GI:
Sight=5
Speed=4
Strength=125
Armor=none
Cost=200
Weapon: M60 (lowest damage, high rof, medium range)

SEAL:
Sight=8
Speed=5
Strength=125
Armor=flak
Cost=1000
Weapon: MP5 (high damage, high rof, medium range)

Brute:
Sight=8
Speed=6
Strength=200
Armor=plate
Cost=500
Weapon: punch (very high damage, very low rof, very low range)

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Sectoid:
The Sectoid Hierarchy ranges from soldiers to leaders with powerful psionic abilities. These psionic powers can be used to demoralise soldiers in combat, or even take control of their minds. They tend to indulge in human abductions and cattle mutilation. The abduction is used to extract genetic material for cross breeding and developing clones for infiltrating human society. The cattle provide both nutrition and genetic material. This race appears to want to develop superior genetic hybrids to increase the efficiency of their hive-like society.

Sectoid autopsy:
The autopsy reveals vestigial digestive organs and a simple structure. The brain and eyes are very well developed.  The structure suggests genetic alteration or mutation. The small mouth and nose appear to have little function. The webbing between the fingers, and the flat feet suggest aquatic origins. There are no reproductive organs, and no clues as to how this species can reproduce. They are most probably a genetically engineered species.

Sectoid:
TechLevel=1
Prerequisite=none*
Sight=8
Speed=3
Strength=125
Armor=flak
Cost=250
Weapon: Plasma Pistol (medium damage, medium rof, medium range)
Special: garrison

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Floater:
The Floaters are primarily soldiers and terror agents. They are naturally predatory beasts, genetically engineered and cybernetically enhanced to make formidable warriors. The lower half of the body and most internal organs are surgically removed, and a life support system is installed. This implant contains an anti-grav unit which enables the creature to float, albeit unsteadily, through the air.

Floater autopsy:
The creature has been drastically altered by surgery. The device which seems to form the core of the body is a life support system, taking over the function of heart, lungs and digestive system.  This would enable the creature to survive in extremely hostile environments.  The brain is smaller than ours, but the sensory organs are well developed.

Floater:
TechLevel=2
Prerequisite=none*
Sight=6
Speed=special
Strength=135
Armor=flak
Cost=600
Weapon: Plasma Rifle w/ antiair (high damage, medium rof, medium range)
Special: flying/antiair

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Snakeman:
This race developed in an extremely hostile environment. They are extremely tough and can resist extreme temperature variations. Their mobility depends on a snake-like giant 'foot' which protects all the vital organs. Their objectives appear to be purely predatory and they appear to be under the command of some other Intelligence which directs their military-style incursions on earth.

Snakeman autopsy:
The skin is extremely tough and heat resistant. The cardio-vascular system is part of the muscular system which uses the hydraulic principle to create motion. The only true muscle is the 'heart'. The reproductive system appears to be very efficient. Reproduction is asexual, with each snakeman carrying up to fifty eggs inside its body at any one time. Left to its own devices this species would be a severe threat to life on earth.

Snakeman:
TechLevel=3
Prerequisite=none*
Sight=6
Speed=6
Strength=150
Armor=flak
Cost=500
Weapon: Plasma Rifle (high damage, medium rof, medium range)
Special: NONE

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Muton:
This humanoid creature is physically powerful and intelligent. They have a particular appetite for consuming raw flesh of any kind, which they need for sustenance like earth based carnivores. They appear to rely on telepathic commands from a race known as 'Ethereals'. Once separated from this telepathic link their mental system appears to break down and they die. The cybernetic implants are used to enhance their combat performance. They are clearly the foot soldiers for a higher intelligence.

Muton autopsy:
The 'skin' of this creature appears to be an organically created protective armour which is grafted onto the body. There are numerous cybernetic implants which are used to enhance the cardio-vascular system and the senses. The reproductive organs appear to have been surgically removed. Evidently these unfortunate creatures are limited to a life of warfare and conquest. Armour piercing ammunition is not very effective against their toughened skin.

Muton:
TechLevel=4
Prerequisite=Sensor Array or Advanced Cloning Chamber
Sight=6
Speed=5
Strength=175
Armor=flak
Cost=800
Weapon: Heavy Plasma (highest damage, medium rof, medium range)
Special: NONE

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Reaper:
This bipedal carnivore has powerful jaws and a voracious appetite. It has a number of brain implants which are used to control its activity. The primitive predatory instincts of this creature are of little use except to terrorise and destroy. Reapers are commonly associated with Floaters.

Reaper autopsy:
The Reaper contains two 'brains' and two 'hearts' which allow it to function even when heavily wounded.  However its furry skin is highly flammable, making the creature vulnerable to incendiary weapons.

Reaper:
TechLevel=9
Prerequisite=Sensor Array or Advanced Cloning Chamber
Sight=6
Speed=7
Strength=200
Armor=flak
Cost=800
Weapon: Teeth (high damage, medium rof, lowest range)
Special: nocrush

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Chryssalid:
The crab like claws of this creature are a powerful weapon in close combat. The high metabolism and strength of this creature give it speed and dexterity. Instead of killing its victim it impregnates it with an egg and injects a venom which turns it into a walking zombie. A new Chryssalid will burst from the victim shortly after impregnation. Chryssalids are associated with the Snakeman race.

Chryssalid autopsy:
The exo-skeleton of this creature is extremely tough, but surprisingly vulnerable to explosive ammunition. The brain is well developed, and its cell growth rate very fast. The creature carries twenty eggs which are laid inside other organisms. This creature is a very effective terror weapon.

Chryssalid:
TechLevel=6
Prerequisite=Advanced Cloning Chamber
Sight=5
Speed=10
Strength=250
Armor=plate
Cost=1400
Weapon: Impregnate/Claws (highest damage, medium rof, lowest range)
Special: mc_immune/nocrush

Zombie:
Prerequisite=n/a
Sight=4
Speed=4
Strength=150
Armor=flak
Cost=n/a
Weapon: Punch (medium damage, medium rof, lowest range)
[primary=1%(no retaliate), secondary=2%(nopassive)... secondary has huge range and results in own death with infdeath. primary is normal attack::: overall result: when ordered to attack will do so, if attacked and not on a mission then will turn into chryssalid!!!]
Special: mc_immune

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Ethereal:
This being has awesome mental powers which allow for telepathic communication and telekinetic abilities.  The apparently weak physical abilities of this creature are sustained by its mental powers. We do not understand how these telekinetic powers work, since they seem to defy the laws of physics as we know them. They are extremely dangerous in any combat situation, where they rely on their mental powers for combat. They rarely appear on earth since they seem to rely on other races to pursue their objectives. 

Ethereal autopsy:
This being is physically retarded and seems incapable of sustaining any life functions. The muscles are severely atrophied and the internal organs appear to be under-developed. The sensory organs, including the eyes, do not appear to function at all. The brain, however, is well developed and draws on a high proportion of the body's blood supply. It is a mystery as to how this creature can sustain itself without external support.

Ethereal:
TechLevel=5
Prerequisite=Advanced Cloning Chamber
Sight=9 ;zero sight in ufo but psionic power translates to high sight in ra2
Speed=4
Strength=100
Armor=none
Cost=800
Weapon: Mind Control (special damage, special rof, highest range)
Special: mc_immune

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Silacoid:
This silicon based life form generates an enormous amount of heat. It has the strength to crush rocks which can then be ingested by the hot core. It has a primitive intelligence and can be controlled by implants or telepathic beings. It works with the Muton alien race.

Silacoid autopsy:
The core of the creature is extremely hot, and seems to be the basis for a digestive system. Its unique muscle system has tremendous power and speed. Its rock like skin is not harmed by fire or incendiary ammunition.

Silacoid:
TechLevel=8
Prerequisite=Advanced Cloning Chamber
Sight=4
Speed=8
Strength=150
Armor=plate
Cost=500
Weapon: Parasite/Fire (high damage, medium rof, lowest range)
Special: parasite/firetrail/nocrush

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Hallucinoid:
Possessed of a formidable, ranged, freezing blast and a close combat icy strike, the Hallucinoid is a deadly foe. Nested in the many layers of the gelatinous body of this organism is a powerful chemical freezer, its' main offensive capability. The soft and supple skin of the Hallucinoid seems susceptible to heat based attacks. Often this mutant is found in the company of its masters, the Aquatoids.

Hallucinoid:
TechLevel=(-1)
Prerequisite=
Sight=
Speed=
Strength=
Armor=
Cost=
Weapon: 
Special: 
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Sectopod:
Sectopods are robot creatures with a powerful plasma beam weapon. The control if these mechanical beasts is via a telepathic link to their controllers, the Ethereals. Sectopods are the most powerful terror weapon available to the alien forces.

Sectopod autopsy:
The robot is sturdily constructed with powered armour capable of resisting most forms of attack, in particular plasma weapons. However, the sensing circuitry seems particularly vulnerable to laser weapons.

Sectopod:
TechLevel=4
Prerequisite=UFO Construction Facility
Sight=8
Speed=7
Strength=250
Armor=plate/heavy
Cost=1000
Weapon: Plasma Beam (high damage, low rof, medium range)
Special: crush/nocrush

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miner:
TechLevel=1
Prerequisite=UFO Construction Facility
Sight=
Speed=
Strength=
Armor=
Cost=
Weapon:
Special:

sub-apc:
TechLevel=2
Prerequisite=UFO Construction Facility & (Sensor Array or Technology Node)
Sight=
Speed=
Strength=
Armor=
Cost=
Weapon:
Special:

mcv:
TechLevel=3
Prerequisite=UFO Construction Facility & Technology Node
Sight=
Speed=
Strength=
Armor=
Cost=
Weapon:
Special:


Biodrone:
TechLevel=6
Prerequisite=UFO Construction Facility & Technology Node & Advanced Cloning Chamber
Sight=
Speed=
Strength=
Armor=
Cost=
Weapon:
Special:

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Cyberdisc:
This miniature flying saucer is an automated terror weapon armed with a powerful plasma beam. The anti-grav propulsion gives it a big advantage in difficult terrain. Its primary function is destruction and terror in the service of the Sectoid race.

Cyberdisc autopsy:
The Cyberdisc is well shielded and is particularly good at withstanding explosive ammunition. The primary anti-gravity system is too badly damaged to gain any understanding of its functioning.

Cyberdisc:
TechLevel=5
Prerequisite=UFO Construction Facility & Technology Node
Sight=7
Speed=9
Strength=200
Armor=plate/heavy
Cost=1200
Weapon: Plasma Beam+ (high damage, low rof, high range)
Special: hover/nocrush

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____________________________________________________________
X-Com units:

       1)  GI/Rifle          GAPILE
       2)  Attack Dog        GAPILE
       3)  Heavy Cannon      GAPILE
       4)  Rocket Launcher   GAPILE,GAAIRC/AMRADR
       5)  Medic             GAPILE,GAAIRC/AMRADR
       6)  Major Sam. Carter GAPILE,GAAIRC/AMRADR (BL=-1)
       6)  Sam. Carter Clone GAPILE,GATECH (BL=1)
       7)  Engineer (Spy)    GAPILE,GATECH
 [ ^]  8)  Rocketeer         GAPILE,GAWEAP,GATECH+TechACC
 [ ^]  9)  Plasma Trooper    GAPILE,GAWEAP,GATECH+TechTN
 [ ^] 10)  Flying Plasma Tr. GAPILE,GAWEAP,GATECH+TechACC+TechTN
 [ ^] 11)  Psi-Corp Trooper  GAPILE,GAWEAP,GATECH+TechACC
 [ ^] 12)  Blaster Launcher  GAPILE,GAWEAP,GATECH+TechACC+TechTN

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