Designed as an alternate weapon to the Plasma Cannons on our vessels, the AAA Missile is a small orb, using the same gravity pulse technology used to move our ships. It is armed with a large, elirium-based explosive and uses very similar piloting and tracking technology to our unmanned fighters. Being a truly, "Smart" missile, this weapon can receive new targets if the previous is destroyed, can identify and track X-Com craft by multiple methods (visual, thermal, radar) and can skilfully predict combat manoeuvres in the same way our fighter can. As it doesn't need a oversized, primitive fuel source a single weapon mount should easily be able to carry multiple missiles internally, deploying as many as needed,.
Normal : 1 + 3 = 4 (Below Average)
Closer to a small drone than a missile, the Alien Anti Air Missile is an effective anti air weapon. Equipped with it's own gravity based drive and a full AI core and powered by a potent Elerium cell, it far exceeds the capabilities of all humanities missile weaponry. With it's advanced flight algorithms and powerful warhead, it should be capable of destroying anything human currently in the air.
Unfortunately, all this comes at a price. The missile is not exactly compact, and certainly not cheap.
AAA missile battery : A missile launcher that replaces a normal plasma cannon. Each launcher contains 2 missiles. (Cost 1 EP).
Prepare to launch Invasion :
Your Australian informant, Tamsyn, has worrying news for you. His favorite niece has been kidnapped. Worse even, the kidnappers have not asked for money, but for an alien artifact (some useless debris from the battle) that Tamsyn's research division had acquired. Tamsyn's keeping it quiet for now, but the man appears to be rather worried for his relative's life.
Tamsyn has forwarded you a video from the kidnappers. They don't appear to be XCOM, and don't appear to have any advanced weaponry. Well, none shown, anyway. They demand a handover of the goods soon, taking place in an abandoned ore processing facility.
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 | 1 Free
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
Medium Scout : Roughly twice the size of it's smaller cousin, the medium scout is medium sized craft powered by a single large elerium reactor. It's armed with 3 plasma turrets around of the rim of the hull, and a mortar for ground use. It's armor is no stronger than that on the light scout, but an extra layer around the core provides extra protection to critical systems/ It's powerful engines give it's decent speed while carrying 4 units.
Cost: 3 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
ECM equipped flight computer : A modified flight computer that can mimic a larger ship or deceive missiles.
Cost: 0 EP
Defensive Plasma Wave : A modification of our current generation plasma weaponry, that allows our vessels to engulf themselves in a bath of plasma to stop missiles at close range.
Cost :0EP
AAA missile battery : A missile launcher that replaces a normal plasma cannon. Launches advanced, intelligent and high yield Alien anti air missiles. Each launcher contains 2 missiles. (Cost 1 EP).
Elder's Scorn : A modified Elerium power core that destroy a ship when it sustains damage, or it's crew is killed/incapacitated.
Cost: 0.25 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 ( 1 Free available)
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
Skin Crawler : An infiltrator unit capable of mimicking human form (more or less). Has 8 claw equipped tentacles and is capable of using most handheld technologies.
Cost 2 UP (+1 UP if infiltrated [Infiltrated units require no transportation, but can not use equipment]) [3 UP worth free]
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
4+1 VP
6 UP
2 EP
2 DNA token
Dark side of the Moon base [Hidden, Industrious]
Africa
---> Egypt
---> South Africa
---> Nigeria
Asia
--->Australia Light infiltration
--->China
--->India
--->Japan
Europe
--->France
--->Germany
--->Russia
--->United Kingdom
North America
--->Canada
--->Mexico
--->United States
South America
--->Argentina
--->Brazil X
InvasionTurn 7Challenges : The Ethereals have decided to catalogue our enemies equipment. The side which manages to make the best description/analysis of a piece of enemy equipment may win a price.
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