Starting a Mission (Apocalypse)

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Revision as of 11:30, 28 March 2022 by EsTeR (talk | contribs) (Only how to start one not explaning in depth what they all are.)
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This page describes the steps in detail to start a tactical mission.

Preparation

To start a ground mission, an X-Com agent(s) must be at a building or able to travel to a crashed UFO.

Equip a squad (usually 6 to 12 in total, or single agent if you prefer) with armor, weapons and grenades at minimum. Other devices to use would be suited to the task you want to perform.
The few requirement for particular goals:
Convince the aliens to come with you = bring stun grenades and stun grapples (other options to stun aliens may be available).
Kill the meat, save the metal = non explosive weaponry to limit destroying items dropped by the dead and damage to structures.
Kill em all, no mercy = launchers and ammuntion, many high explosives, incendiarys... and a bad attitude!
Stun raiding for fun and profit = weapons that stun only, don't even need armor.

An agent should not be heavily over encumbered, if at all. Suitable items for suitable troops. Rename your agents (click on their name) to indentify those with particular loadouts or skills etc. Humans are well rounded in combat, Androids are immune to mind games, Hybrids are your (future) psi-troops.

Transport

Travel to a building is possible via the people tube network (slowest), using a road vehicle (slow), or using airbourne vehicles (fastest). Travel to an alien crash site is only possible with air craft.
To place agents into vehicles, or to remove... READ the fine manual!
Agents moved to a building via the tube network, or by road vehicle, go to the Base Terminal (it looks like a carport and is the 'heart' of the building). The Base Terminal is vunerable to damage if the building collaspes.
Agents arriving at a building via airbourne craft land at the launch tube and stay there until take off. Launch Tubes which are at ground level are safe from collaspe and can only be destroyed by weaponry.

Alien craft which have been shot down can only be reached with air vehicles and only when they have impacted the ground ("UFO crash lands" message and the UFO is smoking). When your transport craft targets the crash site and 'lands on the UFO's roof', the UFO recovery mission will commence.
If you need to defend a newly purchased X-Com base and are waiting for the Living Quarters to finish, move an agent to that building. If the building is targeted for a Raid (or Alien drop), the agent(s) present will defend the struture as if it were an X-com Base Defense mission.

Note

Do not move agents off the vehicle when landed at alien buildings in the Alien Dimension. They will be stranded or killed at successful conclusion of the battle in that building.

Types of Missions

...for in-depth explanation of tactical mission types or general cityscape mission types.