| EM@IL X-COM
Hasbro Interactive - 1999 |
|
![]() |
Unidentified Flying Objects (UFOs) have
started appearing with disturbing regularity in the night skies. Reports
of violent human abductions and horrific experimentation have struck terror
into the hearts of millions. Mass public hysteria has only served to expose
Earth’s impotence against a vastly superior technology.
Some countries attempted to deal independently with the aliens, but after five months of fruitless and expensive operations, they had yet to intercept their first UFO. The lesson was clear; this was a worldwide problem that could not be dealt with by individual nations. Representatives from the world’s most economically powerful countries gathered secretly in Geneva. After many discussions, the decision was made to establish a covert, independent body to combat, investigate, and defeat the alien threat. This organisation would be equipped with the world’s finest pilots, soldiers, scientists and engineers, working together as one multi-national force. This organisation was called the Extraterrestrial Combat Unit. X-COM was born! |
The Strategy of attack...
Obviously, the lower amount of complexity of First Alien Invasion makes many of the usual X-Com strategy obselete. So, here is a list of the most common First Alien Invasion (Email X-Com) strategies:
| Visual | Name | Weaponry | Notes: |
| Sectoids | Plasma Pistol | The basic alien form. | |
| Chryssalids | H to H (Claw Attack) | Vulnerable to explosive ammunition. | |
| SnakeMen | Plasma Rifle
Helium Thrower |
Tough. | |
| Mutons | Plasma Rifle | Has very tough armor. | |
| Etereal | Psionic | Kill ASAP to prevent mind control of X-Com Units | |
| Sectopods | Blaster Launcher | Powerful but slow. Can not shoot and move in same turn. |
| Visual | Rank | Weaponry | Notes: |
| Rookies | Pistol | Basic X-Com Unit. Varies in skill. | |
| Squaddies | Rifle | Slower than Rookies | |
| Sergeants | Auto-Cannon | ||
| Captains | Rocket Launcher | Slowest Unit, but most powerful. Can not shoot and move in same turn. | |
| Colonels | Flame Thrower | ||
| Commanders | Sniper Rifle | Very Rare. |
| Visual | Name | Range | Power | Shots |
| Plasma Pistol | 4 | 2 | 1 | |
| Plasma Rifle | 5 | 1 | 3 | |
| Blaster Launcher | 6 | 4 | 1 | |
| Helium Thrower | 3 | 4 | 1 | |
| Claw Attack | 1 | 3 | 1 | |
| Psonics | 6 | 2 | 1 |
| Visual | Name | Range | Power | Shots |
| Pistol | 4 | 2 | 1 | |
| Rifle | 5 | 3 | 1 | |
| Auto Cannon | 5 | 1 | 3 | |
| Rocket Launcher | 6 | 4 | 1 | |
| Flame Thrower | 3 | 4 | 1 | |
| Sniper's Rifle | 6 | 3 | 1 |
| Visual | Name | Type | Effect |
| Double Damage | Positive | Allows weapon to do twice as much damage until end of current turn | |
| Spy Satellite | Positive | Shows entire map and units in outdoor areas | |
| Adrenaline | Positive | Gives unit double Action Points for current turn | |
| Medi-Kit | Positive | Completely heals unit | |
| Mine (unarmed) | Positive | Placed on ground, it will explode when a unit steps on it | |
| Shield | Positive | Makes unit invincible for one turn | |
| Double Range | Positive | Doubles unit's range of weapon until end of turn | |
| Grenade | Positive | One use weapon, damages units in blast radius | |
| Mine (armed) | Negative | Explodes and damages unit that steps on it | |
| Mega-Mine | Negative | Kills any unit that steps on it. Also causes proximity damgages to surrounding squares | |
| Main-Trap | Negative | Damages unit and traps it there for two turns | |
| Instant Teleport | Teleport | Teleports unit to random area | |
| Activated Teleport | Teleport | Teleports unit to random area.(Saved and used) |