NOTE: PLAYERS SHOULD NOT READ THS SECTION! IT WILL RUIN MUCH OF THE ENJOYMENT OF THE GAME!

The Aliens have plans of their own, and these, along with information on the creatures themselves can be gained by research (see Player's section for details)
  UFOs are generally manned by only one type of Alien, so a Large Scout, for example, would have an all -Muton or Floater crew.

CREATURES

MISSIONS

CRAFT

GOALS & PLOTS

 

CRAFT

When an Alien craft is shot down, there is a base 70% chance that the UFO Power Source is destroyed, the GM should adjust this according to how destructive the attack was, i.e. taking out a Medium Scout with a Fusion Ball Launcher is almost guaranteed to annihilate the small craft! Likewise, the amount of other resources Alien Alloys, weapons etc, and surviving aliens is dependant on the actual damage and how it crashes, this is purely a DM decision. Normally all the Aliens will survive a crash a landing as they are pretty resilient and so are the vehicles, but if the Power Source blows up and they smash into a mountain....
  Another problem is XCOM blowing vital components in during battles!! This can seriously reduce the value of items taken.

The Map Key to the right explains the details of the vehicle's decks.  Note that when a UFO crashes, especially when the power source blows up in smaller vehivcles, holes are often blown through the hull.
  UFO outer hulls are invulnerable to almost ANY weapon XCOM ground forces can carry, except the blaster launcher (weapons with a damage potential of 20d6+ hp can create holes in the hull). Inner hull walls can be breached with heavy plasma rifles and high explosive packs (weapons with a damage potential of 11d6+ hp can destroy inner walls).
Each square or unit marked on a map or picture is 3 METERS in size (or 10').
  UFOs have an Armour Class of 0, due to manouverability or increasing hull thickness, and a typical THAC0 of 15, with one attack every 3 rounds.

  Speed is in Knots. UFOs are worth 50xp x Hull Points to XCOM pilots who shoot one down!

 SMALL SCOUT

MEDIUM SCOUT

 LARGE SCOUT

HARVESTER

ABDUCTOR

TERROR SHIP

SUPPLY SHIP

BATTLESHIP



SMALL SCOUT

Hull points: 5 Weapon Damage: 0 Weapon Range: 0 Max. Speed: 2,200 Crew: 1
Resources: Alien Alloys (1 kg)
  A tiny vessel, with only one crew member and no offensive weapon, this is used for high alttitude probes or stealthy scouting missions. Note that due to its small size, most aircraft weapons will often blow it to pieces, rather than force it to crash!

                                 

MEDIUM SCOUT
Hull Points: 20 Weapon Damage: 2 Weapon Range:12km Max Speed: 2,400 Crew: 3-5 soldiers, 1-2 navigators
Resources: 11kg Alien Alloys,  2 UFO Navigation,  1 UFO Power Source, 
50kg Elerium 115

   A common reconnaissance craft, the Medium Scout ship poses little threat to XCOM aircraft. They can carry up to 9 aliens.

 

 

 

LARGE SCOUT

Hull Points: 25 Weapon Damage: 2 Weapon Range: 27km Max. Speed: 2,700
Crew: 2-7 Soldiers, 1-2 Navigators, 1-2 Engineers, 1 Leader.
Resources: 35kg Alien Alloys,  2 UFO Navigation,  1 UFO Power Source, 
50kg Elerium 115
   A very versatile craft, the Large Scout is probably the most common vessel XCOM will encounter. Tough and with a large crew, it is serious nuisance, and is capable of undertaking many tasks. With a crew of up to 13, XCOM ground units had best be careful when approaching downed Large Scouts.

 

HARVESTER
Hull Points: 50 Weapon Damage: 4 Weapon Range: 18km Max. Speed: 4,000
Crew: Soldiers 7--11, Navigators 1; Engineers 2, Medics 1; Leaders 1-2
Resources: 97kg Alien Alloy; 10 UFO Navigation; 1 Alien Surgery; 14 Alien Food;  
2 UFO Power Sources;  100kg Elerium
   Designed purely for the collection of biological material, the Harvester has a huge trapdoor in the floor (marked as "T" on the map) through which large specimens can be collected. Part of the middle deck is open to the lower deck, allowing antigravity devices and alien surgical machinery to operate. There are many storage areas for food and organic items to be stored as well. The ship is specifically designed to gather food for the aliens. There can be a crew of up to 21, posing a serious threat.

 

ABDUCTOR

Hull Points: 50 Weapon Damage: 4 Weapon Range: 20km Max. Speed 4,300
Crew: Soldiers: Soldiers 4-8; Navigators 1-2; Engineers 2; Medics 3; Leaders 1
Resources: 70kg Alien Alloys; 4 Alien Surgery; 5 UFO Navigation;
                        2 UFO Power Sources;  100kg Elerium
  The Abductor's primary goal is to capture living specimens for genetic experimentation. Therefore it has many Alien Surgery devices, and there are always  several alien "medics", armed with small launchers to stun likely victims. This ship creates horror amidst the population, for fear of being abducted. A maximum of 18 crew can be carried on this vessel.

 

TERROR SHIP

Hull Points: 120 Weapon Damage: 12 Weapon Range: 34km Max. Speed: 4,800
Crew: Soldiers 5-6; Navigators 2; Engineers 1; Medics 1-2; Leaders 1; Terrorists 4-8
Resources: 92kg Alien Alloys;  2 Alien Entertainment; 8 UFO Navigation
                        2 UFO Power Source; 100kg Elerium 
  A combat craft whose prime goal is generally the creation of wide spread panic in human populations, the Terror Ship is not a vessel to be underestimated. Its high speed and devastating weaponry make it a lethal opponent for aircraft, and its huge compliment of crew is just as bad to  ground forces. Since the vessel often carries huge "terrorist" creatures, it has large double doors to allow those monsters to board.
  It can carry a crew of up to 14 aliens, plus 10 terrorists.

 

SUPPLY SHIP

Hull Points: 220 Weapon Damage: 6 Weapon Range: 22km Max. Speed: 3,200
Crew: Soldiers 6-12; Navigator 1; Engineer 1; Medics 1; Leaders 1
Resources: 141kg Alien Alloys; 20 Alien food; 2 Alien Surgery; 4 UFO Navigation;
                        3 UFO Power Sources; 150kg Elerium
  The Supply Ship is used to construct alien bases and to supply them. Not very powerful in combat, its high speed and great strength make it a hard vessel to down however. Since it supplies bases, following one of these ships can lead to the discovery of an alien base!
  They are normally heavily laden with Alien Food, Reprodction materials, Alien Alloys and Elerium 115.
  Supply Ships can have a crew of up to 20.

 

BATTLESHIP

Hull Points: 300 Weapon Damage: 14 Weapon Range: 52k m Max. Speed: 5,000
Crew: Soldiers 8-12; Navigator 2; Engineers 2; Medics 2; Leaders 3, Commander 1; Terrorists 4-6
Resources: 231kg Alien Alloys; 2 Alien Entertainment; 4 UFO Navigation;
                        4 UFO Power Sources; 200kg Elerium
  A massive vessel with awesome destructive capabilities, the battleship is used in constructing bases, terrorizing cities or carrying out Alien Infiltration missions of the worst sort (i.e. landing in a capitol city, while parades of "alien unity" are held etc). It is also used to attack XCOM bases!
  With up to 20 crew and 6 terrorists, it makes a real nightmare for capturing on the ground! Also, two or three of the aliens will probably be armed with Blaster Launchers, and there is always a Commander aboard...not a pleasant prospect!