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Game Cheats » Sony Playstation One (PSX) » Games Starting with the Letter X » X-COM: UFO Defense - Strategy Guide (Page 04)

X-COM: UFO Defense - Strategy Guide (Page 04)

Below are the cheat codes, hints and help for X-COM: UFO Defense - Strategy Guide (Page 04).

        General observation: aliens do NOT pick up dropped weapons.


        Offensive tips:

        Panicked aliens drop their weapons (just as panicked XCOM
        soldiers) Of course, they will pull out anything else they got
        left on them as well as use their natural abilities (HTH or Psi
        attacks) if any.

        Aliens under mind control then stunned does NOT count as
        captured. One player reported that he saw a commander but had no
        stun weapon, so he threw a smoke grenade and kept the commander
        in the smoke (with mind control) until it passed out.  He was
        NOT captured.  It appears that the computer counts mind-
        controlled aliens as "friendly", which they sort of are.

        You can access inventory of an alien under your mind control
        even though the inventory button does not work.  Select one of
        YOUR soldiers, then use scroll button on top to scroll to the
        alien.  (Watch out for the 1.5.6 bug/feature!)

        To get more ammo, mind control an alien, and have it throw its
        weapon toward you or drop everything on the ground.

        Panic has a much better chance of success than mind control.

        Psi strength is more important than psi skill.  PsiStr
        determines resistance to psi attacks as well as potential with
        training (actual formula is in the OSG)


        Defensive tips:

        The only way to protect yourself against psi attacks is to
        kill the attackers quickly.  While some soldiers at the
        beginning may be more resistant to psi attacks (i.e. high psi
        strength), without psi labs to help you identify them it is a
        all by chance.

        If a solider was mind-controlled more than once in a battle and
        s/he survives, sack him/her immediately after.  S/he probably
        has low bravery and/or low psi strength.

        Get rookies with high bravery ensures they are more resistant to
        alien panic attacks (though they may not be as resistant to mind
        control, that has a inherent lower chance of success)


    8.6 Battle Notes on weapons

        8.6.1 General Weapon Notes

              Most pistols and rifles holds 20 rounds or more, so ammo
              is usually not a problem unless you fire a lot on auto or
              you carry something like autocannon (14) or heavy cannon
              (6). Usually one extra clip should be enough.  In case of
              plasma or laser weapons one/none is enough.

              Use HWPs (and rookies?) to "beat the bush" and spot
              enemies.  THEN shoot them.  Once an alien is visible,
              everybody can take a shot as long as there's nothing in
              the way.

              If you can, take a aimmed shot while staying in cover.
              You want a kill, not spraying shots all over the place.
              "One shot, one kill" is not a bad motto.  On the other
              hand...

              If you have the ammo, use auto shot whenever you can.
              Why?  It ensures a kill.  Let me explain:

              Auto shot fires three rounds, but is the least accurate of
              the three shots.  On the other hand, when you use the laws
              of probability, you actually come out ahead using an
              auto-shot, since each shot is calculated independently.

              For example, let's say chance of hitting in auto shot is
              25%, and snap shot is 30% (average).  The chance of
              getting at least one hit out of three is 1-(chance of no
              hits).  So 25% hit prob AND no hit in three tries is

              0.75 * 0.75 * 0.75 = 0.42

              Chance of getting at least one hit is then

              1 - 0.42 = 0.56, or 56%

              Which is much better than 30% (but no higher than the
              aimed percentage).  When your accuracy improves, you
              increase your chances of hitting the target multiple
              times, which ensures a kill, and you use less TUs than ONE
              aimmed shot.

              It is not unknown to see three aliens line up in a row,
              you fired auto, and each shot killed one alien.

        8.6.2 Pistols and Rifles

              Use them only when you have to, sniper style.  Dump them
              for lasers as fast as possible.  They use clips and
              doesn't do much damage.  They may be enough to use against
              Sectoids, who has very little armor, but not against
              tougher enemies (and Reapers/Cyberdiscs).

        8.6.3 HeavyCannon and AutoCannon

              HeavyCannon is slightly more accurate than the AutoCannon
              and slightly more damage, but a lot less effective with
              only six shots and no auto-fire mode. I'd rather use the
              AutoCannon.

              AutoCannon is probably the most effective weapon in the
              early game, with auto mode, three types of ammo, and 14
              shot magazine.  Still, 14 shots is not much in auto-mode,
              and three magazines can run out on you pretty quick.  It
              is also VERY HEAVY. (more than twice of heavy plasma)

        8.6.4 Rocket Launcher

              Rocket Launcher packs your biggest punch in the early
              game, and being an area weapon makes it invaluable in
              dealing with nasty Reavers and Cyberdiscs.  On the other
              hand, you can only carry three reloads, and they only fly
              in straight lines.

              Try to have another team member carry reloads.  When you
              got to a good firing point, have that guy drop the reloads
              on the ground, then you stand on top of the reloads.

              Don't give rocket launcher to rookies with low morale.  If
              they go berzerk, you may lose a lot of people.

        8.6.5 Laser Pistol, Laser Rifle, and Heavy Laser

              Forget the heavy laser.  The 35% more damage that it does
              is offset by having no auto mode and decreased accuracy.
              You can probably forget the pistol also, but you need to
              research it to get laser rifle.  Laser rifle is arguable
              the best squad weapon in the game, needing no ammo, with
              decent accuracy and damage. True veterans prefer heavy
              plasma, of course.

        8.6.6 Grenades and High Explosive

              Get alien grenades when you can, but regular grenades
              would do. Use them to flatten small buildings and take
              down walls so aliens have nowhere to hide.

              Proximity grenades should be used to block off doors and
              stuff so nothing can sneak up behind you.  They appear to
              have a 2-square blast radius and 1-square sensing radius,
              so do NOT throw them next to the door!  Throw them one
              square away from the door so when the alien have to come
              out before it blows up.  For example:

              (D=Door     P=Proximity Grenade     A=Alien)

              Alien just behind door, does NOT trigger the grenade since
              not in radius of 1.  Then Alien steps through the door,
              and BOOM!

                 |                          |
                AD P                        DAP
                 |                          |

              [Jim Muchow's variation]

              Throw one in front of medium/large scout's exterior door,
              one off like above, then hide near the doors in the
              shadows so you are not visible.


              |   X = YOU          Just stand there, keep others out of
              |                    sight.  After a few turns, alien
              |                    will come out and take a peek,
              \----\               wondering where did you go.  And as
                   |               soon as it steps out the door, BOOM!
                   |
                   D P = Prox      Repeat as needed.  They are dumb...
                   |   Grenade


              I haven't found smoke grenades to be that useful.  I've
              tried it in covering my deployment, but it doesn't seem to
              work that well.  You can try to use it as a stun weapon
              alternative, but it's bound to be slow.

              I've yet to use any high-explosive in any of the games I
              played, but [NET] has reported that they are very useful
              taking out Cyberdiscs in tight urban settings, due to more
              blast power, useful before you get alien grenades.

              Sometimes kneeling down will allow you to throw where you
              cannot before

        8.6.7 Plasma Pistol, Plasma Rifle, and Heavy Plasma

              Plasma weapons are good weapons, and the heavy-plasma is
              the only heavy weapon in the game with auto mode.  On the
              other hand, Heavy Plasma is , like its name says, "heavy".
              Heavy Plasma should only carried by a few select members,
              due to possible shortages in clips early on and its weight
              (later you'll find PLENTY of reloads so no problem).

              Heavy Plasma can punch through inner walls of UFOs when
              auto- fired a couple times, useful for pincer attacks in
              Supply Ships, when one lift goes straight to third level
              while another lift goes only to second.  The guys take the
              high lift can punch through the walls on second level and
              attack both sides at once. [see 12.x]

        8.6.8 Blaster Launcher

              Blaster launcher is probably one of the greatest weapons
              in the game.  It is expensive, its ammo is expensive, but
              it is VERY useful.  You can blow up things in ANY
              direction, turn around corners, go up and down stairs,
              flatten entire barns, even punch a hole in UFO's outer
              hull!  Each solider can carry up to 5 reloads (2 on belt
              and 3 in backpack).

              [NET] One trick is to leave the soldier and the launcher
              inside the craft kneeling on top of the ammo on the floor.
              That way there's more than 5 rounds available.  Or you can
              have other soldiers carry more ammo, drop them on the
              ground, then have the launcher guy stand/kneel on top of
              them.  You can use this trick on rocket launcher too, but
              it's not as useful.

              [NET] You can also blow open parts of UFO and go in that
              way instead of through the door.  Many have reported that
              wrecking the bridge first with a well-placed blaster bomb
              or two into the upper level will decrease casualties by a
              large amount.

              [KSC] Use blaster bomb to enlarge a standard door so you
              can fit a tank through by targeting the wall next to the
              door.  You can also try this with heavy plasma as those
              can sometimes punch through walls.  This is great for
              battleships since the large central lift allows tanks to
              go up to any level, and they also have 2-space corridors
              wide enough for tanks.

        8.6.9 Small Launcher

              This is the only weapon that gives you standoff stun
              capability. Get this when you need to stun aliens and do
              not rely on stun rods.

              Try to back this up with another stun bomb or a pistol.
              Stun damage counts against alien's health, and a hit can
              drop its health low enough so it gets stunned.


9.0 The Aliens

    Most information here can be accessed via the UFOpedia.

    9.1 Average Alien Stats (on easiest level!)
                                                   ------ Armor ------
          TUs Ene Hea Bra Rea Fir Thr Str PSt PSk Fro Lft Rgt Rer Und
Sectoid    55  90  30  80  65  30  60  30  40   *   2   1   1   1   1
Reaper     60  90 145  80  60   0   0  90  35   -  14  14  14  14   2
Floater    50  90  35  80  50  25  60  40   -   -   4   3   3   2   6
Cyberdisc  60  90 120 110  65  30   0  90   -   -  17  17  17  17  17
Snakeman   40  80  45  80  45  30  65  50   -   -  10   9   9   8   6
Cryssalid 110 140  95 100  70   0   0 110   -   -  17  17  17  17  17
Zombie     40 110  85 110  40   0   0  85   -   -   4   4   4   4   4
Ethereal   70 100  60  80  75  40  80  50  50  40  17  17  17  17  16
Sectopod   60  90  95 110  65  30   0  90   -   -  70  65  65  50  45
Muton      58  90  90  80  60  30  60  70   -   -  10  10  10  10   5
Celatid    70  90  70  90  40  50   0  70  60   -  10  10  10  10  10
Silacoid   40  80 115 100  40   0   0  70   -   -  25  25  25  25   5

TUs = time units        Ene = energy/stamina     Hea = health
Bra = bravery           Rea = reaction           Fir = firing accuracy
Thr = throwing accuracy Str = strength           PSt = Psi Strength
PSk = Psi Skill         Armor = front/left/right/rear/under

* Only Sectoid leaders and commander have Psi Skill, with avg of 55.

NOTE 1: you can get info on particular alien stats by using a mind probe
        on them.  Leaders and commanders are 10 to 20% higher, and there
        appears to be random modifiers, depending on rank and position.
        Stats are also higher on higher difficulty levels

NOTE 2: higher rank aliens also have higher "intelligence", which means
        they will remember your location longer.  Some alien species are
        also more intelligent than others.  For example, Ethereals and
        Sectoids have higher intelligence than Mutons and Reapers.


    9.2 Alien attack/defense summary

        Alien        Attack       Defend    Vulnerable
        -------------------------------------------------
        Celatid      Acid Spit     none       none
        Chryssalid   HTH           none     IC, stun    *
        Cyberdisc    Plasma beam  AP, HE      none
        Ethereal     Psi,weapons  IC,stun     none
        Floater      weapons       none       none
        Muton        weapons        AP        psi
        Reaper       HTH           none        IC
        Sectoid      Psi,weapons   none       none
        Sectopod     Energy beam  PL,HE       laser
        Silacoid     HTH            IC         HE
        Snakeman     weapons        IC        none
        Zombie       HTH     Psi,AP,Las,Pl,HE none      **

        HTH=hand to hand combat    IC =incendiary/fire
        AP =armor piercing         PL =plasma
        HE =high explosive         Las=laser

        Alien      : alien name
        Attack     : attack method
        Defend     : resistance to type(s) of attack
        Vulnerable : esp. vulnerable to type(s) of attack

        *  When Chryssalids succeeds in HTH attack, the subject
           attacked becomes a Zombie
        ** Zombie in a few turns becomes a Chryssalid.  If killed, the
           new Chryssalid hatches from the zombie IMMEDIATELY.

    9.3 Alien specialties and information possible from them

        Alien Soldier            ----- mission (harvest, base, etc)
        Alien Medic              ----- Species information *
        Alien Navigator          ----- Hyper-Wave Decoder
        Alien Engineer           ----- UFO stats (of that UFO)
        Alien Leader             ----- The Martian Solution
        Ethereal/ Sectoid Leader ----- Psi Lab, which leads to
         or command                      psi amp and mind shield
        Alien Commander          ----- Cydonia or Bust **

        *    alien medics can give information on species other than
             their own
        **   commander can be found in bases, or UFOs on Base missions


    9.4 Alien Missions

        Research       Generally small vehicles, least threat
        Harvest        Great concern to governments, usually cattle
                       abduction
        Abduction      Abducts humans, causes great alarm
        Infiltration   Infiltrates countries and try to make pact with
                       government, big threat as countries that sign
                       pact cease to fund XCOM!
        Base           Survey and establish alien base, may contain alien
                       commander, esp. higher levels
        Terror         Creates terror sites when lands at city, so get
                       them fast!
        Retaliation    Scout / attack XCOM base, greatest threat
        Supply         Supply alien bases.  Trail them and patrol nearby
                       to find alien base

    9.5 Battle Notes on individual aliens

        Chrysalid, Reaper, Silacoid, and Zombie are hand-to-hand only,
        which means if you have flying suit, take off and shoot them
        from the air.  They cannot attack things in mid-air nor through
        a window.  Reaper, being double-wide, cannot attack through
        single-wide doors.

        Celatids are VERY dangerous and causes A LOT of damage if you
        don't have good armor.  Kill them ASAP.

        Kill Chrysalids ASAP at a terror site.  Kill them ASAP, even if
        it means wiping out the civilians near it.  Use rockets and
        blaster bombs and grenades on it freely.

        If you are REALLY worried about Chrysalids, have everyone carry
        a PRIMED grenade around (prime it first).  If your soldier got
        turned into a zombie, all equipment gets dropped, and the
        grenade should go BOOM at the end of the turn

        Usually you only find floaters flying (i.e. on higher levels),
        so if you can fly, you do gain an advantage, esp. if you go on
        top of buildings and start sniping.

        You cannot stun a Cyberdisc.  Just destroy it.

    9.6 UFO floorplans

        Following floor plans are approximately 1x1.  Approximate
        only, so no complaints about precision please.

          KEY:
          D/Dr = Door                 Gr   = Gravlift (Up/Down)
          Gu   = Gravlift Up          Gd   = Gravlift Down
          P/Pw = Alien Power Unit     S    = Alien Surgery
          F    = Alien Food           X    = Alien Examination


Small Scout   123     Looks like an Apollo Capsule...
(Very Small)  /=\     2 level, 1 square each UFO
             |===|


Medium Scout (Small)  123456789
                      /=======\
                      |_______|

 /--------\
|          |
|          |
|    Pw    |
|          |
|          |
 \---Dr---/

Large Scout (Medium) 123456789012
                     /==/====\==\
                     |__|____|__|

            +--------+
            |   |    |
            |   D    |
          //    |     \\
        //      |       \\
  +----/    +---------+   \----+
  |         |         |        |
  |         D    P    |        D
  |         |         |        |
  +----\    +---------+   /----+
        \\        |     //
          \\ --D--|   //
            |     D  |
            |     |  |
            +--------+

Terror Ship (Large)    123456789012345678901234567890
                              /--------------\
                       /------|              |------\
                       |____________________________|


Level 0--Menachem M. Pastreich (mpastrei email.ir.miami.edu)

                       ______________
                    ///              \\\
                 ///       ______       \\\
+--------+    ///       __|      |__       \\\    +--------+
|        |    |       __|          |__       |    |        |
|        |    |     __|      Pw      |__     |    |        |
|        |____|     |                  |     |____|        |
|                   |                  |                   |
|                   |  Pw    Gu    Pw  |                   |
|         ____      |                  |      ____         |
|        |    |     |__              __|     |    |        |
|        |    |       |__    Pw    __|       |    |        |
|        |    |         |__      __|         |    |        |
+--DrDr--+    \\\         |__Dr__|         ///    +--DrDr--+
                 \\\                    ///
                    \\\______________///

Terror Ship Level 2 -- Pastreich
                       ______________
                    /// |          | \\\
                 ///    D          D    \\\
              ///--|    |          |    |--\\\
              |    |    |____Dr____|    |    |
              |    |                    |    |
              |    |     ____Dr____     |    |
              |    |    |          |    |    |
              |    D    |    Gd    |    D    |
              |____|    |__________|    |____|
              |                              |
              |                              |
              |     E    NNN    NNN    E     |
              \\\        NNN    NNN        ///
                 \\\                    ///
                    \\\______________///


Battleship (Very Large)  123456789012345678901234567890
                         /----------------------------\
                         |----------------------------|
                         \-------==----------==-------/
                         |-------||----------||-------|

Battleship Level 1 -- Pastreich


                         /------\
                        /        \
                        |   Gu   |
                        |   Pw   |
                        |        |
                        \        /
                         \------/




  /------\                                      /------\
 /        \              +------+              /        \
 |        |              |GuGuGuD              |        |
 | GuPw   |              |GuGuGuD              |   PwGu |
 |        |              |GuGuGu|              |        |
 \        /              +DrDr--+              \        /
  \------/                                      \------/



                         /------\
                        /        \
                        |        |
                        |   Pw   |
                        |   Gu   |
                        \        /
                         \------/

Battleship Level 2 -- Menachem M. Pastreich (mpastrei email.ir.miami.edu)

               ./------+----------+------\.
             ./    |   |          |        \.
           ./      D   |    Gd    |     _____\.
         ./        |   |          |    |       \.
        //-----  --|   +--+    +--+    |        \\
      ./           |      |    |     __|          \.
    ./|            +------|    |    |               \.
  ./  |                   |    |    |                 \.
 /    |          +--------|    |    D                   \
 |    +--Dr--+   |        |    |    |                   |
 |  Gu       |   |        |    |    |____               |
 |           |   D        |    |         |              |
 +------+    |   |     +--+    +--       |       +------+
 |      |    |   |     |          |      |       |      |
 |      +------Dr------+  GrGrGr  +--Dr----------+      |
 |  Gd                    GrGrGr                    Gd  |
 |      +--Dr------Dr--+  GrGrGr  +--------------+      |
 |      |        |     |          |              |      |
 +------+        |___  +--+    +--+              +--Dr--+
 |                   |    |    |                 |      |
 |                   |    |    |                 |      |
 |                   |    |    |                 |      |
 \.                  |    |    |               __|     ./
   \.                D    |    |              |      ./
     \.              |    D    |           __      ./
       \.            |    |    |          |      ./
        \\    +--Dr----+--+    +--+-------+     //
          \.  |        |          |           ./
            \.|        |    Gd    D         ./
              \.       |          |       ./
                \------+----------+------/

Battleship Level 3

               ./------------------------\
             ./    |                   |   \
           ./      |                   |     \
         ./        |    +---Dr---+     |       \
        //         |    |        |     |        \\
      ./|          |    |        |     |          \
    ./  |          D    |        |     |            \
  ./    D          |    |        |     |              \
 /      |          |    |        |     |                \
 |      |          |    |        |     |                |
 |  Gd  +----------+    +--------+     +-----Dr---------|
 |      |                                               |
 |______|__________                     ___________     |
 |     |           |    +---Dr---+     |           |    |
 |     |           |    | GdGdGd |     |           |    |
 |     D           |    D GdGdGd D     |           D    |
 |     |           |    | GdGdGd |     |           |    |
 |     |___________|    +---Dr---+     |___________|    |
 |                                                      |
 |                                                      |
 |-------+  + -----+    +---------+    +----------------|
 |                 |    |         |    |                |
 \.                |    |         |    |               ./
   \.              |    |         |    |             ./
     \.            |    |         |    |           ./
       \.          |    |         |    D         ./
        \\         |    |         |    |        //
          \.       |    +----Dr---+    |      ./
            \.     |                   |    ./
              \.   |                   |  ./
                \------------------------/



Harvester     1234567890123456
(Medium) (?)  /---|------|---\
              |---|------|---|
              |---|------|---|
              \---|------|---/
Level 0                             Level 1
           /----------\                        /----------\
         /   SS         \                    /  | Empty  |  \
       /   SSSS       F   \                /    |  Room  |    \
     /                      \            /      | Up to  |      \
   / FF               F   F   \        /   Gu   |  this  |   Gu   \
  +                            +      +___DD___ | level  |___DD____+
  |      +----------------+    |      |         +---DD---+         |
  |      |  Pw         Pw |    D      |                      FF    |
  |      +-------------DD-+----+      |  F   F   +------+__________|
  +          |      |          +      +  F   F   |      |          +
    \   F  F |  Gu  |   Gu    /         \    F   D  Gd  D   Gd    /
      \    F |      |       /             \      |      |       /
        \    |      |     /                 \    +--DD--+     /
          \--+--DD--+---/                     \---------+---/

Level 2
           /-+------+-\
         /   |      |   \
       /     +--DD--+     \
     /       |      |       \
   /   Gd    D      D    Gd   \
  +          |      |          +
  +----------+      +----------+
  |N                           |
  |N        NNN    NNN         |
  +         NNN    NNN         +
    \                         /
      \                     /
        \                 /
          \             /
            -----------

Supply Ship (Large)    123456789012345678901234567890
                       /--------+---+-+---+---------\
                     /----------|---|-|---|-----------\
                     \----------|---|-|---|-----------/
                       \--------+---+-+---+---------/

Level 0
        /----------\              /----------\
      //     Gu     \\          //     Gu     \\
    //                \\      //                \\
   /     ---------      \+--+/      ---------     \
  |     |         |                |         |     |
  |     |          ----------------          |     |
  |     D    Pw           Pw           Pw    D     |
  |     |          ----------------          |     |
  |     |         |                |         |     |
   \     ---------      /+--+\      ---------     /
    \\                //      \\                //
      \\            //          \\            //
        \----DD----/              \----DD----/

Level 1
        /----------\              /----------\
      //   ------   \\          //   ------   \\
    //     |    |     \\      //     |    |     \\
  //  F    | Gu |       \+--+/       | Gr |    F  \\
 /         |    |                    |    |         \
| F   F    --DD--      ---DD---      ------    F   F |
|                     | S      |                     |
| F   F    F    F     |        |     F    F    F   F |
|                     | S      |                     |
| F   F    --DD--      ---DD---      --DD--    F   F |
 \         |    |                    |    |         /
  \\  F    |    |       /+--+\       |    |    F  //
    \\     ------     //      \\     ------     //
      \\            //          \\            //
        \----------/              \----------/

Level 2
        /----------\              /----------\
      //            \\          //   | Gu |   \\
    //                \\      //     --DD--     \\
   /   +----------+     \+--+/                    \
  |    |          |                                |
  |    |          |------+------+------DD------+---|
  |    D   NNNN   |      |      |              |   |
  |    |   NNNN   |      D      |              D   |
  |    |          |      |      +--+        +--+   |
   \   +----------+     /+--+\     |        |     /
    \\                //      \\   +--------+   //
      \\            //          \\            //
        \----DD----/              \----DD----/


Abductor      1234567890123456
(Medium) (?)  /---|------|---\
              |---|------|---|
              \---|------|---/

  Level 0                              Level 1
        ^     +----+     ^                  ^     +----+     ^
      // \\   |    |   // \\              // \\   |    |   // \\
    //     \\/      \//     \\          //     \ /      \ /     \\
   /                          \        /        +-+               \
   \                          /        \          +-DD-+          /
    \\    ______DD______    //          \\    +---+    +---+    //
  +--/    |            |    \--+      +--/  +-+N        N  +-+  \--+
  |       |            |       |      |     | N              |     |
  |  Pw   |  XX XX XX  |   Pw  |      |     |N              N|     |
  |       |     XX     |       |      |     |                |     |
  +--\    |            |    /--+      +--\  +-+            +-+  /--+
    //    |_____DD_____|    \\          //    +---+    +---+    \\
   /        |        |        \        /          +----+          \
   \   Gu   |        |        /        \   Gd                     /
    \\     / \      / \     //          \\     //\      /\\     //
      \\ //   |    |   \\ //              \\ //   |    |   \\ //
        V     +-DD-+     V                  V     +-DD-+     V


9.7  UFO speed, range, etc.

                   Max   Hull    Weapon*   Ship   Max**
             Size Speed Damage Power Range Width  Crew
Small Scout   VS  2200    50     0    0      3      1
Medium Scout  S   2400   200    20  120      9      9
Large Scout   S   2700   250    20  272     12     13
Harvester     M   4000   500    40  176     16     21 (1L)
Abductor      M   4300   500    40  160     12     18 (1L)
Terror Ship   L   4800  1200   120  336     30     14/10 (1L)
Supply Ship   L   3200  2200    60  288     30     20 (1L)
Battleship    VL  5000  3000   140  520     30     22/6 (1C/1L)

*  Weapon Range should be divided by 8 for range in KM, see 7.5
** Maximum crew is absolute maximum reported in one mission.  Number is
   in format of X/Y (Z) where X is host race (race the UFO belongs to),
   Y as terrorists and Z as number of leaders (L) or commander (C) in
   the host race.  Any 4-space creatures counts as 4 aliens for this.


10.0 Ground Assaults

     10.1 Packing Advice

          The 80-item limit is always a problem, especially on an
          Avenger and Lightning when you can carry LOTS of soldiers.
          While the OSG gave some hints on what to take, here's a couple
          more hints to see you through the 80-item Crunch:

          * If you are short on ammo clips, use laser weapons, which
            require no ammo at all.  (Also see below)
          * Carry only ONE clip for your plasma weapons.  You should
            be able to find plenty of reloads during battle, esp. for
            heavy plasma (which seems to be used by all aliens near the
            end of the game)  With 20-35 rounds in each clip, your
            should not run out unless you use auto-fire a lot
          * Carry uniform weapons.  Don't mix pistols and rifles,
            plasmas and slug-throwers. Instead of a pistol/clip and
            rifle/clip, bring an extra clip for the rifle.
          * Bring less misc. equipment such as mind probes, medikits,
            motion detectors, psi amps, and so on.  You don't need
            everything on every person (except Medikits)
          * Bring HWPs if you can.  HWP is one item yet has plenty of
            firepower. Too bad it takes FOUR soldier's space.  Still,
            they are quite useful in the early parts of the game
          * Don't fight at night so that you need to take along all
            those stupid electro-flares which you end up throwing all
            over the place (exception: Attack Terror Sites ASAP)

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