (2)
         (2) Divide the vehicle armor by 6.
         (3) Subtract the weapon damage from the armor value.
         (4) Apply the remaining damage to the vehicle's constitution.
    Note: No damage is ever done to the vehicle's armor.
    
    
    12.3 TACTICAL COMBAT
    
    12.3.1    Map Generation
    Mega-Primus buildings are built to randomly selected patterns every
    mission. UFO map layouts are the same for each mission. Buildings in the
    Alien Dimension are completely random apart from the critical areas.
    
         Each tactical map square is 1.5 meters on each side.
    
    12.3.2    Weapons Accuracy
    A unit's basic accuracy is adjusted by the modifiers below, then added
    together with the weapons accuracy to give a final rating.
    
    Modifier                 Adjustment
    Unit is stationary       +20% unit accuracy
    Unit is walking          -25% unit accuracy
    Unit is kneeling         +20% unit accuracy
    Unit is prone            +40% unit accuracy
    Unit is flying           -15% unit accuracy
    Weapon on full-auto      -50% unit accuracy
    Weapon on aimed-shot     +100% unit accuracy
    
    Critical hits in either arm will severely affect shooting accuracy.
    
    
    12.3.3    Grenade Accuracy
    The unit's accuracy rating is adjusted by the modifiers below.
    
    Modifier                 Adjustment
    Unit is stationary       +10% unit accuracy
    Unit is walking          -12.5% unit accuracy
    
    Critical hits in either arm will severely affect throwing accuracy.
    
    
    12.3.4    Damage
    When a unit is hit by a weapon:
         (1) Subtract the weapon damage from the shields. If shields fall to
             zero, apply the remaining damage to (2)
         (2) Find out what part of the body is hit
         (3) Adjust the damage according to the damage matrix table.
         (4) Absorb as many points of damage as there are armor points for that
             part of the body. Apply the remaining damage to (6) (aliens have
             the same armor value all over).
         (5) Damage the armor. If armor rating falls to zero, destroy armor.
             Armor damage = (weapon damage * 3) / armor points
         (6) Subtract the remaining damage from the unit's health.
         (7) If the damage down is greater than 1/8 of maximum health, test for
             a critical wound. Percent chance of a critical wound is:
             (100 * damage) / maximum health
    
    
    12.3.4.1  Bullets/Energy Beams
    The damage of these weapons can vary by up to 50% of the written damage
    rating. Thus, a bullet from a machine gun can be worth anywhere from 11-32
    points of damage.
    
    
    12.3.4.2  Stun Weapons
    If the stun damage from a weapon exceeds the health of a unit, the unit
    will become unconscious. Stun damage does not hurt armor. A stunned unit
    recovers one point of stun damage each second.
    
    
    12.3.4.3  Explosives
    An explosion does full damage only at its center. Its strength decreases
    linearly as you move away from the center until it hits zero strength at
    the edge of the blast radius.
    
    1/8th of explosive damage is applied as stun damage.
    
    
    12.3.5    Psionic Skills
    The success of a psionic attack is a percentage calculated as follows:
    
                         100*attack*(100-defense)
    success rate = --------------------------------------
                     attack*(100-defense) + 100*defense
    
               psiattack rating * 40
    attack = ---------------------------
              initiation cost of action
    
    defense = psidefense rating
    
    Mind control costs 32 psi to initiate, stun costs 16 psi, panic costs 10
    psi, and probe costs 8 psi.
         All of these psionic attacks place a further drain on a unit's psi-
    energy in the form of a maintenance cost.
    
    
    12.4 AGENTS
    
    12.4.1    Stats & Improvements
    Only human and hybrid units can improve stats through training.
         Every four hours, an agent has some chance of improving some physical
    stats by one point. This percentage is equal to (100 - value of stat).
    Thus, it becomes increasingly difficult to improve high stats through
    training.
         Every four hours, an agent has some chance of improving some psionic
    stats. However, an agent can only increase psionic stats to three times
    their original levels. Furthermore, the amount of improvement depends on
    the unit's psi-energy. Humans that start with low psi-energy will therefore
    show almost no improvement even after hundreds of hours.
         The chance that a skill will increase is a percentage calculated as:
         100 - (3 * current_value - starting_value)
         Psi-attack will increase by 1/20th of psi-energy. Psi-defense will
    increase by 1/20th of psi-energy. Psi-energy will increase by 1 point.
    
    
    12.4.2    Promotions and Medals
    
    Promotion Eligibility:
    Rank           Prerequisite
    Rookie         None
    Squaddie       Must earn over 8 combat rating points
    Squad Leader   (Rookies + Squaddies) / (Squad Leaders + 1) is more than 4
    Sergeant       Squad leaders / (Sergeant + 1) is more than 2
    Captain        Sergeants / (Captains + 1) is more than 2
    Colonel        Captains / (Colonels + 1) is more than 2
    Commander      No commander, and more than one Colonel
    
    Up to five units may be promoted after any given mission. The units with
    the highest combat rating are selected for promotion.
         Rank isn't just for fun. It actually affects the morale of units.
    
    
    12.4.3    Healing
    Medi-kits will heal critical wounds and add 5 to the health of a unit. Back
    at the base, medical bays will restore 0.8 health points every hour, but
    only after the patients get a good night's rest.
    
    
    12.4.4    Morale
    A unit's morale goes up when bad guys die, and goes down when the good guys
    die, or if it is injured itself. The blow to a unit's morale score is
    cushioned by a high bravery score. Morale is affected more by the death of
    a highly ranked unit than it is by a lower ranked unit.
         Highly ranked units aren't affected by morale as badly as the lower
    ranked units.
         When hurt, a unit's morale will decrease according to this formula:
    
         decrease = (damage * 50)     (15 - bravery)
                    -------------- * ---------------
                      max_health           10
                    --------------------------------
                                   10
    
         If a unit has less than 30 morale points left, he/she/it may panic. A
    panicked unit will either run away, freeze, or go completely bezerk.
    
    
    12.4.5    Encumbrance
    It's possible for a unit to carry weight up to four times its strength.
    However, as a unit becomes more encumbered, it will lose time units and
    speed at an ever-increasing rate.
    
    
    12.4.6    Movement
    In real-time games, movement is measured by its speed rating. Each frame of
    the game is 1/36 of a second. In that time, a unit can move as many steps
    as its speed. Each square is divided into 80 steps, so a unit with a speed
    of 10 would take 8 frames (8/36ths of a second) to cross a square.
         Running takes place at full speed, walking at half speed, and crawling
    at 1/3rd speed.
         Turning 45 degrees requires one frame. (1/36th of a second)
         Changing posture from kneeling to standing requires 8 frames.
         Throwing takes 22 frames.
         Aiming takes 6 frames.
         Firing takes 4 frames.
         Reloading depends on the firing rate of the weapon.
         Doors open in 12 frames.
    
    In turn-based games, movement ability is dictated by a unit's remaining
    time units.
    Movement Type                   TU Cost
    Running                         2
    Walking                         4
    Crawling                        6
    Changing Posture                10% of maximum TUs
    Turning 45 degrees              1
    Firing:                         
     Aimed                          (36/Fire Rate)% of maximum TUs
     Snap Shot                      (18/Fire Rate)% of maximum TUs
     Automatic                      (9/Fire Rate)% of maximum TUs
    Picking up object               10% of maximum TUs
    Using motion scanner            10% of maximum TUs
    Throwing                        20% of maximum TUs
    Psionic attack                  10% of maximum TUs
    Using medi-kit                  37.5% of maximum TUs
    Teleporting                     55% of maximum TUs
    
    
    12.5 SCORING
    In combat, you gain points for killing enemy units and finding equipment
    and lose points for losing agents and X-COM equipment.
         Enemy units each have a point value listed in the appendix. You don't
    get credit for kills caused by bleeding.
         You lose double the points from your Combat Rating for getting an
    agent brainsucked. Its points are added to your Casualty Penalty. Getting
    killed the normal way just adds points (10 per agent) to your Casualty
    Penalty.
         Leadership bonus is (100 - Casualty penalty * 3)% of (Combat rating -
    freindly fire + stunned hostiles).
         Your total score is Combat Rating + Leadership Bonus - Casualty
    Penalty + Live Aliens Captured + Equipment Captured - Equipment Lost
    
    In the cityscape, you get points for completing research, shooting down
    UFOs, and destroying alien buildings. You lose 30 points for each alien
    alert in the city, points equal to 1/4 the value of any UFO that escapes
    through a dimension gate, the point value of any X-COM craft that is
    destroyed, and up to 20 points for a deliberately destroyed city block.
    
    Your cityscape and combat scores are tallied at the end of the week to
    determine the adjustments that are made to your funding.
    
    
    13.  BUGS, UPDATES, AND PATCHES
    None yet!
    
    
    14.  THIRD PARTY SUPPORT
    
    14.1 INTERNET WEBSITES
    Apocalypse Central
         Maintainer: Leo Radvinsky
         URL: http://www.gametemple.com/x-com/
    Message boards, on-line UFOpedia, cheating programs.
    
    Roger's X-COM Apocalypse FAQ Distribution Center
         Maintainer: Roger Wong
         URL: http://www.khan.org/~roger/games/xcom3/
    The home of this FAQ.
    
    Gamespot's Guide to X-COM Apocalypse
         Maintainer: Spotmedia Communications
         URL: http://www.gamespot.com/features/xcom
    A shortened, HTML version of this FAQ with illustrations and diagrams.
    
    
    14.2 UTILITIES AND PROGRAMS
    APOCUTIL
         for MS-DOS
         Author: Scott Jones
         URL: http://members.aol.com/stones/xcomutil/
    Randomizes the effects of each weapon on each alien to make the game more
    difficult and more interesting.
    
    XeD
         For MS-DOS
         Author: Larze & Fds0ft
         URL: http://www.gametemple.com/x-com/
    Edits agent statistics, equipment stores, internal base layouts, funds,
    graphics, etc.
    
    
    15.  CLOSING STATEMENT
    That's that. Read a good book every now and again, and don't get hurt!
    
    
    16.  APPENDICES
    
    16.1 TABLES
    
    16.1.1    Agent Weapons
    
    Accuracy
    --------
    Grenade accuracy depends on the accuracy of the unit.
    
    The accuracy of guided weapons such as missile launchers are misleading.
    If the target is equipped with a personal cloaking device, accuracy is
    reduced by an unknown, but significant, amount.
    
    Ammo
    ----
    Weapons that recharge over time have a + sign next to their ammunition
    counter.
    
    Blast Radius
    ------------
    Explosion damage decreases linearly until it reaches 0 at the very edge of
    the blast radius. i.e.- To an object three squares away, a Vortex Mine will
    do 85 points of damage according to the formula:
     [Damage - ((Damage / Blast_Radius ) * Distance)].
    
    Score
    -----
    When two scores are listed, the first score refers to the weapon, and the
    second refers to the ammunition clip.
    
                                                 Rate                    
                                                   of             Blast  
    Name                Type        Ammo  Acc.   Fire   Damage    Radius Score
    AP Grenade          Explosive     --    --     --     48        4      1
    Stun Grenade        Stun          --    --     --     80        7      1
    Smoke Grenade       Smoke         --    --     --     90        8      1
    Incendiary Grenade  Incend.       --    --     --     80        6      1
    Proximity Mine      Explosive     --    --     --     75        8      2
    High Explosive      Explosive     --    --     --     90        6      2
    Boomeroid           Explosive     --    --     --     70        7      7
    Vortex Mine         Explosive     --    --     --    150        7      8
    Alien Gas Grenade   Gas           --    --     --     80        8      4
    
    M4000 Machine Gun   AP            36   30%   3.00  11 - 32      --    2/0
    Lawpistol           AP            16   45%   2.00  12 - 36      --    2/0
    Plasma Gun          Plasma        42   55%   1.20  18 - 53      --    4/1
    Laser Sniper Gun    Laser         30   95%   0.85  13 - 39      --    3/0
    Disruptor Gun       Disruptor    +28   30%   1.12  21 - 63      --     4
    Devastator Cannon   Disruptor    +34   75%   0.90  35 - 105     --     10
    Toxigun A-clip      Toxin A       16   40%   4.50  25 - 75      --    4/2
    Toxigun B-clip      Toxin B       16   40%   4.50  33 - 98      --    4/2
    Toxigun C-clip      Toxin C       16   40%   4.50  43 - 128     --    4/2
    
    Auto Cannon AP      AP            24   40%   1.05  20 - 60      --    3/0
    Auto Cannon HE      Explosive     24   40%   1.05     33        8     3/0
    Auto Cannon IN      Incend.       24   40%   1.05     37        7     3/0
    
    Mini Launcher HE    Explosive      5   30%   0.55     40        8     4/1
    Mini Launcher IN    Incend.        5   30%   0.55     40        8     4/1
    Heavy Launcher HE   Explosive      1   10%   0.45     90        8     4/1
    Heavy Launcher IN   Incend.        1   10%   0.45     90        8     4/1
    Dimension Launcher  Explosive      1   85%   0.37    110        8     10/8
    Entropy Launcher    Entropy        3    --   0.36   9 - 27      --    7/7
    
    Power Sword         Plasma       +15   95%   1.02  38 - 113     --     2
    Stun Grapple        Stun          +5   75%   0.81  45 - 135     --     1
    Mind Bender         --            --    --     --     --        --     5
    
    
    
    16.1.2    Vehicle Weapons
    Accuracy
    --------
    Refers to the probability of hitting a target spot. If a target moves out
    of a targeted spot, it's not the weapon's fault.
    
    Range
    -----
    Weapons fire will fizzle after covering the given range in meters. One city
    square is equal to 16 meters.
    
    Firing Arc
    ----------
    Vehicle-mounted weapons point forward. The firing arc is in degrees.
    
    Turn Rate
    ---------
    Weapons with a turn rate home in on their targets.
    
    Name                   Ammo  Acc.  Rate  Speed  Range  Firing  Turn Damage
                                       of                  Arc     Rate
                                       Fire
    Bolter 4000 Laser Gun  --    45%   3.0   38     200    90      --   12
    Lancer 7000 Laser Gun  --    40%   3.0   38     300    90      --   16
    Rendor Plasma Gun      70    36%   3.0   38     250    90      --   20
    Lineage Plasma Cannon  110   34%   3.0   38     400    90      --   25
    Plasma Multi-system    30    38%   6.0   38     175    180     --   14
    Light Disruptor Beam   --    50%   2.4   28     150    180     --   20
    Medium Disruptor Beam  --    40%   2.1   30     300    180     --   40
    Heavy Disruptor Beam   --    30%   1.8   32     600    180     --   80
    40mm Auto Cannon       300   30%   6.0   20     175    90      --   10
    Janitor Missile        24    24%   1.0   16     250    135     24   22
    Prophet Missile        26    24%   0.9   18     350    270     32   26
    Justice Missile        1     26%   0.5   10     1000   135     12   50
    Retribution Missile    1     22%   0.4   10     1150   135     10   68
    Disruptor Bomb         32    18%   0.4   16     450    270     34   94
    Stasis Bomb            5     20%   0.4   24     250    270     34   --
    Disruptor Multi-Bomb   12    16%   0.3   12     250    270     24   98
    Multi-Bomb Fragment    --    --    --    22     --     --      28   65
    Laser Defense Array    --    12%   9.0   38     64     360     --   8
    Plasma Defense Array   --    8%    9.0   38     84     360     --   12
    
    40mm AC Turret         500   30%   6.0   20     150    360     --   14
    Airguard AA Cannon     600   28%   2.0   15     180    360     --   16
    GLM Array              12    24%   1.5   17     225    360     12   26
    Plasma Turret Cannon   130   15%   4.5   38     400    360     --   30
    GLM Air Defense        16    25%   1.05  17     325    360     14   28
    Rumble Cannon          --    25%   5.1   20     250    90      --   34
    
    
    16.1.3    UFOs
    Armor
    -----
    The stated rating is an overall value. It is divided equally between the
    six sides of the vehicle (top, bottom, left, right, front, back).
    
    Weapons
    -------
    Items with a + sign denote optional devices that only appear at advanced
    game stages.
    
    Type              Armor  Health  Speed  Score   Weapons
    Probe             12     80      14     50      Light Disruptor Beam
    Scout             27     120     12     100     Light Disruptor Beam
                                                    +Small Disruption Shield
    Transporter       36     400     8      150     Light Disruptor Beam
                                                    +Small Disruption Shield
    Fast Attack Ship  57     80      20     200     Medium Disruptor Beam
                                                    +Small Disruption Shield
    Destroyer         84     600     12     250     Disruptor Bomb Launcher
                                                    +Small Disruption shield
                                                    +Teleporter
    Assault Ship      48     850     8      300     Medium Disruptor Beam
                                                    +Small Disruption Shield
                                                    +Cloaking Field
                                                    +Teleporter
    Bomber            84     700     14     300     Light Disruptor Beam
                                                    Disruptor Multi-Bomb
                                                    +Large Disruption Shield
                                                    +Teleporter
                                                    +Cloaking Field
    Escort            120    500     16     250     Stasis Bomb Launcher
                                                    +Large Disruption Shield
                                                    +Cloaking Field
                                                    +Teleporter
    Battleship        102    80      12     500     Heavy Disruptor Beam
                                                    Disruptor Bomb Launcher
                                                    +Large Disruption Shield
                                                    +Teleporter
    Mothership        84     2800    8      700     Heavy Disruptor Beam
                                                    Disruptor Multi-Bomb
                                                    Stasis Bomb Launcher
                                                    +Large Disruption Shield
                                                    +Teleporter
    Overspawn         102    1800    4      400     Smelly Feet
                                                    Bad Breath
                                                    Unclipped Toenails
    
    
    16.1.4    UFO Crew Complements
    Because aliens can die during crash landings or flee the battlefield, you
    may encounter less aliens than stated here.
    
                      Alien Egg
                        | Anthropod
                        |   | Brainsucker
                        |   |   | Chrysalis
                        |   |   |   | Hyperworm
                        |   |   |   |   | Megaspawn
                        |   |   |   |   |   | Micronoid
                        |   |   |   |   |   |   | Multiworm
                        |   |   |   |   |   |   |   | Popper
                        |   |   |   |   |   |   |   |   | Psimorph
                        |   |   |   |   |   |   |   |   |   | Skeletoid
                        |   |   |   |   |   |   |   |   |   |   | Spitter
                        |   |   |   |   |   |   |   |   |   |   |   |
    Transporter         2   4   -   2   2   -   -   -   1   -   -   4
    Fast Attack Ship    -   6   2   -   -   -   -   -   1   -   -   2
    Destroyer           -   8   -   -   -   -   -   -   -   -   3   3
    Assault Ship        -   6   -   2   -   -   -   -   4   -   2   4
    Bomber              -   3   -   -   -   -   -   -   2   -   7   -
    Escort              -   3   -   -   -   1   -   -   2   -   7   -
    Battleship          -   8   -   -   -   3   3   -   5   1   5   5
    Mothership          -   4   -   -   -   2   3   -   5   2   9   -
    
    
    16.1.5    Aliens Beamed Down by UFOs
    Due to the alien life cycle, the nature of an alien infestation will change
    over time. Aliens may spread to other buildings, new aliens may hatch from
    eggs and chrysalises, or the aliens may simply die of old age.
    
                      Alien Egg
                        | Anthropod
                        |   | Brainsucker
                        |   |   | Multiworm
                        |   |   |   | Popper
                        |   |   |   |   | Skeletoid
                        |   |   |   |   |   | Spitter
                        |   |   |   |   |   |   |
    Probe               -   1   1   -   -   -   2
    Scout               3   1   2   2   -   -   5
    Transporter         5   5   3   3   1   -   3
    Fast Attack Ship    -   3   -   1   3   3   -
    Destroyer           5   8   4   1   -   4   -
    Assault Ship        5   6   5   2   2   5   2
    Bomber              -   5   -   -   -   -   3
    Escort              4   -   -   -   4   3   2
    Battleship          5   4   -   -   2   5   4
    Mothership          5   4   -   -   5   6   4
    
    
    16.1.6    Aliens in Alien Buildings
    Anthropods, skeletoids, and spitters are beamed into each building as
    reinforcements. The type selection is random, but the timing is precise.
    
                      Alien Arrival Rate (every X seconds)
                        |   Alien Egg
                        |     | Anthropod
                        |     |   | Hyperworm
                        |     |   |   | Megaspawn
                        |     |   |   |   | Micronoid
                        |     |   |   |   |   | Multiworm
                        |     |   |   |   |   |   | Popper
                        |     |   |   |   |   |   |   | Psimorph
                        |     |   |   |   |   |   |   |   | Skeletoid
                        |     |   |   |   |   |   |   |   |   | Spitter
                        |     |   |   |   |   |   |   |   |   |   | Queenspawn
                        |     |   |   |   |   |   |   |   |   |   |   |
    Sleeping Chamber    40    -   6   6   -   2   -   -   -   6   2   -
    Food Chamber        35    -  12   -   -   -   -   -   2   6   -   -
    Alien Farm          12    -   6   -   -   -   3   6   2  12   -   -
    Maintenance Factory 30    -   6   -   2   -   2   6   -   6   -   -
    Incubator Chamber   20    -   6   -   -   -   4   -   -  12   2   -
    Control Chamber     10    -  12   -   -   -   2   -   -  12   2   -
    Spawning Chamber    18    6   6   -   3   -   -   -   2   6   -   1
    Organic Factory     20    -  12   -   -   -   1   -   2  12   2   -
    Megapod Chamber     10    -  12   -   2   -   -   -   2  12   2   -
    Dimension Gate       5    -   0   -   6   -   2   -   6  18   -   -
    
    
    16.1.7    Hostile Unit Statistics
    TU/Speed
    --------
    Time Units and speed are given for turn-based and real-time combat.
    
    Type                                TU/           Psi    Psi    Psi        
                Health  Armor    Acc  Speed  Brave  Power  Attck    Def   Score
    Alien Egg       80      5     40   30/0      -      -      -    100       4
    Anthropod       60      5    100   56/7     80      -      -     40      10
    Brainsucker     20      5    100  90/11      -      -      -    100       4
    Chrysalis       86     12      -   30/0      -      -      -    100       3
    Hyperworm       44      7     70  82/10      -      -      -     90       5
    Megaspawn      260     31     50   50/4    100      -      -    100      30
    Micronoid       80      0     40   30/3      -     75     65     85      15
    Multiworm      340      6     50   45/5      -      -      -     75       8
    Popper          35      7      - 110/13      -      -      -    100       8
    Psimorph       420     10     70   36/4     80    170     85     80      30
    Queenspawn     600     30     60   45/0      -      -      -     90      50
    Skeletoid       34     14     70  86/10     70      -      -     55      14
    Spitter         65      7     38   56/7     80      -      -    100       8
    
    Cultist      40-50     15  60-80 60-75/  40-80   5-20  20-45  20-60      10
                                        7-9
    Gang Member  40-50     20  60-80 60-75/  40-80   5-20   5-20  15-45      10
                                        7-9
    Megapol      40-50     20  55-75 60-75/  40-80   5-20   5-20  15-35      10
                                        7-9
    Rent-a-Cop   40-50     18  60-80 60-75/  40-80   5-20   5-20  20-50      10
                                        7-9
    
    
    16.1.8    Workshop Profit Ratings
    
    Labor Cost
    ----------
    Engineers are paid $4.76 an hour. Labor costs assume an average engineer
    rating of 85. Labor cost is calculated as ((LaborHours / 85) * $4.76).
    
    To reduce the cost of labor, hire engineers with the highest ratings.
    
    Total Cost
    ----------
    The total cost of each item includes costs for both labor and for
    manufacture.
    
    Market Price
    ------------
    This is the initial market price. The price will drop as more items of this
    type are sold.
    
    Profit hours
    ------------
    The most profitable items have the highest Profit Hour ratings. These
    include the Stasis Bomb, Biotrans, Toxigun, and X-COM Body Shield.
    
    Item                   Labor Labor   Mfr.   Total Market            Profit
                           Hours  Cost   Cost    Cost  Price   Profit    hours
    Alien Gas Grenade       1000    56    250     306    600      294     .294
    Toxigun                 3000   168   1200    1368   2780     1412     .470
    Toxigun A-clip           800    44    200     244    500      256     .320
    Toxigun B-Clip           900    50    300     350    700      350     .438
    Toxigun C-Clip          1000    56    400     456    900      444     .444
    Disruptor Gun           7000   392    600     992   2100     1108     .158
    Devastator Cannon      12000   672   1200    1872   4500     2630     .219
    Dimension Launcher      5500   308   1200    1508   3100     1592     .289
    Dimension Missile       4000   224    400     624   1300      676     .169
    Boomeroid               3000   168    230     398    840      442     .147
    Vortex Mine             5000   280    250     530   1130      600     .120
    
    Personal Shield        14000   782   2000    2782   5770     2988     .213
    Personal Teleporter    25000  1400   6000    7400  18200    10800     .432
    Personal Cloak Field   18000  1006   3000    4006   8300     4294     .238
    X-COM Leg Shields       3400   190   1200    1390   2830     1440     .423
    X-COM Body Shield       3800   212   1500    1712   3480     1770     .465
    X-COM Arm Shields       3400   190   1200    1390   2830     1440     .423
    X-COM Head Shield       3800   212   1500    1712   3480     1770     .465
    
    Adv. Control System    15000   840   4000    4840   8000     3160     .210
    Bio-Transport Module    4000   224    700     924    950       26     .006
    Small Shield           20000  1120   5000    6120  12500     6380     .319
    Large Shield           30000  1680   8000    9680  19800    10120     .337
    Cloaking Field         35000  1960   6000    7960  16450     8490     .242
    Teleporter             45000  2520  11000   13520  27700    14180     .315
    
    Light Disruptor Beam   12000   672   2000    2672   5600     2928     .244
    Med. Disruptor Beam    20000  1120   4000    5120  10500     5380     .269
    Heavy Disruptor Beam   35000  1960   8000    9960  20500    10540     .301
    Disruptor Launcher      8000   448   3000    3448   7000     3552     .444
    Disruptor Bomb          4000   224   1500    1724   3500     1776     .444
    Stasis Bomb Launcher    6000   336   2000    2336   4760     2424     .404
    Stasis Bomb             2000   112   1200    1312   2650     1338     .669
    Multi Launcher         10000   560   4000    4560   9260     4700     .470
    Disruptor Multi-Bomb    5000   280   1800    2080   4230     2150     .430
    
    Dimension Probe        25000  1400   6000    7400  10000     2600     .104
    Biotrans               35000  1960  12000   13960  34000    20040     .572
    Explorer               55000  3080  22000   25080  44000    18920     .344
    Retaliator             75000  4200  35000   39200  70000    30800     .410
    Annihilator           100000  5600  50000   55600 100000    44400     .444
    
    
    16.1.9    Complete Commodities Market Pricing Guide
    
    Price
    -----
    Initial starting price. The actual market price will vary according to
    supply and demand.
    
    Stocks (Minimum, Maximum)
    -----
    These hard-coded stock values are used to determine weekly stock levels.
    
    Week
    -----
    The week in which the item is first available for sale. If no week number
    is given, the item must be found or manufactured by X-COM.
    
    
                                           Min.    Max.        
    Item                            Price Stocks  Stocks Week  Manufacturer
    
    Phoenix Hovercar                12000   4       15     1   Marsec
    Hoverbike                        5000   4       20     1   Marsec
    Valkyrie Interceptor            75000   2       8      1   Marsec
    Hawk Air Warrior               100000   2       6      2   Marsec
    Stormdog                         6000   5       20     1   Marsec
    Wolfhound APC                    9000   3       7      1   Marsec
    Blaser Turbo Bike                2000   4       8      1   General Metro
    Griffon AFV                     16000   3       8      1   Marsec
    Dimension Probe                 10000   -       2      -   X-COM
    Biotrans                        34000   -       2      -   X-COM
    Explorer                        44000   -       2      -   X-COM
    Retaliator                      70000   -       2      -   X-COM
    Annihilator                    100000   -       2      -   X-COM
                                                               
    Bolter 4000 Laser Gun            1000   4       15     1   Megapol
    Lancer 7000 Laser Gun            1500   4       12     1   Megapol
    Rendor Plasma Gun                2500   3       8      1   Marsec
    Lineage Plasma Cannon            6000   3       12     3   Marsec
    Plasma Multi-System              5000   4       14     2   Marsec
    40mm Auto Cannon                  500   7       24     1   Megapol
    Janitor Missile Array            1200   6       22     1   Megapol
    Justice Missile Array             800   4       12     1   Megapol
    Prophet Missile Array            1500   5       16     1   Marsec
    Retribution Missile Launcher     1100   4       14     1   Marsec
    Laser Defense Array              1700   5       15     1   Megapol
    Plasma Defense Array             2300   4       11     3   Marsec
    Light Disruptor Beam             5600   -       5      -   X-COM
    Medium Disruptor Beam           10500   -       10     -   X-COM
    Heavy Disruptor Beam            20500   -       15     -   X-COM
    Disruptor Bomb Launcher          7000   -       8      -   X-COM
    Stasis Bomb Launcher             4760   -       10     -   X-COM
    Disruptor Multi-Bomb Launcher    9260   -       14     -   X-COM
                                                               
    40mm Auto Cannon Turret           300   4       15     1   Megapol
    Airguard Anti-Air Cannon          400   4       13     1   Marsec
    GLM Array                         600   3       8      1   Marsec
                                                               
    Plasma Turret Cannon             1800   2       5      1   Marsec
    GLM Air Defense                  2100   2       6      1   Marsec
    Rumble Cannon                    1000   3       8      1   Megapol
                                                               
    Fusion Powerfuel                   10  200     1200    1   
    Elerium-115                        20  180     800     1   Solmine
    Multi-cannon Round                  5  400     1500    1   Megapol
    Janitor Missile                   110   50     260     1   Megapol
    Justice Missile                   330   10      60     1   Megapol
    Prophet Missile                   200   40     200     1   Marsec
    Retribution Missile               420   5       30     1   Marsec
    Repeater 40mm Cannon Round          6  400     1200    1   Megapol
    Airguard 52mm Cannon Round          8  400     1400    1   Marsec
    Ground Launched Missile           100   40     200     1   Marsec
    Air Defense Missile               180   35      50     1   Marsec
    Disruptor Bomb                   3500   -       25     -   X-COM
    Stasis Bomb                      2650   -       20     -   X-COM
    Disruptor Multi-Bomb             4230   -       30     -   X-COM
                                                               
    SD Standard                      1000   4       10     1   Superdynamics
    SD Deluxe                        1500   4       9      1   Superdynamics
    SD Sports                        2000   3       8      1   Superdynamics
    SD Turbo                         3500   3       7      1   Superdynamics
    SD Elite                         5000   2       6      1   Superdynamics
    SD Special                       7000   2       5      1   Superdynamics
                                                               
    Metro Roadhog                     400   4       12     1   General Metro
    Metro Roadgrav                    600   3       11     1   General Metro
    Metro Turbograv                   900   2       10     1   General Metro
    Metro Powergrav                  1200   2       9      1   General Metro
    Metro Multipower Plus            1600   2       8      1   General Metro
                                                               
    Cargo Module                      300   4       12     1   Superdynamics
    Passenger Module                  400   4       12     1   General Metro
    Bio-Transport Module              950   -       4      -   X-COM
    Light Weapons Control            1000   3       5      1   Cyberweb
    Medium Weapons Control           3000   2       4      1   Cyberweb
    Heavy Weapons Control            6000   1       2      3   Cyberweb
    Advanced Control System          8000   -       6      -   X-COM
    Missile Evasion Matrix           4000   2       4      2   Cyberweb
    Small Disruption Shield         12500   -       10     -   X-COM
    Large Disruption Shield         19800   -       15     -   X-COM
    Cloaking Field                  16450   -       17     -   X-COM
    Teleporter                      27700   -       20     -   X-COM
                                                               
    AP Grenade                         70   20      50     1   Megapol
    Stun Grenade                       50   20      60     1   Megapol
    Smoke Grenade                      30   25      60     1   Megapol
    Incendiary Grenade                 60   10      30     1   Diablo
    Proximity Mine                    300   10      30     2   Marsec
    High Explosive                    800   8       16     1   Marsec
    Lawpistol                         300   15      50     1   Megapol
    Lawpistol Clip                     10   20      80     1   Megapol
    M4000 Machine Gun                 800   9       24     1   Marsec
    M4000 Machine Gun Clip             20   40      70     1   Marsec
    Laser Sniper Gun                  900   5       15     1   Megapol
    Laser Pod                          40   30      55     1   Megapol
    Autocannon                       1200   3       8      1   Megapol
    Autocannon AP Clip                 30   20      40     1   Megapol
    Autocannon HE Clip                 40   20      40     1   Megapol
    Autocannon IN Clip                 30   20      40     1   Megapol
    Plasma Gun                       1600   3       6      2   Megapol
    Plasma Gun Pod                     50   15      40     2   Megapol
    Heavy Launcher                    800   2       4      2   Marsec
    Heavy Launcher HE Missile          40   5       20     2   Marsec
    Heavy Launcher IN Missile          40   5       20     2   Marsec
    Heavy Launcher AG Missile         700   -       15     -   Marsec
    Minilauncher                      900   2       6      3   Marsec
    Minilauncher HE Missile            35   10      30     3   Marsec
    Minilauncher IN Missile            35   10      30     3   Marsec
    Minilauncher AG Missile           900   -       30     -   Marsec
    Stun Grapple                      400   5       20     1   Megapol
    Powersword                        400   1       5      3   Marsec
    Mind Bender                      1200   3       12     1   Marsec
    Medi-kit                          250   4       14     1   Nanotech
    Motion Scanner                    900   2       6      1   Marsec
    Alien Gas Grenade                 600   -       15     -   X-COM
    Toxigun                          2780   -       8      -   X-COM
    Toxigun A-Clip                    500   -       16     -   X-COM
    Toxigun B-Clip                    700   -       16     -   X-COM
    Toxigun C-Clip                    900   -       16     -   X-COM
    Disruptor Gun                    2100   -       10     -   X-COM
    Devastator Cannon                4500   -       20     -   X-COM
    Boomeroid                         840   -       15     -   X-COM
    Brainsucker Launcher              200   -       6      -   X-COM
    Brainsucker Pod                   200   -       4      -   X-COM
    Entropy Launcher                  300   -       4      -   X-COM
    Entropy Pod                       100   -       10     -   X-COM
    Dimension Missile Launcher       3100   -       25     -   X-COM
    Dimension Missile                1300   -       30     -   X-COM
    Vortex Mine                      1130   -       25     -   X-COM
    Personal Disruptor Shield        5770   -       30     -   X-COM
    Personal Teleporter             18200   -       40     -   X-COM
    Personal Cloaking field          8300   -       30     -   X-COM
    Megapol Leg Armor                 400   8       24     1   Megapol
    Megapol Body Armor                400   8       24     1   Megapol
    Megapol Left Arm Armor            300   8       24     1   Megapol
    Megapol Right Arm Armor           300   8       24     1   Megapol
    Megapol Helmet                    400   8       24     1   Megapol
    Marsec Leg Unit                   600   2       15     2   Marsec
    Marsec Body Unit                 1200   2       15     2   Marsec
    Marsec Left Arm Unit              600   2       15     2   Marsec
    Marsec Right Arm Unit             600   2       15     2   Marsec
    Marsec Head Unit                  700   2       15     2   Marsec
    X-COM Leg Shield                 2830   -       20     -   X-COM
    X-COM Body Shield                3480   -       20     -   X-COM
    X-COM Left Arm Shield            2830   -       20     -   X-COM
    X-COM Right Arm Shield           2830   -       20     -   X-COM
    X-COM Head Shield                3480   -       20     -   X-COM
    Psiclone                         4500   -       40     -   Psyke
    Elerium Pod                      3000   -       40     -   Solmine
    
    
    17.  REFERENCES
    Fermier, R. XCOM3 storage problems. Usenet posts. July, 1997.
    Tokumura, C. Contact explosives. Usenet posts. July, 1997.
    Sens. Early vehicle combat. Usenet posts. August, 1997.
    Sens. Weapons comparisons. Usenet posts. August, 1997.
    Sens. Cult raid tactics. Usenet posts. July, 1997.
    Sens. Weapons control systems. Usenet posts. July, 1997.
    Silvey, S. Ineffective weapons systems. Usenet posts. August, 1997.
    Silvey, S. Entropy avoidance. Usenet posts. August, 1997.
    Wilhelm, S. Early base defense. Usenet posts. August, 1997
    
    
    
    18.  REVISION HISTORY
    
    A.   version 0.99. September 27, 1997. First release.