Major Fighter Improvements: Our Light Fighter has proven to be inadequate to deal with the Humans own interceptor, and the fact that such primitives can do such damage is unacceptable. As such, we have decided to make plenty of improvements. To do this, we increase the speed and maneuverability of our craft as much as we possibly can, all the while replacing the control of the craft from a navigator in another UFO to the fighter itself, this can also allow it to utilize its construction better and react thousands of times faster then any mere sectoid controller could ever hope. All of this will result in more agile fighters that can tell the difference between human aircraft and our UFO's, know how to engage and destroy human aircraft in an efficient manner, and of course, be able to dodge and get into the blind spots of enemy aircraft. A side objective of this work, that is mostly only to be worked on if we have time left, is to armour the fighter a little bit better, not much as it needs to remain light, but enough that it will increase survivability slightly.
Normal : 2 + 3 : Average
Unsatisfied with previous work, the fighter pattern is revised completely. To satisfy a demand for greater speed and maneuverability, the new fighter is equipped with an anti-grav significantly larger and more powerful than the old design. Navigation computers have been greatly increased in size and complexity to give the vessel a true autonomy, making it a powerful hunter in the skies. To power this all, the reactor has been enlarged significantly, with a little spare capacity used to thicken the alloy armor over the most vulnerable areas.
The result is a reasonably effective fighter. Simulation indicate that it should be capable of dealing with every plane currently fielded with XCOM, while mock fights against our own ships suggest it could easily win against 2 or even 3 fighters at once without a scratch(if it is hit however, the light scouts powerful armament does usually result in significant enough damage to cause an eventual loss).
Unfortunately, the additional power and capacity result in an unavoidable increase in cost.
Recruit Collaborators: Not all Earthlings are irrationally opposed to our efforts to bring them into the Great Plan. Many are, for various reasons, willing to cooperate. Some want wealth, their desire for the worthless metal they call "Gold" overwhelming xenophobia. Others want knowledge, and will work for us in exchange for meaningless secrets. Some simply want to be a part of something greater than themselves. Whatever their motivation, we can accomodate them.
We send a team of negotiators to contact susceptible individuals, establishing communications and providing whatever it is they desire. Subsequently, the converted Earthlings will serve us, providing information on their country's actions, offering assistance in further missions, and spreading our influence to make way for our eventual takeover.
Mechanically, the goal of this mission is to contact, negotiate with, and then ensure the safe and anonymous departure of our new allies. Should XCOM interfere, they should be either eliminated, or kept away from the negotiations long enough for them to conclude, and prevented from identifying our collaborators.
Normal : 4 + 3 (Superior craftmanship)
With gifts of wealth, knowledge or through the sheer power of the Truth, we should be able to make humanity see the light. Their help will go a long way to making the rest of humanity recognize our superiority, allowing us to help them exploit the Gift. Thanks to XCOM and humanities outmoded ideals, they can no do this in the open, they'll have to act from the shadows. As such, we aim to create a heavily compartmentalized high level infiltration of human society, secured against eventual losses or even partial discovery.
The general focus of this strategy is therefore on subterfuge and stealth. Units are covertly inserted near target locations, and make their way then to the collaborators. There, they will negotiate, delivering the required goods as needed and agreed up. Extraction via UFO follows later. If attacked, the primary focus is to obfuscate the purpose of the meeting, keeping XCOM busy while allowing collaborators to escape.
This strategy relies primarily on subterfuges. Species that can infiltrate society, and small, high speed UFO's are therefore best suited.
Vehicles
Small scout : One of the tiniest vessels at your disposal, the Small scout is both cheap and reliable. Powered by a single Elerium core, the vessel makes decent speed, while carrying up to 2 units to their destination. It's equipped with a plasma turret for self defense . Cost : 1 VP
Light fighter : Roughly half the size of a Small Scout, the Light fighter is a small craft that can be slaved to a nearby UFO to defend it. It's armed with 3 forward firing plasma guns, giving it a decent amount of firepower. Like the small scout, it is powered by a single Elerium core that gives it decent speed. Cost : 1 VP
Medium fighter Roughly 3 quarters the size of a small scout, the medium fighter is a small automated craft capable of independent operation. It's armed with 3 forward firing plasma guns, giving it a decent amount of firepower. Powered by an enlarged Elerium reactor, it's small size gives it greatly superior speed and maneuverability. Cost : 2 VP
Equipment
Plasma Pistols : A basic simple sidearm that has been used in many pacification operations. The plasma pistol is a dependable bit of equipment that is light but not particularly powerful.
Elerium Grenade : The elerium grenade is powerful handheld explosive. Cost : 1 EP
Meld Container : A container filled with the precious Meld, a substance that consists out of billions of cybernetic nanomachines that automatically capture, catalogue and analyse any foreign DNA they find. Greatly increases the effectiveness of recovery operations. If capture threatens, the container will perform an auto-sterilization cycle. Cost : 1 EP
Aliens
Sectoid : A formerly weak species with a limited capability for the gift. Nonetheless, their simple biology allows to easily clone these creatures and deploy them in great numbers. Integration of human DNA has brought their strength up to par with human baseline.
- Reversable Mind Merge: Merge minds with an organic, intelligent friendly or enemy, giving or drawing upon them for strength
Cost 1 UP
Scout drone : A small but fast scout drone armed with powerfull short range non-lethal weaponry and powerfull sensors. Effective at hunting down humans as well as spotting threats, but lightly armored.
Cost 1 UP or 1 EP
Mission Profiles
Harvest: A simple mission profile that involves a UFO landed in a secluded area to capture humans other lifeforms for analysis in the main base.
Recruit Collaborators : A more complex mission profile that relies on the insertion of infiltrating units to make contact and recruit potential collaborators.
Alien Resources
3+1 VP
6 UP
2 EP
2 UP Token
1 DNA Token
Dark side of the Moon base [Hidden, Industrious]
[/spoiler]
Africa
---> Egypt
---> South Africa
---> Nigeria
Asia
--->Australia
--->China
--->India
--->Japan
Europe
--->France
--->Germany
--->Russia
--->United Kingdom
North America
--->Canada
--->Mexico
--->United States
South America
--->Argentina
--->Brazil X
ALIENS INVADE: PHASE 3AABBCCDD