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!



Email Specific Strategy

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:

  1. Charge!
  2. Duck and Cover
  3. Bait
Obviously, there are more strategies than this. I'm just too lazy to figure out how to describe them.
 

Aliens
 
Alien Units
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.
X-Com Units
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. 

Equipment
 
Alien Equipment
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
X-Com Equipment
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
Power Up Items
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)