X-COM: TERROR FROM THE DEEP
Microprose - 1995
2039. The last scarred sites of the alien war of 30 years ago are healing and, for all intents and purposes, the threat to the Earth might never have happened. Humans sleep easier in their beds knowing that the evil has gone...

But in the oceans long-silent forces have been aroused by the conflicts. Forces that have from time to time made themselves known to man, but for the most part have remained hidden. Separated from their stellar cousins for millennia, these aliens are now aware of their brethren's former battles culminating in the final conflict on Mars.

Under the ocean lies the remains of a vast interstellar colonization ship; 400 billion tons of metal that plummeted to the Earth some 65 million years ago. Now, the waiting is at an end, the powerful computers begin to stir, the ancient technology readies itself for the coming storm. When the alien base on Mars shuddered in its death throes, a powerful Tachyon beam darted out to a long dormant receptor.

Thirty years ago, awakened by the cosmic emissions of their brothers, the vast chambers of innumerable species began their re-animation cycle. 

X-COM must now face a new terror, an army of aliens that is already here, but in an environment more deadly than deep space. The aliens of the depths are well prepared to take on man in all the oceans, even bringing the war onto land.



Soldiers and Rank...
 
Seaman: Each new recruit begins at this level.
Able Seaman: A soldier gains this rain when he or she gains combat experience (i.e., kills a hostile unit)
Ensign: There is one Sergeant per five soldiers. The best available Squaddie will be promoted to this position if open.
Lieutenant: There is one Captain per eleven soldiers. The best available Sergeant will be promoted to this position if open.
Commander: There is one Commander per twenty-three soldiers. The best available Captain will be promoted to this position if open.
Captain: There is one Colonel if there are thirty soldiers or more. The best available Commander will be promoted, and there is only one Colonel at any given time.

Mission Types and Strategy for them:
 
UFO Craft: This is your basic UFO Mission. Your group is deployed from the dropship and from there the mission is completed whenever all opposition is killed or stunned. See the UFO/TFTD General Strategy page for more information on tactics to use.
Port Town Attack: Port Town attacks are the Terror missions from the first game. Your priority is to kill or stun all aliens while keeping as many non-combatants alive as possible.
Shipping Route Attack: A Shipping Route Attack is much like a Port Town Attack, but instead on a ship. It consists of two parts: Upper Deck and the Lower Decks. Your group must go through the boat deck by deck and kill or stun all aliens.
Alien Artifact Missions: Unlike X-Com: UFO Defense, over time Alien Artifact sites will appear. You need to send X-Com teams to these sites to prevent their activation. The mission for the Alien Artifact sites' consists of two parts:
  1. Locate the Entrance to the site and move all of your troops there. Destroy resistance as neccessary.
  2. Disable the site. Destroy any internal resistance.
If the sites are not disabled, the alien city "T'leth" will rise and destroy humanity.
Alien City Mission: Eventually, however, you will have to take out the Alien City, regardless of whether or not you destroyed all the Alien Artifact Sites.

There are four parts to this mission.

-more information to come-
 

Aliens
 
X-Com: Terror from the Deep
Visual Name Movement Psionics Weaponry Notes:
201 Aquatoids Ground Yes Sonic Pistols Basic humanoid-type TFTD Alien lifeform. Weak and easy to kill.
202 Gillmen Ground No M/H Sonic Weaponry A Bit stronger than Aquatoids.
Deep Ones Ground No H to H / Toxic Spit Weak.
Lobstermen Ground No M/H Sonic Weaponry Thick armor make Lobstermen very dangerous
Bio-Drone Flight No Sonic Weaponry Explodes when destroyed.
---
Calcinite Ground No
Tasoth
Tentaculat  Flight No
Triscene 
Hallucinoid  Flight
Xarquid 

Info: X-Com: Terror From the Deep alien table completion and more Visual IDs still to come!

Equipment
 
X-Com: Terror from the Deep - Alien Equipment
ID Name Auto Shot Accuracy Auto Shot TU Usage Snap Shot Accuracy Snap Shot TU Usage Aimed Shot Accuracy Aimed Shot TU Usage Damage Ammo
201 Sonic Pistol
-
-
65%
30%
85%
50%
80
Sonic Blasta
-
-
75%
40%
110%
60%
95
Sonic Cannon
-
-
80%
50%
115%
70%
115
211 Sonic Pulser
-
-
-
-
-
-
120
Single Use

 
X-Com: Terror from the Deep - Purchased Equipment (Weaponry)
ID Name
Usage
Auto Shot Accuracy
Auto Shot TU Usage
Snap Shot Accuracy
Snap Shot TU Usage
Aimed Shot Accuracy
Aimed Shot TU
Damage
Ammo
Dart Gun
Both
-
-
40%
20%
80%
50%
16 AP
Jet Harpoon
Both
40%
40%
60%
35%
90%
65%
32 AP
Gas Cannon
Both
40%
40%
60%
35%
90%
70%
60 AP
65 HE
60 P
Hydro-Jet Cannon
Submerged
40%
40%
50%
45%
80%
80%
40 AP
50 HE
40 I
Torpedo Launcher
Submerged
-
-
50%
40%
110%
80%
80 HE
90 HE
80 P
Magna-Blast Grenade
Both
-
-
-
-
-
-
50
Single Use
Dye Grenade
Both
-
-
-
-
-
-
10
Single Use
Particle Disturbance Grenade
Both
-
-
-
-
-
-
70
Single Use
Magna-Pack Explosive
Both
-
-
-
-
-
-
100
Single Use
Thermal Tazer
Both
-
-
-
-
-
-
80
Freeze

 
X-Com: Terror from the Deep - Manufactured Equipment (Weaponry)
ID Name
Usage
Auto Shot Accuracy
Auto Shot TU Usage
Snap Shot Accuracy
Snap Shot TU Usage
Aimed Shot Accuracy
Aimed Shot TU
Damage
Ammo
---
Gauss Pistol
Both
30%
30%
40%
25%
70%
50%
45
Gauss Pistol Clip
---
Gauss Rifle
Both
50%
40%
65%
30%
100%
60%
60
Gauss Rifle Clip
---
Heavy Gauss Cannon
Both
-
-
50%
40%
90%
80%
75
Heavy Gauss Clip

 
X-Com: Terror from the Deep - Non-Weapon Equipment
ID Name Usage Purchased / Manufactured
Chemical Flare Thrown like a grenade, the Electro-Flare illuminates the immediate vicinity of where it lands.
Purchased
Medi-kit Used to heal (cure critical wounds) and revive units.
Manufactured (human)
Particle Disturbance Sensor Used to detect position of units.
Manufactured (human)
M.C. Reader Used to display the characteristics of an Alien Unit.
Manufactured (alien)
Psi-Amp (?) Used to either cause panic or mind control enemy units.
Manufactured (alien)

 
X-Com: Terror from the Deep - Craft Equipment (Weaponry)
ID Name Damage Range Accuracy Reload Time Ammo
---
AJAX Launcher
60
32 km
70%
17 sec
AJAX Torpedoes
---
D.U.P. Head Launcher
110
50 km
80%
21 sec
D.U.P. Head Torpedoes
---
Craft Gas Cannon
15
8 km
25%
3 sec
Gas Rounds (x50)
--- Gauss Cannon
90
20 km
35%
4 sec
Gauss Ammo

Info: X-Com: Terror From the Deep Equipment table completion and more Visual IDs still to come!
Research

Please keep in mind that this is uncompleted and may be incorrect.

Basic Researching Information:

Key:
X-Com/Human Technology , X-Com/Human Weaponry , X-Com Craft , Alien Type / Corpse , Alien Craft , Alien Technology , Alien Weaponry , Ship Device , Base Device

X-Com: Terror from the Deep Research Tree