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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!
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| 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!

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| 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.

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| 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.

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|
| 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 |
|
| 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.

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| 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. |


|
|
| 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. |


|
|
| 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! |



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