X-COM: UFO DEFENSE
Mythos Games - 1994
It is the year 1999. Unidentified Flying Objects (UFOs) have started appearing with disturbing regularity in the night skies. reports of violent human abductions and horrific experimentation has struck terror into the hearts of millions. Mass public hysteria has only served to expose Earth's impotence against a vastly superior technology. 

Many countries have attempted to deal independently with the aliens. In August 1998, Japan established an anti-alien combat force, the Kiryu-Kai. Equipped with Japanese made fighter aircraft, the Kiryu-Kai certainly looked like a powerful force, however after 5 months of expensive operations they had yet to intercept their first UFO. The lesson was clear: this was a worldwide problem which could not be dealt with by individual countries. 

On December 11th 1998, representatives from the world's most economically powerful countries gathered secretly in Geneva. After much debate, 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 named the Extraterrestrial Combat unit.



UFO Defense Specific Strategy

Soldiers and Rank...
 
Rookie: Each new recruit begins at this level.
Squaddie: A soldier gains this rain when he or she gains combat experience (i.e., kills a hostile unit)
Sergeant: There is one Sergeant per five soldiers. The best available Squaddie will be promoted to this position if open.
Captain: 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.
Colonel: 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.

Attacking Cydonia...

When you go to attack the alien base on Cydonia, you will definitely want a strong X-Com Squadron. Make sure to have all of your units outfitted with Flying Suits. For weaponry, take Heavy Plasma and Blaster Launchers. Don't bother with stun weaponry as you will not be bringing any corpses or live aliens back.
 
Stage One: The objective here is to find the entrance into the alien base. The landscape is littered with pyramid-shaped buildings. One of these buildings (a larger one) houses a green entry area. Your objective is to get all of your units here, then press the end mission/dust off button. This will take you to stage two. Your best bet is to eliminate any alien opposition encountered. However, don't bother looking for aliens as your objective is only to find the entry point.
Stage Two: The objective here is to find the brain of the complex. This base is filled with dark hallways. You will want to send your people out in groups and be sure to save time units for opportunity fire. The brain is a large (2x2) immobile creature. Once shot, the mission will end and the world will be rid of the alien threat... for now.

Make sure you are ready for this mission and save before attemping. A failure in this mission will end the game. Good luck!
 
 

Aliens
 
X-Com: UFO Defense
Visual 
Name Movement
Psionics
Weaponry
Notes:
101 Sectoids Ground
Varied
Light Plasma The basic alien form. Weak and easy to kill
Chryssalids Ground
No
H to H Has the ability to transform humans into Zombies.
Zombies Ground
No
None A changed human, the Zombie hatches into a Chryssalid after being shot.
SnakeMen Ground
No
L/M Plasma Another basic alien form. A bit stronger than Sectoids.
104 CyberDiscs Flight
No
L/M/H Plasma
Large. Will most likely explode upon death
Mutons Ground
No
M/H Plasma Has very tough armor. Usually will start to appear in missions after heavy plasma tech has been researched.
106 Floaters Flight
No
M/H Plasma Weak but dangerous. Accompanied by Reapers in Terror missions.
Silacoids Ground
No
Plasma Small and easy to kill.
Celatids Flight
No
Plasma Similar to Silacoids, but with flight capability.
108 Reapers Ground
No
H to H Large. Attack at long range for better chance of survival.
Ethereal Ground
Yes
Plasma Kill ASAP to prevent mind control of X-Com Units
Sectopods Ground
No
Plasma A large mechanical Reaper-like alien that usually accompany Etereals

Equipment
 
X-Com: UFO Defense - Purchased Equipment (Weaponry)
ID Name
Auto Shot Accuracy
Auto Shot TU Usage
Snap Shot Accuracy
Snap Shot TU Usage
Aimed Shot Accuracy
Aimed Shot TU
Damage
Ammo
Pistol
-
-
60%
18%
78%
30%
26 AP
Rifle
35%
35%
60%
25%
110%
80%
30 AP
Heavy Cannon
-
-
60%
33%
90%
80%
56 AP
52 HE
60 I
Auto Cannon
32%
40%
56%
33%
82%
80%
42 AP
44 HE
48 I
Rocket Launcher
-
-
55%
45%
110%
75%
75 HE
110 HE
90 I
Grenade
-
-
-
-
-
-
50
Single Use
Smoke Grenade
-
-
-
-
-
-
60
Single Use
Proximity Grenade
-
-
-
-
-
-
70
Single Use
High Explosive
-
-
-
-
-
-
110
Single Use
Stun Rod
-
-
-
-
-
-
-
Infinite Use

 
X-Com: UFO Defense - Manufactured Equipment (Weaponry)
ID Name
Auto Shot Accuracy
Auto Shot TU Usage
Snap Shot Accuracy
Snap Shot TU Usage
Aimed Shot Accuracy
Aimed Shot TU
Damage
Ammo
112 Laser Pistol
28%
25%
40%
20%
68%
55%
46
Recharges
113 Laser Rifle
46%
34%
65%
25%
100%
50%
60
Recharges
114
Heavy Laser
-
-
50%
33%
84%
75%
85
Recharges

 
X-Com: UFO Defense - Alien Equipment (Weaponry)
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
101 Plasma Pistol
50%
30%
65%
30%
85%
60%
52
102
103
Plasma Rifle
55%
36%
86%
30%
100%
60%
80
104
105 Heavy Plasma
50%
35%
75%
30%
110%
60%
115
106
107 Blaster Launcher
-
-
-
-
120%
80%
200
108
109 Small Launcher
-
-
65%
40%
110%
75%
90
110
111 Alien Grenade
-
-
-
-
-
-
90
Single Use

 
X-Com: UFO Defense - Non-Weapon Equipment
ID Name Usage Purchased / Manufactured
Electro-Flare Thrown like a grenade, the Electro-Flare illuminates the immediate vicinity of where it lands.
Purchased
115 Medi-kit Used to heal (cure critical wounds) and revive units.
Manufactured (human)
Motion Scanner Used to detect position of units.
Manufactured (human)
Mind Probe 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)

Research

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

Basic Researching Information:

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

X-Com: UFO Defense Research Tree