Xenonauts: Submerged

"'It has been thirty-five years since the Iceland Incident. With the High Praetor's death, the extra-terrestrial forces attacking Earth fell into comas without the connection to their hive mind. With technology more advanced than anything ever seen before on the Earth, the Xenonauts chose to hand their technology over to neither of the two warring superpowers, but to instead use it to begin their campaign for a united Earth free from prejudice and broken political systems. The vast alien empire has made a handful of attempts upon the planet following their failed invasion, but like the Gaulish Village from Asterix, the Earth has always been able to oppose and defeat them. It has taken decades, but finally, NATO and the Soviet Union have been dissolved and a new United Earth has emerged.""Then, from the oceans of the Earth, something else has emerged.""From beneath the depths, a new evil has awakened. Undreamt horrors from the deepest recesses of a Lovecraftian nightmare rise to the challenge, raiding ships and beaches, stealing resources and destroying supply lines before marching onto land, destroying towns and capturing or killing thousands of hysterical humans. Terrors that have dwelled within our own oceans, at the edge of human consciousness for eons, are now beginning to resurface. The deep ones are coming.""The Xenonauts have long since been honourably disbanded following their defeats of the alien hordes, but now, equipped with the latest state-of-the-art technologies, they have been called back into action. And you are the one in command of the operation. Launch powerful interceptors and submarines around the world to seek down and destroy alien vehicles. Deploy in combat-hardened Xenonauts armed with weapons built specifically for fighting on land, in the sky, or underwater to defend the planet from these hordes of aquatic monsters, and maybe even uncover the true nature of their plans.""Just be careful when dealing with the eldritch enemies of Earth, and always remember that anything could be lurking in the ocean depths. From the warm corals of the Mediterranean to the impenetrable cold depths of the Artic Ocean, no alien world could be as horrific and deadly as the waters of our own planet, and while you may uncover the answer you're seeking over dozens of aquatic terrains and land attack sites, you may not like it ... and more likely than not, it won't like you either.'""- Official description"Xenonauts: Submerged is a turn-based/real-time strategy game concept by Red-Verse-Writer, a sequel to Goldhawk Interactive's Xenonauts. Similar to the original game being a spiritual successor to the original X-COM: UFO Defence, Xenonauts: Submerged is a spiritual successor to UFO Defence 's sequel, X-COM: Terror from the Deep. Beginning in the year 1993, roughly thirty-five years after the original Iceland Incident that caused the creation of the Xenonauts organisation and fourteen years after the original Xenonauts, the Earth has been protected from alien attacks and a United Earth has been formed. However, while the planet is safe from alien invasion, from the depths of Earth's oceans, Lovecratian horrors begin to emerge, terrorizing shipping routes and ports before launching land-based attacks where they kill and abduct humans for scientific experimentation. With the technology created during the first war against inhuman enemies useless in salt water, the Xenonauts are called back into action to combat the eldritch menace and uncover their motives and where they came from.

Gameplay
The gameplay of Xenonauts: Submerged is similar to its predecessor, with the player in the role of the commander of the clandestine organisation Xenonauts, who must defend the Earth from an invasion of hostile forces that emerge from the oceans of Earth. In Submerged, however, the action takes place mostly underwater, thus requiring

Standard Weapons
A new line of manmade weaponry built for fighting underwater, which the Xenonauts begin with and have an unlimited supply of. They are effective against the weakest creatures, but rapidly fall short of newer, stronger ones as the war progresses.


 * Dart Gun: The aquatic equivalent of the Pistol.
 * Harpoon Launcher: The aquatic equivalent of the Assault Rifle.
 * Jet Carbine: The aquatic equivalent of the Shotgun.
 * Gas Cannon: The aquatic equivalent of the Sniper Rifle.
 * Hydro-Jet Cannon: The aquatic equivalent of the Machine Gun.
 * Torpedo Launcher: The aquatic equivalent of the Rocket Launcher.
 * Freeze Cannon: The aquatic equivalent of the Flamethrower.
 * Guided Aqua-Grenade: The aquatic equivalent of the Frag Grenade.
 * Aqua-Flash Grenade: The aquatic equivalent of the Flashbang.

Aqua-Laser Weapons
The direct upgrades to the standard weaponry and a adaptation of the laser technologies of the first game. They do much more damage than standard weapons, but have smaller clip sizes and require manufacturing. Unlike laser weapons in the first game, the player does not need alien materials to craft them.


 * Aqua-Laser Pistol: The upgrade to the Dart Gun.
 * Aqua-Laser Rifle: The upgrade to the Harpoon Launcher.
 * Aqua-Laser Carbine: The upgrade to the Jet Carbine.
 * Aqua-Laser Sniper: The upgrade to the Gas Cannon.
 * Aqua-Laser Caster: The upgrade to the Hydro-Jet Cannon.
 * Alenium Aqua-Grenade: The upgrade to the Guided Aqua-Grenade.
 * Thermal Shock Bomb: The aquatic equivalent of the Stun Grenade.
 * Magna-Blast Pack: The aquatic equivalent of the C4.

Particle Weapons
Based on captured enemy weapons, which use various sub-atomic particles, Particle Weapons are the game's equivalent of the alien Plasma Weapons. The player needs alien materials to manufacture them, and they do more damage than Aqua-Laser Weapons. They all also have the same clip sizes as standard weapons.


 * Anode Pistol: The upgrade to the Aqua-Laser Pistol.
 * Ionic Rifle: The upgrade to the Aqua-Laser Rifle.
 * Tau Blaster: The upgrade to the Aqua-Laser Carbine.
 * Muon Laser: The upgrade to the Aqua-Laser Sniper.
 * Graviton Gun: The upgrade to the Aqua-Laser Caster.
 * Photon Cannon: The upgrade to the Torpedo Launcher.
 * Electron Freezer: The upgrade to the Freeze Cannon.
 * Gauss Grenade: The upgrade to the Alenium Aqua-Grenade.
 * Particle Disturbance Grenade: The aquatic equivalent of the Electroshock Grenade.

Sonar Weapons
On par with the original war's MAG Weapons, Sonar Weapons are stronger than almost anything the Inhumanoids have in their arsenal. They have both increased damage and clip sizes, but are mainly held back by their high monetary and resource cost.


 * Sonic Handgun: The upgrade to the Anode Pistol and the ultimate upgrade to the Dart Gun.
 * Sonic Blaster: The upgrade to the Ionic Rifle and the ultimate upgrade to the Harpoon Launcher.
 * Sound Wave Gun: The upgrade to the Tau Blaster and the ultimate upgrade to the Jet Carbine.
 * Sound Wave Rifle: The upgrade to the Muon Laser and the ultimate upgrade to the Gas Cannon.
 * Radio Blaster: The upgrade to the Graviton Gun and the ultimate upgrade to the Hydro-Jet Cannon.
 * Radio Cannon: The upgrade to the Photon Cannon and the ultimate upgrade to the Torpedo Launcher.
 * Plasma Torch: The upgrade to the Electron Freezer and the ultimate upgrade to the Freeze Cannon.
 * Sonic Pulse Grenade: The upgrade to the Gauss Grenade and the ultimate upgrade to the Guided Aqua-Grenade.
 * Magnetic Pulse-Blast Pack: The upgrade to the Magna-Blast Pack.

MAG Weapons
Available only in land-based missions, MAG Weapons are exactly the same as they were in the original Xenonauts, and will automatically replace a Xenonaut's water-exclusive weaponry during these missions. They are extremely powerful, and primarily show how humanity has a complete advantage over the aquatic aliens on land.


 * MAG Pistol: The land-based equivalent of the Sonic Handgun.
 * MAG Rifle: The land-based equivalent of the Sonic Blaster.
 * MAG Carbine: The land-based equivalent of the Sound Wave Gun.
 * MAG Sniper: The land-based equivalent of the Sound Wave Rifle.
 * MAG Storm: The land-based equivalent of the Radio Blaster.
 * Singularity Cannon: The land-based equivalent of the Radio Cannon.
 * Napalm Cannon: The land based equivalent of the Plasma Torch.
 * Fusion Grenade: The land-based equivalent of the Sonic Pulse Grenade.
 * Plasma Charge: The land-based equivalent of the Magnetic Pulse-Blast Pack.
 * Flare: The land-based equivalent of the Chemical Flare.
 * Smoke Grenade: The land-based equivalent of the Dye Canister.
 * Flash Grenade: The land-based equivalent of the Aqua-Flash Grenade.

Melee Weaponry

 * Aqua Fission Blade:
 * Aqua Thermic Staff:
 * Aqua Electrical Drill:

Equipment

 * Chemical Flare: The aquatic equivalent of the Flare.
 * Dye Canister: The aquatic equivalent of the Smoke Grenade.
 * Aquatic Medical Kit: The aquatic equivalent of the Medipack.
 * Aquatic Revitalisation Kit: The aquatic equivalent of the Advanced Medipack.
 * Power Shield: The aquatic equivalent of the Combat Shield.
 * Atomic Shield: The aquatic equivalent of the Assault Shield.
 * Thermal Shock Dart Gun: The aquatic equivalent of the Shock Baton. Unlike the Shock Baton, it can be used outside of melee radius, although its range is still limited.

Armour

 * Diving Suit: The aquatic equivalent of the Basic Armour, worn by any Xenonaut without any other armour.
 * Pressure Suit: The aquatic equivalent of the Jackal Armour.
 * Aquarius Suit: The aquatic equivalent of the Wolf Armour.
 * Floater Suit: The aquatic equivalent of the Buzzard Armour.
 * Magnetic Suit: The aquatic equivalent of the Sentinel Armour.
 * Colossus Suit: The aquatic equivalent of the Predator Armour.

Interceptor Submarines

 * A-667 Piranha Interceptor: The aquatic equivalent of the F-17 Condor Interceptor.
 * Project 670 Manta Interceptor: The aquatic equivalent of the Mig-32 Foxtrot Interceptor.
 * SSK-99 Barracuda Interceptor: The aquatic equivalent of the X-37 Corsair Interceptor.
 * VIKTOR-19 Blowfish Heavy Interceptor: A entirely new type of interceptor with a focus upon heavy-duty combat and scavenging.
 * Oberon CS-1 Shark Interceptor: The aquatic equivalent of the X-59 Marauder Interceptor.
 * Tango-Kilo X-200 Leviathan Heavy Interceptor: The upgrade to the VIKTOR-19 Blowfish Heavy Interceptor.
 * Vanguard VECTOR-50 Blue Whale Interceptor: The aquatic equivalent of the X-120 Fury Interceptor.

Carrier Submarines

 * BH-50 Tethys Submarine: The aquatic equivalent of the CH-48 Charlie Helicopter.
 * SUB-AR E-88 Varuna Submarine: The aquatic equivalent of the D-42 Shrike Dropship.
 * Neptune V-20 Sobek Submarine: The aquatic equivalent of the D-54 Valkyrie Assault Boat.
 * Argonaut TR-8R Submarine: The upgrade to the NATO-USSR V-20 Sobek Submarine.

Craft Armaments

 * Gas Pellet Cannon: The aquatic equivalent of the Autocannon.
 * Stingray Heavy Torpedo: The aquatic equivalent of the Sidewinder Missile.
 * Nereid Plasma Tornado: The aquatic equivalent of the Avalanche Missile.

Mini-Subs

 * Shark Mini-Sub: The aquatic equivalent of the Hunter Scout Car.

Initial Facilities

 * Command Centre: Essentially the same facility as in the original Xenonauts, only underwater.
 * Submarine Pen: A new facility that hybridises the Hangar and Garage from the original Xenonauts, being able to house up to five Mini-Subs, two Carrier Submarines and three Interceptor Submarines.
 * Break Room: The aquatic equivalent of the Living Quarters.
 * Laboratory: Essentially the same facility as in the original Xenonauts, only underwater.
 * Aqua-Factory: The aquatic equivalent of the Workshop.
 * Sonar Array: The aquatic equivalent of the Radar.
 * Torpedo Silo: The aquatic equivalent of the Missile Defences.
 * Store Room: Essentially the same facility as in the original Xenonauts, only underwater.
 * Medical Centre: Essentially the same facility as in the original Xenonauts, only underwater.
 * Alien Containment Centre: A new facility, built around the ability to capture the new creatures and understand their survival needs. Each Alien Containment Centre can contain 20 captured aliens.

Facility Upgrades

 * Gauss-Tech Laboratory: The aquatic equivalent of the Quantum Laboratory.
 * Plasma-Tech Workshop: The aquatic equivalent of the Nanotech Workshop.
 * Gauss Launcher: The aquatic equivalent of the Laser Battery.
 * Particle Thrower: The aquatic equivalent of the Plasma Battery.
 * Sonic Defences: The aquatic equivalent of the MAG Battery.
 * Hyperspace Transmission Decoder: The aquatic equivalent of the Quantum Cryptology Centre.
 * Sonic Shield: A new facility, used to reduce the chances of alien submarines attacking the base.

Inhumanoids
Inhumanoid is the term given by the game to the various sea-based alien lifeforms that menace the Earth and oppose the player. The majority of them are based upon creatures and lifeforms mentioned in the works of H.P. Lovecraft, Steven King, R.L. Stine, Clive Barker and other horror authors.