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    FAQ/Strategy Guide by M-Chan

    Updated: 07/22/02 | Search Guide | Bookmark Guide

    X-Com UFO Defense FAQ
    By : M-Chan
    Copyright M-Chan 2002
    Any Questions or Corrections e-mail me at RecycledAnimals@Yahoo.com
    Author's Note:
    I hope this comes of some use to people who are just starting out in 
    the game, I know it is very difficult to pick up at first. I luckily 
    had a friend who showed me the ropes.
    I also had to buy this game used on PSX and it had absolutely no 
    instructions with it. If I had absolutely no past experience with it, I 
    would have been lost. So this is for all the people out there that fall 
    into the same category.
    This is my comprehensive faq on basically everything that there is in 
    the game. I'm surprised that not many people know of the greatness that 
    X-Com personifies. I have personally been playing this game for a 
    little more than 7 years and I haven't lost any interest or urge to 
    pick up the game and just play for hours on end. X-Com is one of the 
    best if not the best Turn-based strategy games ever made it also has 
    factors of maintenance through your base and it's functions. And 
    without further ado..Sit back, take your pants off, and feel the love 
    And if this is your first time playing it on PSX : ^_^ Put it on the 
    Point & Click Interface. Moving on.
    Ver. 1.0
    -First Update (07-20-2002 ~ 07-24-2002)
         *Still need to do What Game Says on Alien Units
    Table of Contents
    Section A : Game Basics
    I.    Base Location
    II.   Geoscape Menu
    III.	Base Menu
           -Equip Craft
           -Build Facilities
           -Base Information
           -Build a New Base
    IV.	Game Over
    Section B : Fighting
    I.    Interception
    II.   Situations
     -UFO Recovery
           -Terror Site
           -Base Attack
           -UFO Base Assault
    III.  Getting Started
    IV.   Battle Menu
    V.    Basics
     -Time Units
           -Snap, Aim, Auto Shot
    VI.   Conditions for Victory
    VII.  Points
    Section C : Units, Ships, and Aliens
    I.     X-COM Units
    II.    Aliens
    III.   X-COM Aircrafts
    IV.    Base Facilities
    V.     Alien Ships
    VI.    Alien Research
    Section D : Weapons
    I.     Pistols
    II.    Rifles
    III.   Launchers
    IV.    Explosives
    V.     Tanks
    VI.    Aircraft Weapons
    VII.   Armor
    VIII.  Misc
    Section E : Research Guide
    Section F : Tactics & Tips
    (Base Location)
    * When you start the game you will be asked to choose where you want to 
    place your first base. Anywhere technically can fit the bill, just 
    don't put it in Anartica or anything. But I would reccomend that you 
    put it somewhere in the US for one simple reason the funding they give 
    you is unmatched. It is so much higher than everyone else, many 
    countries' worth combined. So it is important to protect them and keep 
    them happy, while other countries pay you only a fraction and don't 
    necessarily need to be kept an eye on. You could place it in the 
    Eurasia area and you will have many countries in check that add up to 
    the US funding, but really stick with the US.
    (Geoscape Menu)
    * You will see this screen quite a bit so get used to it.
    You will see various dots all over the Earth, each of them representing 
    something. The small square represents where your base is. 
    Whenever there is an alien ship it will be seen as a red dot and when 
    it lands a green X. An alien base will be another square that isn't one 
    of your own bases. 
    Terror sites are a pink X that appears. Everytime one of these appears 
    you will get a warning screen, showing you the location of each, except 
    for a base..you will have to comb the earth for it or at the end of the 
    month it will tell you.
    This tells you what ships you have at your disposal. At the beginning 
    you will have 1 Skyranger and 2 Interceptors. The first being your 
    transport ship and the others are your combat aircrafts. The 
    Interceptors are what you will send out when you are alerted of a ship 
    that has been spoted. Choose which of them you like and then click on 
    the UFO from there it will do the rest.
    This will bring you to the base menu.
    Simply put, this will tell you in detail about the various weapons and 
    things that you have researched and found out from the weapons you use 
    to the aliens that you have killed. It's all here for your reference.
    Basic stuff. Saving, loading, aborting game, sound options, and 
    This shows you how much money each of the countries is contributing to 
    the X-COM program. This should give you an idea of who you should keep 
    happy, when they are pleased you will see +'s on the right of the 
    totals and when you do badly -'s will follow. If a country is truly 
    displeased with your work they will sign a pact with the aliens and 
    drop funding all together. Bad. 
    At the end of every month you will get an update on how well you are 
    doing and if there is any sort of change in the funding.
    Will give you basically any information that you want, from UFO 
    activity in specific areas to funding.
    5 Seconds : When you want to "pause" the game. Makes it so slow that 
    nothing will really happen.
    1 Minute : No real use.
    5 Minutes : No real use.
    30 Minutes : You can use this for when you are intercepting an aircraft
    1 Hour : Can progress through in this mode, though a little slow.
    1 Day : Nothing to do, just waiting for something to attack, research 
    to finish, manufacuturing to complete.
    (Base Screen)
    *Will appear when you click the bases button on the Geoscape screen. 
    Your actual base is composed of the squares that are on the left, all 
    the little boxes under your base name and funding will help you to move 
    from base to base when you have multiple
    -Equip Craft
    Here you will be able to tinker with the aircrafts that you have in 
    your hangers. With Interceptors you click on it and then you can alter 
    it's weaponry though the 1 and 2, along with other assault aircrafts. 
    With transport ships you will be able to assign soldiers to it, load up 
    equipment, and give certain soldiers armor when the time comes.
    This is for getting lots of information about all of the soldiers you 
    are keeping at your base. You can see which of your soldiers is the 
    best and also change their names to your likings if you are willing to 
    take the time, I assure you they die to fast to name unless you hate 
    the person. ^_^ Then have fun, because they won't last long.
    A very important part of X-COM, is the researching part of the game. 
    You will need to get many scientists and build a few Labratories so you 
    can quickly learn about and gain the ability to use strong weapons. 
    Just click new project, choose a gun/alien/theory and assign as many 
    scientists as you have.
    The more scientists the faster..you can allocate then to your desire to 
    have multiple projects at once. Unknown, Poor, Average, Good, 
    Excellent. Those will appear by the side of the project to show 
    At anytime you can add more scientists.
    Not very important at least to me. You need to buy engineers and have a 
    workshop to use this option. After you are finished researching a 
    weapon or aircraft, you can make it for use. Just choose New Project, 
    click the thing you want manufactured..it will give you the details 
    such as cost of what is needed, then allocate your engineers and then 
    tell how many of the thing you want made. Afterwards it will show you 
    how long it will take to build. 
    At anytime you can add more engineers to a project.
    This is what you can buy. From Soldiers to Handguns..this is where you 
    buy it. Just click up to increase the number of how much you want and 
    then go to the bottom and click sale. It will show you the total cost 
    in the upper left of the screen.
    Can sell all of the excess stuff that you have in your inventory to 
    empty up the space used in your General Stores. Click on the up next to 
    the item to increase the amount and then sell. It will show you the 
    total of amount of money gained in the upper left.
    When you have more than one base you can move materials and people 
    through this to the other base. Just choose like you would in the 
    buying screen and then send it. There will be a charge and it varies 
    depending on how big the order is.
    -Build Facilities
    A small menu will pop up showing you the various faciltities you can 
    add on to your base. You just click the one you need, it will then show 
    cost the cost and how long it will take to build..then just choose a 
    spot on the base where you can put it.
    All pieces must be attached to an existing piece of the base.
    -Base Information
    Gives you indepth details about how your base is doing, gives you the 
    ratios of your People to Living Quarters, Scientists to Lab Space, and 
    so on.
    Also it will give you your expenses. Yes, you must pay for everything 
    even after you buy them. It costs money to maintain the base and you 
    have to pay the wages of the people who are still alive. Scientists 
    being the most expensive and they don't die in battle unfortunately.
    Brings you to the Geoscape screen.
    -Build a New Base
    This will put you through the same process that you had to do in the 
    beginning, just repeat..the cost of a base will depend on where you put 
    it and can go up to a million dollars.
    Remember, you can only build base facilities adjacent to already 
    existing structures. So you can't just build it all in one swoop.
    (Game Over)
    *When you go in debt over 2 million dollars for two months or if you 
    lose all of your funding by the countries all signing with the aliens 
    you will lose the game.
    *After an alien ship has been spotted you choose your aircraft that you 
    will use to intercept on the GeoScape menu. After you do that click on 
    the red dot that signifies the UFO. This will cause your aircraft to go 
    intercept it. Once it catches up to it you will get the combat menu.
    All of have to do is choose which attack style you like and the game 
    will do the rest for you. Slowly the dot will come closer into a range 
    of one of your weapons and it will fire.
    There are various forms of attack. Standard, Aggressive, and Cautious. 
    Each is pretty much self explainitory. Cautious will keep the UFO at a 
    distance, Standard will gradually bring it closer, and Aggressive will 
    bring it closer faster. Depending upon your weaponry and the size of 
    the ship choose the one that best works. There is also a disengage 
    option which lets you run if it is too big and at the bottom is button 
    of a UFO that will show you what the UFO looks like.
    *There are multiple situations in which you must fight aliens.
    UFO Recovery
    -This is your standard issue combat situation, this occurs after you 
    bring down a UFO or when one is already on the ground and you send your 
    soldiers out to the scene.
    Terror Site
    -These appear at random at a random city in the world, these are 
    important to do right away as they disappear quickly from the map and 
    if you miss them they will go against your score quite a bit. Just send 
    your soldiers to the scene.
    Base Attack
    -If you base is without defense and you let a few UFO's go by without 
    stopping them this happens. You will have to fight in your own base as 
    a battle screen. It is rare though and will most likely only happen in 
    the beginning until your defenses are up.
    UFO Base Assault
    -Eventually the aliens will set up their own base somewhere on the map, 
    most of the time you have to search for it or it will tell you at the 
    end of the month. Simply take your aircraft and send soldiers to the 
    base to initiate the battle.
    (Getting Started)
    *After you have started the mission you will be given a chance to equip 
    the soldiers you have brought with various weapons you put on the ship. 
    Just click on the weapon and drag it into their hands or either of the 
    other areas where it will fit.
    The more equipment you put the more it will weigh the person down and 
    the less they will be able to move in battle. In the upper right it 
    will allow you scroll between soldiers and unloading a weapon is under 
    it, drag the loaded weapon to the button and click. Then when finished 
    click ok.
    (Battle Menu)
    Refer to this great FAQ by Ledmeister for a detailed and graphical 
    reference to all of the buttons that are on the Battlescape Menu.
    *Here are the essentials, bare-bone things you need to know.
    Time Units
    -These are your blood, your lifeline...Everything costs time units. 
    From looking, walking, shooting, and reloading. When you run out you 
    cannot move that soldier until the next turn so keep an eye on them.
    Most soldiers start out with about 50-60 TU's and it can increase 
    slightly the higher they go in rank.
    -For the most part movement one square forward costs 4 TU's, unless you 
    are going up hill or through a door. Then it can alter the cost. Just 
    click a soldier and move the square to a different place, click, and he 
    will move.
    -Always look around. For PSX hit O to look and right click on the 
    computer. It cost about 2 TU's for each directional change.
    Snap, Aimed, Auto Shot
    -Usually these are the three options of firing you get when you are 
    shooting at an alien. Not every weapon will have these shots, some you 
    will be limited to Snap and Aimed. Each of them are different in how 
    effective they can be. Just move over to the weapon in either of your 
    hands and choose which you want. Then move the crosshairs over to the 
    alien, click.
    Snap Shot costs the least amount of time unit out of all the shots, but 
    it is the most innaccurate and only fires a single bullet.
    Aimed Shot is the most expensive shot. But it is an extremely accurate 
    single shot.
    Auto Shot is when you give up accuracy for the amount of shots fired 
    with it you get three rounds each time. It is not as costly as Aimed, 
    but it is more expensive than Snap with less accuracy.
    (Conditions for Victory)
    *Kill or incapacitate all aliens. Duh.
    *After all is said and done and you finish the battle you will get a 
    scorecard of how you did on the battle. It also tells you of promotions 
    of exceptional soldiers.
    For every alien that you kill or capture you will get positive points, 
    every artifact you acquire is a plus. Along with every civilian that is 
    saved if you are doing a terror site. 
    But points will be deducted for loss of soldiers, MIA soldiers, death 
    of civilians by X-COM or Aliens.
    In the end it is added up and that is your total score overall at the 
    (X-COM Units)
    -Research at your base.
    -Manufacture artifacts at your base.
    -Fight the UFO's. Can gain rank according to their actions on the 
    battlefield. Going from Rookie, Squaddie, General, Captain, Corporal, 
    and finally Lieutenant. The ranks increase depending upon how many 
    battles they have been in and how many aliens they have killed.
    *All alien corpses sell for $20,000. You only need 1 for research so 
    sell all of the rest.
    Difficulty: ** 
    Appearance: Your classic little grey, big headed stereotypical alien.
    Abilities: Decent psychic powers
    Usual Weaponry: Psyconics and Energy weapons
    Terror Unit: Cyberdisks
    My Thoughts: Overall I find them to be rather easy and not too much of 
    a threat. Of course they have the psychic ablities, but tend not to use 
    them that much on your soldiers. Even then they aren't that great and 
    usually don't take them over on the first try. Usually die in a single 
    What the Game says:
    Difficulty: * 1/2
    Appearance: Purple with capes, have no legs only a silver sphere.
    Abilities: Flight
    Usual Weaponry: Energy Weapons
    Terror Unit: Reapers
    My Thoughts: Sometimes they can be a little difficult to find simply 
    because they can fly around and be on rooftops. But other than that, 
    they are just usual aliens with a quirky little novelty ability.
    What the Game says:
    Difficulty: *
    Appearance: Bright orange with shoulder pads, snake tail lower body.
    Ablities: None
    Usual Weaponry: Energy Weapons
    Terror Units: Cryssalids
    My Thoughts: Absolutely nothing special here, unless you want to call 
    their neat orange color something. They can take a shot or two, but 
    usually fall in one. No special powers, ablities, nodda. But their 
    friends in Terror Sites are a different story.....I'll get into that 
    evil later.
    What the Game says:
    Difficulty: ********** out of 5
    Appearance: Huge brown robes, no skin seen.
    Ablities: Ungodly Psychic ablities
    Usual Weaponry: Psyonics and Energy Weapons
    Terror Units: Sectopods
    My Thoughts: If satan was an alien unit. He'd be an Etherial. I hate 
    these aliens with a passion. They are extremely good at taking over 
    your own men and killing you with them. With just one left Etherial it 
    can take over a man in your ship and drop a grenade. Everyone dead. 
    Trust me it's happened. Fear any large ship with them and any base. 
    Even their traveling terror friends are hard. So be weary of them. 
    Luckily they show up later in the game if it's on easy.
    What the Game Says:
    Difficulty: **** 
    Appearance: Big muscular aliens, tight green suits with purple faces.
    Ablities: Good Defense
    Usual Weaponry: Heavy Plasma
    Terror Units: Celatids and Silacoids
    My Thoughts: Usually it comes down to Mutons and Etherials towards the 
    end of the game and these guys make up the muscle. Can be quite 
    annoying at times and not want to fall down even after being shot a 
    couple of times. 
    What the Game Says:
    Difficulty: **
    Appearance: Big floating disks.
    Ablities: Flight.
    Usual Weaponry: Energy Blasts
    My Thoughts: Will not fall to anything but energy weapons, which can be 
    a problem in earlier on if you don't have them researched so make sure 
    to do it quickly. Killing them can be a pain or a gift. Because when 
    they die, they explode in quite a big radius. So it will sometimes kill 
    Sectoids or other Cyberdisks in the process, but you do have to 
    distance yourself when shooting it and it can kill cilivians when 
    fighting them in terror sites.
    What the Game Says:
    Difficulty: *
    Appearance: Big orange, bull-like creatures with two legs.
    Ablities: Um..take up four squares
    Usual Weaponry: Biting
    My Thoughts: Not hard at all seeing as they have to walk all the way up 
    to you so that they can attack. They do have good movement, but most of 
    the time you kill them before they can even get close to you.
    What the Game Says:
    Difficulty: *********** out of 5
    Appearance: Grey insect like, bipedal aliens
    Ablities: Reproduction by Contact
    Usual Weaponry: Claws
    My Thoughts: EVIL. I hate these. Everytime I see a Cryssalid I cringe. 
    The instant you see one kill it, immediately. It has excellent range of 
    movement. After it attacks you or a cilivian, the victim will become a 
    host and when shot will be a new Cryssalid. Make sure you have more 
    than one soldier attacking, because zombies will at least take 2 shots 
    or more to fall dead totally. 
    What the Game Says:
    Difficulty: *****
    Appearance: Giant bipedal mechs, red tinted glass window.
    Ablities: Strong Armor
    Usual Weaponry: Energy blasts
    My Thoughts: Paired with Etherials they are the perfect combination of 
    strength and psionics. They will take many, many shots. Unless you use 
    What the Game Says:
    Difficulty: *
    Appearance: A blob of pink and purple goo.
    Ablities: None
    Usual Weaponry: Shoots stuff.
    My Thoughts: Easy, not many time units at all. Has a fair amount of 
    movement. Other than that. No real threat along with their partner the 
    What the Game Says:
    Difficulty: *
    Appearance: Flying pink lima bean that giggles.
    Ablities: None
    Usual Weaponry: Acid or Energy whatever, it shoots.
    My Thoughts: Easy. Very easy. Weak. One shot. Nothing to be afraid of, 
    make up for the emmense strength that the Muton's have. Will always die 
    in one shot.
    What the Game Says:
    (X-COM Aircrafts)
    *To recieve the other aircrafts you must research these things.
    Alien Alloys + UFO Navigation + UFO Power Source + Elerium 115
    UFO Construction
    New Fighter Craft
    New Transport/Fighter
    Ultimate Craft
    Type of Ship: Transport
    Soldier Capacity: 14 Soldiers total
    Carrying Capacity: 14 Total
    Weaponry: None
    Speed: 760 mph
    Rating: ***
    My Thoughts: You start with one already in your base and you will 
    depend on it for a while. It holds enough people and cargo, it will 
    suffice until you acquire something better.
    What the Game Says: "Troop transporter, the fastest of its kind, with 
    vertical take-off and landing (V.T.O) capablities"
    Type of Ship: Combat
    Soldier Capacity: 0 Soldiers
    Carrying Capacity: 0 Total 
    Weaponry: 2 Slots
    Speed: 2100 mph
    Fuel Capacity: 2000 gallons
    Armor: 150
    Rating: **
    My Thoughts: You are given 2 of these to fight with in the beginning 
    and can do the job for Very small ships all the way up to Large, but 
    that's pushing it. Hurry to get the Firestorm when possible because the 
    Interceptor tends to get blown away by larger ships and also cannot 
    keep up.
    What the Game Says: "Combat Aircraft with dual pulse detonation engines 
    and specially shielded with electronic systems. The best available 
    Earth based technology."
    Type of Ship: Combat
    Soldier Capacity: 0 Soldiers
    Carrying Capacity: 0 Total
    Weaponry: 2 Slots
    Speed: 4200 mph
    Fuel Capacity: Elerium-115
    Armor: 500
    Rating: ****
    My Thoughts: I like this ship. It is your classic UFO shape and is only 
    available after you do the research requirements. It is fast enough to 
    catch up to the larger ships, twice as fast as the Interceptor. Perhaps 
    my only problem with the Firestorm is that its fuel capacity is 
    somewhat lacking and can easily run out of fuel by the time you get 
    near to UFO's that are a good distance away from the ship.
    What the Game Says: "Combat craft. This one-man fighter replicates the 
    classic alien flying saucer design with central propulsion unit."
    Type of Ship: Combat / Transport
    Soldier Capacity: 12 Soldiers
    Carrying Capacity: 12 Total
    Weaponry: 1 Slots
    Speed: 3100 mph
    Fuel Capacity: Elerium-115
    Armor: 800
    Rating: *
    My Thoughts: One word best describes this ship....Worthless. That or 
    pointless. I have really never ever made one of these, don't waste your 
    time. Its one weapon slot is really not enough unless you put a Fusion 
    Ball Launcher. The cargo is lacking. Just make a Firestorm and wait for 
    the Avenger. Trust me.
    What the Game Says: "Transporter and Combat craft. A crude, but 
    effective replication of alien propulsion systems."
    Type of Ship: Combat / Transport
    Soldier Capacity: 26 Soldiers
    Carrying Capacity: 26 Total
    Weaponry: 2 Slots
    Speed: 5400 mph
    Fuel Capacity: Elerium-115
    Armor: 1200
    Rating: *****
    My Thoughts: "Ultimate Craft" that name fits this ship like a speedo. 
    It is the fastest ship, the most fortified ship, holds the most people, 
    tends to fly the furthest, 2 weapon slots. This is one killer ship. Get 
    it as fast as you can and when you can afford it.
    What the Game Says: "Transporter and Combat spacecraft. The ultimate 
    replication of alien technology."
    (Base Facilities)
    [Access Lift]
    Cost: $300,000
    Maintenance: $4,000 per month
    Days to Build: 0 Days
    Purpose: Center of Base.
    Research: No.
    My Thoughts: Have to have it. Nuff said.
    What the Game Says: "The access lift allows equipment and personnel to 
    be transferred into or out of an underground base. It is always the 
    first facility to be constructed on a new site. The lift area is 
    vulnerable to intrusion from any potential hostile force."
    Cost: $200,000
    Maintenance: $25,000 per month
    Days to Build: 25 Days
    Purpose: Holds Aircrafts
    Research: No
    My Thoughts: An absolute necessity. Depending upon where your base is 
    you want to put at least 2, one can work if you have mulitple bases 
    with other bases around with aircrafts ready to go. 
    What the Game Says: "Each hangar can accommidate one craft. There are 
    facilities for maintenance, refuelling and repairing  the X-Com craft. 
    Each craft stationed at a base must have a free hangar assigned to it 
    which cannot be used by other craft, even if the assigned craft is out 
    on a mission."
    Cost: $750,000
    Maintenance: $30,000 per month
    Days to Build: 26 Days
    Purpose: Research Facility / Holds Scientists
    Research: No
    My Thoughts: In your first base you will want quite a few of these to 
    increase the room for more scientists. Labs are what make you quite 
    strong and give you the ability to use new weapons. I usually never 
    play without the ability to have 100+ Scientists.
    What the Game Says: "Up to 50 scientists can work in a laboratory 
    facility. Laboratories are equipped with the latest technology for 
    research into materials, biochemistry, and cosmology. There is 
    privileged access to the best research labs throughout the world, 
    including military establishments."
    Cost: $800,000
    Maintenance: $35,000 per month
    Days to Build: 32 Days
    Purpose: Manufacturing Facility / Holds Engineers
    Research: No
    My Thoughts: Not the most important thing in the world. You'll mostly 
    need them for creating the new aircrafts and a few weapons here and 
    there. Just make a few and buy a couple of engineers.
    What the Game Says: "A workshop contains all the equipment necessary to 
    manufacture equipment based on designs from science labs. Up to 50 
    engineers can occupy a workshop, although items under construction will 
    also consume some space."
    [General Stores]
    Cost: $150,000
    Maintenance: $5,000 per month
    Days to Build: 10 Days
    Purpose: Holds 50 Total Supplies 
    Research: No
    My Thoughts: Another one of those definates. You will need a couple to 
    hold all of the supplies you will acquire. They are cheap, quick to 
    build, and insignificant Maintenance fee. 
    What the Game Says: "All equipment, weapons systems, munitions, 
    recovered materials, and heavy weapons platforms are placed in stores, 
    with the exception of the equipment assigned to crafts in hangars."
    [Living Quarters]
    Cost: $400,000
    Maintenance: $10,000 per month
    Days to Build: 16 Days
    Purpose: Holds 50 People
    Research: No
    My Thoughts: Required to have. Depending upon how large the base is you 
    will need to build a few of these to hold the people. Engineers, 
    Soldiers, and Scientists all go towards the count. Rather quick to 
    build and cheap to maintain.
    What the Game Says: "Each accommodation block provides up to 50 
    personnel. The facilty provides basic recreation, food, and sleeping 
    [Small Radar]
    Cost: $500,000
    Maintenance: $10,000 per month
    Days to Build: 12 Days
    Purpose: Radar, Short Range
    Research: No
    My Thoughts: Your first base has one. That's the last one you will ever 
    see or need. From then on, build Large Radars..unless you are that 
    straped for cash.
    What the Game Says: "A small detection system has an effective radar 
    range of 300 nautical miles and is linked to satellite systems for 
    ground search. Each system has a 5% chance of detecting an average 
    sized object every 10 minutes." 
    [Large Radar]
    Cost: $800,000
    Maintenance: $15,000 per month
    Days to Build: 25 Days
    Purpose: Radar, Larger Range
    Research: No
    My Thoughts: Replaces the small radar, making it totally worthless and 
    obsolete. Just build these until you get a Hyperwave Decoder.
    What the Game Says: "A large detection system has an effective range of 
    450 nautical miles and is linked to satellite systems for ground 
    search. Each system has a 5% chance of detecting an average sized 
    object every 10 minutes."
    [Missle Defense]
    Cost: $200,000
    Maintenance: $5,000 per month
    Days to Build: 16 Days
    Purpose: Defends Base - 50% Accuracy / 500 Def. Value
    Research: No
    My Thoughts: Not worthwhile in my opinion. I think you can hold out 
    until you get Fusion Missle defense, but if you are paranoid of aliens 
    attacking your base then by all means build one until you get stronger 
    What the Game Says: "Missle defences provide protection against 
    intrusion by hostile craft."
    [Alien Containment]
    Cost: $500,000
    Maintenance: $15,000 per month
    Days to Build: 18 Days
    Purpose: Hold up to 10 Live Aliens
    Research: No
    My Thoughts: Not too important early on in the game since your ability 
    to stun aliens is limited to the prod. Hehehe. Don't use that. Just 
    wait till you have Small Launchers Researched and then make one. To 
    keep the number of them down..research them as soon as you can.
    What the Game Says: "Living aliens are likey to require a special 
    habitat to maintain their life systems. The containment facility can 
    keep up to 10 alien life forms in self contained units."
    [Laser Defense]
    Cost: $900,000
    Maintenance: $10,000 per month
    Days to Build: 24 Days
    Purpose: Defends Base - Accuracy 60% / Def Value 600
    Research: Laser Weapons > Laser Pistol > Laser Cannon > Laser Defense
    My Thoughts: Well, it's better than the Missle Defense..But I'd still 
    wait until you research Fusion Missle because it is the best offensive 
    defensive array.
    What the Game Says: "Laser defenses provide protection against 
    intrusion by hostile craft."
    [Plasma Defense]
    Cost: $600,000
    Maintenance: $12,000
    Days to Build: 34 Days
    Purpose: Defends Base -  Accuracy 70% / Def Value 900
    Research: Heavy Plasma > Plasma Cannon > Plasma Defense
    My Thoughts: Same as Laser, if you can't wait for Fusion then get this 
    instead of Laser Defense.
    What the Game Says: "Plasma beam defenses provide powerful and 
    efficient protection against intrustion by hostile craft." 
    [Fusion Missle Defense]
    Cost: $1,800,000
    Maintenance: 14,000 per month
    Days to Build: 36
    Purpose: Defends Base - Accuracy 80% / Def Value 1200
    Research: Blaster Launcher > Fusion Missle > Fussion Defense
    My Thoughts: Your base should at least have one of these when it is 
    available. This is the best defense. It is a little pricey, but it is 
    worth it. Being twice the value of the Laser Defense and it's high 
    accuracy this will keep the aliens away.
    What the Game Says: "Fusion missiles provide the most effective defense 
    against alien attacks. These missles create an anti-matter implosion 
    which destroys everything within a specific radius."
    [Grav Shield]
    Cost: $2,300,000
    Maintenance: $15,000 per month
    Days to Build: 38 Days
    Purpose: Prevents aliens from landing in base
    Research: UFO Construction...Ultimate Craft > Grav Shield
    My Thoughts: Expensive. But combine it with the Fussion Missle Defense 
    and you have yourself the perfect combination. With those two that's 
    all you really need in my opinion to defend your base.
    What the Game Says: "The Gravity Sheild repels alien craft attempting 
    to land near the base long enough for all defense systems to fire 
    again. In practice this will double the effectiveness of any defense 
    system at your base."
    [Hyperwave Decoder]
    Cost: $2,000,000
    Maintenance: $30,000 per month
    Days to Build: 26 Days
    Purpose: Ultra Radar (Tells aliens race, purpose, and type of ship)
    Research: Live Alien Navigator 
    My Thoughts: Possibly the greatest base facility there is. Once you 
    have this you can get rid of all your Large Radars, this is so much 
    better. It also gives you indepth details about what to expect and when 
    it says Etherial and Battleship. Cry.
    What the Game Says: "Alien communications rely on a super-dimensional 
    wave which travels almost instantaneously. The decoder facility 
    intercepts UFO transmissions and decodes the information. This will 
    show the type of UFO, the alien race, and the type of activity."
    [Mind Shield]
    Cost: $1,300,000
    Maintenance: $5,000 per month
    Days to Build: 33 Days
    Purpose: Aliens cannot find base
    Research: Live Etherial/Sectoid Leader > Psi-Lab > Mind Shield
    My Thoughts: Not really necessary, just another 1.3 million to throw 
    into defense if you are paranoid and really need it. Fusion and Grav 
    defenses should do the job, but if you are complusively defensive or 
    just like to have it in your base for the sake of it being there. Then 
    by all means.
    What the Game Says: "Since alien craft rely on brain waves to detect 
    human presence then the most effective counter measure is to shield 
    brain waves from the base. This facility will drastically reduce the 
    chances of detection by alien craft."
    [Psy Lab]
    Cost: $750,000
    Maintenance: $16,000 per month
    Days to Build: 24 Days
    Purpose: Trains soldiers in Psyonics
    Research: Live Etherial/Sectoid Leader
    My Thoughts: Pretty useful, can be a bother to put soldiers in and be 
    unable to use them while in training. Most use it for defensive 
    purposes, but it can be amusing to take over an alien and return the 
    favor for all the times that you have been controled.
    What the Game Says: "The psionics lab can assess the psionic potential 
    of all soldiers at the base and give them the necessary training to 
    utilize their psionic skills. Each lab can train up to 10 soldiers. 
    Training is allocated at the end of each month. Psionic skills used in 
    connection with a Psi-Amp can be used for psionic attacks during 
    (Alien Ships)
    *There are various sizes of UFO's that can appear, but not all of them 
    are the same despite the size..it can be a scout or a harvestor. A 
    hyperwave decoder will tell you also you can look at the UFO while in 
    interception battle and you can see what craft it is.
    Be weary of Fusion Ball Launchers they tend to blow up ships or the 
    good stuff inside of them.
    If you want to see some excellent diagrams of the ships go to 
    [Very Small]
    Purpose: Scout
    Passengers: 1 Alien
    Usual Outcome: UFO Destruction
    Reccomended Ship: Interceptor and higher
    Reccomended Weapons: Usually everything destroys it
    Damage Capacity: 50 dmg
    Weapon Power: 0
    Weapon Range: 0
    Max Speed: 2200 knots
    My Thoughts: Simple. Blow it up. If you ever amazingly make it crash 
    land, there will be one alien..the ship is 1x1 square big with no power 
    What the Game Says: "This tiny craft is primarily used for 
    reconnaissance or research. It normally precedes larger vessels at the 
    start of an alien mission."
    Purpose: Scout
    Passengers: 6-8 Alien Passengers
    Usual Outcome: Crash with High Damage
    Reccomended Ship: Interceptor and up
    Reccomended Weapons: Anything will usually drop it
    Damage Capacity: 200 dmg
    Weapon Power: 20 dmg
    Weapon Range: 120 km
    Max Speed: 2400 knots
    My Thoughts: A small mission ship, not too many people in it. If the 
    power source does blow up it will usually kill at least one or two 
    aliens. One room only with navigation and power source.
    What the Game Says: "A medium sized scout vessel thus poses liable 
    threat to earth forces. Normally appears before larger vessels during 
    Purpose: Scout / Abductor
    Passengers: 12-15 Alien Passengers
    Usual Outcome: Crash with Minimal Damage
    Reccomended Ship: Interceptor and up
    Reccomended Weapons: Missles and Energy Weapons
    Damage Capacity: 250 dmg         
    Weapon Power: 20          
    Weapon Range: 272 km        
    Max Speed: 2700 knots     
    My Thoughts: The Scout is a decent mission ship, with a good amount of 
    aliens to kill in total there are 4 rooms in the ship and is in the 
    shape of a cross. In the middle there is a room with a power source 
    where the engineer of the ship usually is. Going to the right will lead 
    straight to the main chamber, the left you will go into another room 
    and then to the main chamber.
    The Abductor is shaped like a Red Hot Chili Peppers symbol or a * if 
    you will, it actually has 2 levels with an elevator on the far left. In 
    total there are 5 rooms. With two power sources on the left and right 
    of the ship in the 3rd room.
    What the Game Says: "The largest alien scout craft is a general purpose 
    vessel that is used in all types of alien missions."
    Purpose: Terror Ship / Harvester / Supply Ship
    Passengers: 20-26 Alien Passengers with Terrorist Units
    Usual Outcome: Crash Landing with No Damage
    Reccomended Ship: Firestorm and Up
    Reccomended Weapons: Plasma Cannon and Fusion Ball Launcher
    Damage Capacity: 500 dmg    Damage Capacity: 2200 dmg 
    Weapon Power: 40            Weapon Power: 60 
    Weapon Range: 176 km        Weapon Range: 288 km 
    Max Speed: 4000 knots       Max Speed: 3200 knots
    My Thoughts: Harvesters have three levels with 2 Power Sources. They 
    don't hold any terror units. Like all large ships they carry a lot of 
    aliens inside of them, but this one holds no terrorist units. At times 
    can hold a leader and/or commander? (I'm not quite sure.), and it can 
    take a while to finish off.
    Terror Ships, you can just imagine a Terror site that is contained 
    inside of a UFO and you have this one. It is two levels in all with two 
    entrances on the left and right, with an elevator in the center of the 
    ship. In total there are 7 rooms and 4 Power Sources. There are many, 
    many aliens held within this one and yes, there are terror units like 
    the dreaded Cryssalids.
    Supply Ships are very big. 3 Levels tall, 3 Power Sources, and 13 
    rooms. Luckily it isn't well armed and is simple to take down. When you 
    find one there is either a base already up or one that will be up soon 
    so keep your eye out. You can make a base stay up and take out all of 
    the Supply Ships that come to it since it is quite profitable to 
    recovery them. No Terrorist Units.
    What the Game Says: "The Harvester has a trap door in its base and is 
    equipped with liftin gear to haul up cattle or other beasts. Laser 
    Cutters are used to extract the desired material and the carcass is 
    dumped on the ground. There are also storage containers for body 
    "The supply vessel is used during the construction of alien bases or 
    for supplying existing bases. It carries alien food containers and 
    reproduction chambers."
    [Very Large]
    Purpose: Battleship
    Passengers: 30+ Alien Passengers and Terrorist Units
    Usual Outcome: Your Ship Destruction or Crash Landing
    Reccomended Ship: Avenger, maybe Firestorm
    Reccomended Weapons: Plasma Cannon and Fusion Ball Launcher
    Damage Capacity: 3000 dmg
    Weapon Power: 140
    Weapon Range: 520 km
    Max Speed: 5000 knots
    My Thoughts: Be afraid, be very afraid. These things are monsters. 
    Packing a good 30+ Aliens and Terrorist Units inside of them. There are 
    3 floors in total with multiple entrances in the ship, 4 Power Sources, 
    and a countless number of rooms. It would be good to have the Avenger 
    to take this thing down and also to do the actual mission because you 
    will need every soldier you can get. On the plus side there is an Alien 
    Commander in every one of these ships.
    What the Game Says: "The battleship is the largest and most powerful 
    alien craft. It is normally the primary alien mission craft, equipped 
    with powerful and numerous crew members."
    (Alien Research)
    *Just little nice extra things you find out through researching live 
    aliens for the most part.
    [Alien Origins]
    "It is clear that we are fighting a losing battle on earth. The alien 
    hordes are overwhelming in number. The best we can do is to slow down 
    their progress. The only hope for humanity is to tackle the aliens at 
    their source. Our research seems to indicate a nearby base of 
    operations within our solar system. Aliens indicate this place to be 
    their center of an ancient civilization that pre dates human history. 
    We must locate this place as soon as possible. However we need to 
    capture and interrogate an alien leader to cgain more detailled 
    information. The larger UFO's probaby contain at least one alien 
    [The Martian Solution]
    "Our research now points to Mars as the base of alien operations. The 
    base is well hidden and contains all the manufacturing and cloning 
    facilities to fuel the infilitration of earth. It also seems to contain 
    a controlling computer of some kind that controls the whole operation. 
    It seems that the hive-like alien society has some kind of 'queen bee' 
    This is their fundamental weakness. If we can eliminate the brain then 
    the body will die. We must step up our research efforts before it is 
    too late. In order to progress we must capture the highest ranking 
    aliens - the commanders - which only reside in alien bases."
    [Cydonia or Bust]
    "It is now clear that the alien hordes are being controlled from an 
    underground base in Cydonia - which is an unused area of Mars featuring 
    five sided pyramids and a large formation resembling a human face. 
    Cydonian civilization once flourished on Mars many million years ago, 
    but we do not know why it died out, or what the connection is with the 
    latest alien activity here. Whatever the explaination we must send an 
    expedition to Cydonia. This is the only way that we can defeat the 
    aliens. We must destroy the controlling master brain. We need an 
    Avenger craft equipped with the most awesome destructive power at our 
    disposal. There is nothing more we can learn here - we must await the 
    outcome of the Cydonian assault."
    [Alien Research]
    "The alien research mission is used for collection basic data on earth 
    and its inhabitants. Small vehicles are prodominatly used, with 
    occasional landings in deserted areas. This type of alien activity 
    poses the least threat to X-Com with little concern from government or 
    the public."
    [Alien Abduction]
    "This is the most insidious form of alien activity. The abduction by 
    aliens is widely reported, dispite the alien's attempts to erase the 
    experience from their victims' memories. Abductees report being subject 
    to humiliating physical examinations, including impregnation of alien 
    faetuses and bizarre genetic experiments. The purpose behind this 
    activity appears to be linked to genetic mutations and manipulation of 
    the aliens own genetic material. This activity causes great alarm and 
    occurs in populated areas or cities."
    [Alien Retaliation]
    "If X-Com interceptors are bein particuarly successful in shooting down 
    UFO's then the aliens may take some retaliatory action. This could 
    result in a direct attack against an X-Com base. However, the aliens 
    have to find an X-Com base in order to attack it, and provided UFO's 
    are kept away then there should be little danger of an assault."
    [Alien Supply]
    "Once an alien base is constructed then it is resupplied on a regular 
    basis by a special supply vessel. If one of these vessels is detected 
    then it is certain that an alien base is nearby or soon coming." 
    *You trade in accuracy and power for less TU's when fired.
    [Pistol / Pistol Clip]
    Shot Types: Snap Shot and Aimed Shot
    Acc / TU's: 60% & 18%  -  78% & 30% 
    Power: 26 dmg
    Ammo Type: Armor Piercing
    # in Clip: 12 Bullets
    Price: $800 / $70
    My Thoughts: Weak, Innacurate, Not enough Bullets, Weak. Do not use or 
    create. Period.
    What the Game Says: "The standard issue X-Com pistol is a high powered 
    semi-automatic with a 12 round capacity."
    [Laser Pistol]
    Shot Types: Auto Shot, Snap Shot, Aimed Shot
    Acc / TU's: 28% & 25% - 40% & 20% - 68% & 55%
    Power: 46 dmg
    Ammo Type: Laser Beam
    # in Clip: None.
    Sell Value: $20,000
    My Thoughts: Great for the beginning of the game, get these as soon as 
    possible. After the start of the game they are totally worthless, so 
    enjoy them while you can and then get rid of them fast.
    What the Game Says: "The laser pistol is an effective implementation of 
    new technology. It has the convenience of a pistol with faster and more 
    accurate firing."
    [Plasma Pistol / Plasma Pistol Clip]
    Shot Types: Auto Shot, Snap Shot, Aimed Shot
    Acc / TU's: 50% & 30% - 65% & 30% - 85% & 60%
    Power: 52 dmg
    Ammo Type: Plasma Beam
    # in Clip: 12 shots
    Sell Value: $84,000 / $44,400
    My Thoughts: Stick with the rifle, but isn't that bad overall for a 
    pistol. So if you are bent on using a pistol I would reccomend that 
    this be the one that you equip your men.
    What the Game Says: "Plasma pistols are a lethal alien weapon based on 
    accelerating particles from within a minute anti-gravity field"
    "Power source for the small alien plasma pistol contains Elerium-115 
    the source of all alien power."
    [Rifle / Rifle Clip]
    Shot Types: Auto Shot, Snap Shot, Aimed Shot 
    Acc / TU's: 35% & 35% - 60% & 25% - 110% & 80%  
    Power: 30 dmg
    Ammo Type: Armor Piercing
    # in Clip: 20 rounds
    Price: $3000 / $200
    My Thoughts: Well, it's better than the pistol. That's about all I can 
    say, use this until you get laser weapons.
    What the Game Says: "This highly accurate sniper rife has laser guided 
    sights and takes 8.7mm ammunition in 20 round clips."
    [Laser Rifle]
    Shot Types: Auto Shot, Snap Shot, Aimed Shot
    Acc / TU's: 46% & 34% - 65% & 25% - 100% & 50% 
    Power: 60
    Ammo Type: Laser Beam 
    # in Clip: No Clip 
    Sell Value: $36,900
    My Thoughts: This is a great weapon until you get Heavy Plamsa Rifles. 
    But you can just skip it. The power is high enough and is such a 
    significant jump from regular bullets. If you can research Heavy Plasma 
    first, then do so.
    What the Game Says: "The laser rifle is a more powerful and accurate 
    version of the earlier pistol design."
    [Heavy Laser Rifle / Heavy Laser Clip]
    Shot Types: Snap Shot and Aimed Shot
    Acc / TU's: 50% & 33%  -  84% & 75%
    Power: 85 dmg
    Ammo Type: Laser Beam
    # in Clip: No Clip
    Sell Value: $60,000
    My Thoughts: No Auto Shot, No Good. That's how I sum up this rifle. The 
    only good thing it is for is the selling value which is double the 
    price of how much it is to manufacture it.
    What the Game Says: "The heavy laser is cumbersome, but extremely 
    [Plasma Rifle / Plasma Rifle Clip]
    Shot Types: Auto Shot, Snap Shot, Aimed Shot
    Acc / TU's: 55% & 36% - 86% & 30% - 100% & 60% 
    Power: 80 dmg
    Ammo Type: Plasma Beam
    # in Clip: 32 shots
    Sell Value: $126,500 / $6290
    My Thoughts: I've never used this gun. Why use this when you can use 
    Heavy Plasma? That's my logic. It's just a step down and aliens use it 
    What the Game Says: "This is a devestatingly powerful weapon based on 
    accelerating particles from within a minute anti-gravity field."
    "This small object is used as a power source for a plasma rifle - a 
    medium powered alien weapon. Contains a small quantity of Elerium."
    [Heavy Plasma / Heavy Plasma Clip]
    Shot Types: Auto Shot, Snap Shot, Aimed Shot
    Acc / TU's: 50% & 35% - 75% & 30% - 110% & 60% 
    Power: 115 dmg
    Ammo Type: Plasma Beam
    # in Clip: 35 shots
    Sell Value: $171,600 / $9,590
    My Thoughts: The single greatest overall weapon in the game. It is 
    extremely powerful and used by all of the aliens. Therefore you really 
    never have to manufacture any because of the artifact collection, you 
    can even sell the rest. Yes, you get that many. So use this. Aliens do, 
    why not you?
    What the Game Says: "This is a devastatingly powerful weapon based on 
    accelerating particles from within a minute anti-gravity field."
    "This compact device is used as ammunition for a Heavy Plasma Gun. It 
    contains a small quantity of Elerium."
    [Rocket Launcher / Small, Large, Incindary Missles]
    Shot Types: Snap Shot and Aimed Shot
    Acc / TU's: 55% & 45%  -  115% & 75%
    Power: 75 dmg - 100 dmg - 80 dmg
    Ammo Type: Small, Large, Incindary
    # in Clip: 1 
    Price: $4,000 / $600 / $900 / $1,200 
    My Thoughts: Great Weapon in the early going, just fire it and watch 
    the explosions go. Tends to be very accurate even if using just a Snap 
    Shot. I've used this even after getting Heavy Plasma, but once Blaster 
    Launcher comes..forget about this one.
    What the Game Says: "The rocket launcher is a laser guided system which 
    can fire three different sizes of missle."
    [Small Launcher / Stun Bomb]
    Shot Types: Snap Shot and Aimed Shot
    Acc / TU's: 65% & 40%  -  110% & 75%
    Power: 90 dmg
    Ammo Type: Stun Bomb
    # in Clip: 1 
    Sell Value: $120,000 / $15,200 
    My Thoughts: Invaluable. The best stun weapon in the game. Looks like a 
    water gun to me. But anyways, you will definately need this for 
    capturing live aliens and most importantly the Alien Commander for 
    finishing off the game.
    What the Game Says: "A small launcher which fires stun bombs. Very 
    useful for capturing live aliens."
    "The stun bomb is used for capturing live human specimens, but it can 
    also be used against most alien races. It is fired from a small 
    [Blaster Launcher / Blaster Bomb]
    Shot Types: Aimed Shot 
    Acc / TU's: 120% & 80% 
    Power: 200 dmg
    Ammo Type: High Explosives
    # in Clip: 1 
    Price: $144,000 / $17,028
    My Thoughts: Awesome weapon. When you just feel like blowing absolutely 
    everything up without a care for getting artifacts, corpses, or power 
    sources. The strongest explosive weapon in the game and always hits as 
    you guide it's path. I usually have a guy at the ship and just fires 
    the Blaster Bomb to anywhere. You have a max of 10 directions to give 
    What the Game Says: "This is an alien guided missle launcher which 
    fires powerful 'blaster bombs'. When you click to fire the weapon it 
    will generate way points for the blaster bomb to follow. When you have 
    positioned enough way points click on the special launch icon."
    "This device is a highly explosive missle that has an intelligent 
    guidance system. It is fired from a blaster launcher."
    Damage: 50 dmg
    Price: $300
    My Thoughts: I find these pretty useful in the early goings in the 
    game, when you are restricted to just weak Pistols and Rifles.
    What the Game Says: "This standard issue grenade has an accurate and 
    sophisticated timer for precision control"
    [Smoke Grenade]
    Damage: 60 dmg
    Price: $150
    My Thoughts: I never use them at all. Period. Don't waste your time.
    What the Game Says: "Smoke grenades are useful for providing cover in 
    exposed combat situations. Use with care because they can benefit the 
    enemy as well."
    [Proximity Grenade]
    Damage: 70 dmg
    Price: $500
    My Thoughts: Pretty good, you just need to be careful not to step in 
    the blast radius yourself because it doesn't distinguish between alien 
    and X-Com units.
    What the Game Says: "A proxmity grenade can be thrown like an ordinary 
    grenade but is triggered by nearby movement after it lands, great skill 
    and care is required to use these devices properly."
    [High Explosives]
    Damage: 110 dmg
    Price: $1,500
    My Thoughts: The best explosive device besides the Alien Grenade. The 
    blast radius is a little larger than the regular grenade so be careful 
    when first using it.
    What the Game Says: "This explosive should only be used for demolition 
    purposes. Keep personnel clear of demolition sites."
    [Alien Grenades]
    Damage: 90 dmg
    Sell Value: $14,850
    My Thoughts: Great. I always make sure every one of my soldiers has one 
    of these in their hands or in their belt. Good blast radius, Aliens 
    constantly drop them so your supply will never drop.
    What the Game Says: "This device works in the same way as a terrestrial 
    grenade, except that it is more powerful."
    *Also known as HWP's or Heavy Weapons Platforms.
    Time Units: 70
    Health: 90
    Front Armor: 90
    Left Armor: 75
    Right Armor: 75
    Rear Armor: 60
    Under Armor: 60
    Weapon: Armor Piercing
    Weapon Power: 60 dmg
    Ammunition: HWP Cannon Shells
    Rounds: 30
    Price: $420,000 / $200
    My Thoughts: Fairly decent. But I much perfer the explosive power of 
    the Rocket Launcher Tank over this one. It is stronger and makes a 
    better scout than one soldier, but other than that you should really 
    just use the other ones.
    What the Game Says: "Automated heavy weapons platforms are designed to 
    complement on X-Com squads. The combination of high power and strong 
    armor make these units valuable for open terrain fire fights. Make sure 
    that there are sufficient cannon shells in your stores. They are armed 
    automatically when you assign them to a squad."
    [Tank/Rocket Launcher]
    Time Units: 70
    Health: 90
    Front Armor: 90
    Left Armor: 75
    Right Armor: 75
    Rear Armor: 60
    Under Armor: 60
    Weapon: Rocket Launcher 
    Weapon Power: 85
    Ammunition: HWP Rockets
    Rounds: 8
    Price: $480,000 / $3,000
    My Thoughts: Better of the first 2 tanks that are available to you at 
    first, like a walking rocket launcher that takes a couple of shots 
    before it dies. Use these if you have the space and feel it is 
    necessary such as big UFO ship situations.
    What the Game Says: "This automated weapons platform is armed with 
    powerful rockets. This will be devastating for any alien foe. Make sure 
    your stores are kept supplied with HWP Rockets"
    [Tank/Laser Cannon]
    Time Units: 70
    Health: 90
    Front Armor: 90
    Left Armor: 75
    Right Armor: 75
    Rear Armor: 60
    Under Armor: 60
    Weapon: Laser Beam
    Weapon Power: 110
    Ammunition: Lasers
    Rounds: Unlimited
    Sell Value: $650,000
    My Thoughts: This is the best regular tank out of all of them. It has 
    the strongest armor and a laser weapon equiped so it can take out the 
    stronger aliens without having to use an explosive round.
    What the Game Says: "Laser weapons are a useful addition for HPW's. It 
    combines heavy firepower with no ammunition restrictions."
    Time Units: 130 
    Health: 90
    Front Armor: 130
    Left Armor: 130
    Right Armor: 130
    Rear Armor: 130
    Under Armor: 100
    Weapon: Plamsa Beam 
    Weapon Power: 110
    Ammunition: Plasma
    Rounds: Unlimited
    Sell Value: $980,000
    My Thoughts: Once you get hovertanks they become quite useful and are a 
    vast improvement over the regular ones. Plasma is the best regular 
    weapon there is and this makes for a good killer being able to take 
    shots and not flench while having the strength to take out basically 
    any alien in a shot.
    What the Game Says: "Alien technology has given the HWP a new lease of 
    life. The added maneuverablility of air travel and the power of plasma 
    beams is a lethal combination."
    Time Units: 130
    Health: 90
    Front Armor: 130
    Left Armor: 130
    Right Armor: 130
    Rear Armor: 130
    Under Armor: 100
    Weapon: Fusion Ball Launcher
    Weapon Power: 140
    Ammunition: HWP Fusion Bomb
    Rounds: 8
    Sell Value: $1,043,000 / $31,500
    My Thoughts: A mobile, flying, blaster launcher that can take good 
    damage. This thing is great for just annihilating everything in sight 
    and keep on going and going. Having one of these is a good asset in any 
    What the Game Says: "This hovertank has a fusion ball launcher that is 
    capable of immense devastation. Use it with great care. You will have 
    to manufacture the Fusion Balls to keep these HWP's fully armed. A 
    fusion ball is an intelligent guided weapon. In order to fire you must 
    select a number of 'way points' with the cursor and then click on the 
    launch icon to fire the fusion ball."
    (Aircraft Weapons)
    [Stingray Launcher / Missles]
    Damage: 70 dmg
    Range: 30 km
    Accuracy: 70%
    Reload Time: 15 seconds
    Price: $16,000 / $3,000
    My thoughts: I personally do not like this missle all that much, when 
    the Avalanche is all around better in all aspects.
    [Avalanche Launcher / Missles]
    Damage: 100 dmg
    Range: 60 km
    Accuracy: 100%
    Reload Time: 20 seconds
    Price: $17,000 / $9,000
    My Thoughts: Of the two missles at your disposal, the Avalanche is the 
    better choice. It has better stats in everything and will suffice until 
    you get to larger ships and when energy wewapons are at your disposal.
    [Cannon / Rounds]
    Damage: 10 dmg
    Range: 10 km
    Accuracy: 10%
    Reload Time: 2 seconds
    Price: $30,000 / $1250
    My Thoughts: Worthless. Your Interceptors start out with one of these 
    attached, get rid of it. You have to get right up to the UFO to fire 
    and with the accuracy and power it isn't worth it. There is also a 
    better chance of your ship getting damaged.
    [Fusion Ball Launcher / Balls]
    Damage: 230 dmg
    Range: 65 km
    Accuracy: 230%
    Reload Time: 25 seconds
    Sell Price: $280,000 / $53,000 
    My Thoughts: UFO Destroyers. These things annihilate all ships that get 
    in its path. Do not use unless you are going against a Large or Very 
    Large UFO or it will either destroy it or blow up the Power Sources and 
    you need that Elerium-115.
    [Laser Cannon]
    Damage: 70 dmg
    Range: 21 km
    Accuracy: 70%
    Reload Time: 4 seconds
    Selling Price: $211,000
    My Thoughts: Pretty good. It is really better to wait for it's 
    counterpart the Plasma Cannon because it is better in all stats. But if 
    you can't wait I reccomend this over any sort of missle.
    [Plasma Beam]
    Damage: 140
    Range: 52 km
    Accuracy: 140%
    Reload Time: 6 seconds
    Selling Price: $267,500
    My Thoughts: A pair of these are my weapons of choice on all of my 
    crafts, besides a Fusion Ball Launcher. These give you ample distance 
    and are of enough strength to really take down anything without real 
    significant damage. Also you don't have to create any ammunition for 
    *Well, it's better than the standard issue uniform.
    [Personal Armor]
    Front Armor: 50
    Left Armor: 40
    Right Armor: 40
    Rear Armor: 30
    Under Armor: 30
    Sell Value: $140,000
    My Thoughts: Not the most useful, thought it is a slight increase in 
    defense. In spite of this, for the most part whenever I equip someone 
    with the armor they die in one shot like all the rest who aren't. So 
    unless you want to see a pretty new sprite on the BattleScape, just 
    stay away from this armor. 
    [Power Suit]
    Front Armor: 100
    Left Armor: 80
    Right Armor: 80
    Rear Armor: 70
    Under Armor: 60
    Sell Value: $310,000
    My Thoughts: Better. A good armor. Noticable increase of punishment it 
    can endure from personal experience. But once again, wait for the next 
    one it is the same thing with a useful twist.
    [Flying Suit]
    Front Armor: 110
    Left Armor: 90
    Right Armor: 90
    Rear Armor: 80
    Under Armor: 70
    Sell Value: $420,000
    My Thoughts: Better than a Power Suit though the only noticable 
    difference is the little box on the front of the suit. As the name says 
    you can fly and can get to hard to reach places rather quickly with no 
    effort. There is no limit on how long you can fly. Just try to be 
    careful with the people wearing them as they do require Elerium-115 to 
    [Heavy Cannon / Piercing, Explosive, Incindary Ammo]
    Shot Types: Snap Shot and Aimed Shot
    Acc / TU's: 60% & 33%  -  90% & 80%
    Power: 56 dmg - 52 dmg - 60 dmg
    Ammo Type: Piercing, Explosive, Incindary
    # in Clip: 24 shots
    Price:  $6,400 / $300 / $500 / $400 
    My Thoughts: Too heavy and hinders the movement of your soldier. Not 
    much of use, rather use Rocket Launcher. 
    What the Game Says: "The heavy cannon is devastating, but cumbersome, 
    weapon. Its versatility comes from the fast shots it can take three 
    types of ammunition - armor piercing, incendiary, and high explosive."
    [Auto Cannon / Piercing, Explosive, Incindary Ammo]
    Shot Types: Auto Shot, Snap Shot, Aimed Shot
    Acc / TU's: 32% & 40% - 56% & 33% - 82% & 80%
    Power: 42 dmg - 44 dmg - 48 dmg
    Ammo Type: Piercing, Explosive, Incendiary
    # in Clip: 24 shots
    Price: $13,500 / $500 / $700 / $650
    My Thoughts: Horridly inaccurate. You will shoot everything, but the 
    aliens a lot of times. Luckily while blowing up everything an alien 
    might die if it is within the range. Still you should just skip over 
    What the Game Says: "The auto-cannon conbines the versatility and power 
    of a heavy cannon with a faster fire rate."
    [Motion Scanner]
    Use: Shows alien movement on BattleScape
    Sell Value: $45,600
    My Thoughts: Somewhat useful. Gives the general direction of where an 
    alien is, so if you are down to the very last one it can help to finish 
    off a battle.
    What the Game Says: "This sophisticated device uses a variety of 
    detectors and advanced computer algorithms to identify moving enemy 
    units. However, it requires some practice to use effectively. Click on 
    the motion scanner icon on the tactical display. Select 'use scanner' 
    from the menu. The scanner display shows an arrow in the center which 
    is the direction the soldier is facing. The flashing dots show units 
    that have moved recently. Large units, or fast moving units, will 
    provide a larger dot. Static units will not be detected."
    Use: Heals injuries / Wakes up unconcious soldiers
    Sell Value: $46,500
    My Thoughts: Only moderately useful. Most of the time soldiers die upon 
    being shot or just a few turns afterwards so you might not have the 
    time to get to the soldier in time. There are times where it is good to 
    have one, but I never use it.
    What the Game Says: "The medi-kit combines a healing facility with pain 
    killers and stimulants. In order to use the medi-kit you must face 
    towards the soldier requiring treatment. If the soldier is stunned you 
    must stand over the body. Click on the medi-kit icon and select the 
    'use medi-kit' from the menu. HEALING > Red body parts show fatal 
    wounds. Click on a body part that is wounded. Click on the heal button. 
    One fatal wound will be cured and some health will be restored. 
    STIMULANT > This will restore energy and revive unconcious soldiers. In 
    order to revive an unconscious soldier you must stand directly over the 
    body. PAIN KILLER > This will restore the morale of wounded soldiers up 
    to an amount equivalent to the soldier's lost health."
    Use: Lights up dark spots on BattleScape
    Price: $60
    My Thoughts: I've personally never used one. In theory it sounds like a 
    good thing to just keep on the belt of a soldier during a night mission 
    in a Terror Site.
    What the Game Says: "This compact device produces a bright flare light 
    when it is thrown. This will highlight enemy units in the vicinity of 
    the electro-flare during night time missions."
    [Stun Rod]
    Use: Stuns Aliens / Hand to Hand Combat
    Price: $1,260
    My Thoughts: Don't use. Period. Wait for Small Launcher.
    What the Game Says: "This device can only be used in close combat, but 
    will stun a living organism without killing it by using electric 
    Use: Increases psychic powers
    Sell Value: $194,700
    My Thoughts: Very good for when you use psychic powers. If you are 
    having soldiers trained in psionics, then definately give them one of 
    these when they go out into battle. That will give you an edge 
    What the Game Says: "The Psi-Amp can only be used by soldiers with 
    psionic skill. During combat, click on the Psi-Amp, select the type of 
    attack and select a target unit with the cursor. There are two types of 
    psionic attack. PANIC UNIT > If the attack is successful it will reduce 
    the target's morale and may cause it to panic. MIND CONTROL > If this 
    is successful then you will gain immediate control of the enemy unit as 
    if it were one of your own. [except that you cannot access the object 
    screen.] It is more difficult to be successful with this type of 
    [Mind Probe]
    Use: Shows Alien information during battle.
    Sell Value: $334,000
    My Thoughts: Not the most useful thing. If you are really curious to 
    know what you are fighting on the battlefield then by all means use it, 
    but I'm more of the shoot the alien and find out what he had when I 
    have it in stores at my base. Though, it can be really useful in 
    finding a commander in a Battleship or Alien Base.
    What the Game Says: "The mind probe is an alien communication device 
    which is used to take information directly from brain waves. X-Com 
    units can use this device in combat to display an alien's 
    characteristics. Click on the mind probe and the use option. Then click 
    on an alien with the cursor."
    Use: Powers all things Alien
    Sell Value: $5,000
    My Thoughts: The bloodflow that keeps you alive in the latter parts of 
    the game. Everything good runs off of it or requires it in 
    manufacturing. NEVER SELL IT. NEVER. NEEEEEVER. Make sure you don't 
    blow up alien power sources as they are what gives you the Elerium when 
    you finish the mission.
    What the Game Says: "This element has the unusual property of 
    generating anti-matter power when bombarded with certain particles. 
    This creates gravity waves and other forms of energy. It is not 
    naturally found in our solar system and cannot be reproduced."
    *Motion Sensor
    *Laser Weapons > Laser Pistol > Laser Rifle > Heavy Laser > Laser 
    Cannon > Laser Defense
    *Alien Alloys > Personal Armor + Elerium-115 > Power Suit + UFO 
    Navigation > Flying Suit
    *Heavy Plasma + Heavy Plasma Clip > Plasma Cannon > Plasma Defense > 
    HoverTank Plasma
    (either or)
    *Plasma Rifle + Plasma Rifle Clip > (Also) Plasma Cannon > Plasma 
    Defense > HoverTank Plasma
    *Blaster Launcher + Blaster Bomb > Fusion Ball / HoverTank Launcher > 
    Fusion Defense
    Alien Alloys + Elerium-115 + UFO Navigation + UFO Power Source > UFO 
    Construction > New Fighter Craft FIRESTORM > New Fighter Transport 
    LIGHTNING (HoverTank Plasma) > Ultimate Craft AVENGER (Grav Shield)
    *Etherial or Sectoid Leader > Psy-Lab / Psy-Amp > Mind Shield
    *Alien Navigator > Hyper Wave Decoder
    *Alien Soldier > Alien Mission Information
    *Alien Medic > Species Information
    *Alien Engineer > UFO Blueprints
    *Alien Leader > "The Martian Solution"
    *Alien Commander > "Cydonia or Bust"
    *Alien Corpse > Dissection of Species
    (Team Work)
    *Most of the time I tend to just use teams of 3 or four and keep the 
    rest inside of the ship. They work the best, you don't have to keep 
    track of a lot of soldiers at once. The only problem with this is that 
    Etherials and Sectoids can take over someone in the ship, who can then 
    proceed to drop a grenade and polish off your entire group. This has 
    happened to me. So when you start to see some psychic attacks on your 
    soldiers in the ship, either have them run out like crazy. Or you can 
    have the one drop his/her weapons on a turn that it hasn't fallen under 
    *I would have to say that hiding behind anything and everything is a 
    very safe way to go. Even when just leaving the ship the wheels can be 
    a lifesaver and provide excellent coverage on both sides. When in a 
    forest it is very easy to just go from tree to tree, because if they do 
    see you you have the tree to block the shot. So HIDE! 
    (The Door Trick)
    *This applies to UFO's and the rooms..you can place soldiers on either 
    side of the door so when the aliens pop out you can shoot them during 
    the "Hidden Movement". Also it allows for extra time units the next 
    turn so you can run in shoot and go back to where you were.
    (Blaster Launchers)
    *Yes. Blow stuff up with them. You can just stay in your ship and 
    launch these in every direction until your entire field is a burnt mark 
    on the ground. You can also get a group of soldiers with flying suits 
    and blow the roof off of a UFO, then send them in through the top with 
    regular soldiers entering from the regular entrance. Pincer Attack.
    (Suicide Man)
    *It happens lots of times you enter a room and a UFO shoots you. You 
    send another soldier in and it shoots you again. If you don't feel like 
    losing another soldier pointlesly, prime the grenade to 0 and just hold 
    it then have the soldier run in. If he doesn't die, shoot the alien to 
    hell. If he does die, he'll drop the grenade and it will explode 
    killing the alien.
    (Make a Door)
    *Tired of walking around house structures or going to where there are 
    holes in a fence, simply take aim at a wall and fire away. Instant 
    door. Simple trick, but useful.
    (Triad of Ultimateness)
    *That's what I call it anyways. Three bases. One in Washington, Moscow, 
    Toyko. Then you have the entire world covered pretty well. You can make 
    them specialize in each field. I personally like the first one to be 
    all around while the others are mostly just soldier deployment and 
    radar posts.
    (Aliens Supply your Base)
    *You see an alien base? Fogettaboutit. Just allow the Supply ships to 
    come and you can ransack them every time getting all of the supplies 
    from them and taking them down fairly easy because they are a supply 
    (Heavy Plasma)
    *When it comes to weapons, just use the Heavy Plamsa Rifle. It is 
    exceptionally strong, the clip holds a good ammount of bullets, has 
    Auto Shot, and you really never have to manufacture any because the 
    aliens use them constantly as their weapon of choice. So if you need to 
    reload or need a gun fast you can also just pick up their Heavy Plasma. 
    (Selling = Money)
    *Seriously. SELL SELL SELL! Get rid of that extra stock. You will 
    within a couple months of doing missions get a huge pile of Heavy 
    Plamsa that if you sell will get you millions of dollars on the spot, 
    add that to all the other stuff that piles up and you will never have 
    to worry about debt ever.
    (Research Intelligently)
    *Don't waste time with worthless guns or weapons you will never use. 
    Get straight to the point and research what you need, then go back and 
    do the other less important things. Heavy Plasma as fast as you can and 
    then Alien Grenade. That makes up the required weapons. Then go all the 
    way to Avenger, Small Launcher...then go back and get all the other 
    stuff that is less important.
    (Auto Shot ALWAYS)
    *Sure it looks tempting to waste all of your time units on a dependable 
    high accuracy shot, but that's not always the case. It most of time 
    just misses as bad as all the other shots. I never use any gun unless 
    it's a Launcher that doesn't have Auto Shot, the three combined shots 
    give you a better chance to hit. Even if it does have the lowest 
    accuracy out of all the shots, trust me you have a better chance.
    (Amount of Units)
    Beginning               Later
    Soldiers : 20           Soldiers : 45 
    Scientists : 100        Scientists : 30
    Engineers : 30          Engineers : 20 
    Favourite Unit : Scientist
    Favourite Soldier : Virgil Galligher
    Favourite Ship : Avenger
    Favourite Craft Weapons : Plasma Cannons x2
    Favourite Weapon : Blaster Launcher
    Favourite Base Facility : Hyper Wave Decoder
    Least Favourite Alien : Etherials
    Special Thanks to:
    Alexa - ^o^ I love you itooshi! -flails- For being the wonderful and 
    loving darling that she is.
    Vikkah - My Tag Team partner. >o -hardy, mazoku thrash- For talking to 
    me during the creation of this.
    Aki - ^^ For keeping me company during the lonely days I was doing this 
    and itooshi was away.
    MICROPROSE - For making this great game.

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