Difference between revisions of "Alien Transporter (Apocalypse)"

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(format and pic - so far)
(format and pic and internal note)
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1.
  
 
Don't mention stuff about its weapon power and such. There is a link (of the weapon) for that.
 
Don't mention stuff about its weapon power and such. There is a link (of the weapon) for that.
  
This is about -this- UFO and not about others.
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This is about -this- UFO and not about others encountered in the future - previous mentions are OK.
  
 
No lifeform forces numbers... the UFO Craft intro page has the chart for that.  
 
No lifeform forces numbers... the UFO Craft intro page has the chart for that.  
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CRASH RECOVERY will include (recycled) pics of overhead entry and any others unique-to-this-battelscape.
 
CRASH RECOVERY will include (recycled) pics of overhead entry and any others unique-to-this-battelscape.
  
This is using a mix of the pic format as mega-primus vehicles AND alien lifeforms.
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This is using a mix of the pic format as used for mega-primus vehicles AND alien lifeforms AND alien buildings.
  
 
Don't include stuff that is never known to the player.
 
Don't include stuff that is never known to the player.
  
Once all UFOs are done, this hidden note section will be deleted
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Once all UFOs are done, this whole hidden note section will be deleted
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2.
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The "special note" and generic tactics mentioned in this page will be moved into the intro page later once all UFOs are done. It is not suitable here.
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EsTeR
  
  
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<br>
 
<br>
 
'''Cityscape Combat'''<br>
 
'''Cityscape Combat'''<br>
A Transporter is a comparable to an Alien Scout Ship with its weapon and device loadout, however this craft has much stronger damage tolerance but only slightly better armour. This UFO is slow and vunerable when many X-Com vehicles are swarming in aerial battle. A small shield for more protection will be used in the future. It is usually escorted by other, more combat capable UFOs for protection or distraction. <br>
+
A Transporter is a comparable to an Alien Scout Ship with its weapon and device loadout, however this craft has much stronger damage tolerance but only slightly better armour. This UFO is slow and vunerable when many X-Com vehicles are swarming in aerial battle. A small shield for more protection will be used in the future. Transporters are often escorted by more combat capable UFOs for protection and distraction. <br>
 +
<br>
 
'''Crash Recovery'''<br>
 
'''Crash Recovery'''<br>
Once disabled, this craft can be recovered by 'landing' (Go To Map Point) an X-Com vehicle, with heavily armed agents onboard, on its roof once it has impacted the ground and started smoking (message: UFO has crash landed). A Transporter is strong enough to withstand impact with the ground. Lifeforms and devices are not affected.<br>
+
Once disabled, crash landed and smoking (message: ''UFO has crash landed''), this and all other UFOs in the medium or large category can be recovered by 'landing' (using "Go To Map Point") an X-Com vehicle packed with flying, heavily armed agents. Do not go under-equipped with either armaments or troops. Once the X-Com vehicle is 'on the UFO's roof' a battlescape crash-recovery will immediately start. The Transporter's complement of alien lifeforms and any craft devices are not injured/killed or damaged from the ground impact.<br>
 
[[Image:Ufo-03mapi.gif|frame|Transporter Door Locations: North & South.]]<br>
 
[[Image:Ufo-03mapi.gif|frame|Transporter Door Locations: North & South.]]<br>
 
The crash-recovery battlescape shows the purple UFO has slid into sparsely wooded grasslands and has scoured a trench with debris on fire.<br>  
 
The crash-recovery battlescape shows the purple UFO has slid into sparsely wooded grasslands and has scoured a trench with debris on fire.<br>  
 
Access into the UFO is via two doors level with the grass. One door is located on the (overhead view) north side, the other, south side.<br>
 
Access into the UFO is via two doors level with the grass. One door is located on the (overhead view) north side, the other, south side.<br>
 +
<br>
 
'''Battlescape Combat'''<br>
 
'''Battlescape Combat'''<br>
WIP: Tactical combat is fairly easy, since there are only two entrances &ndash; facing north and south &ndash; and neither of them is shrouded in smoke from the crash. A single [[Megapol]] [[Megapol AP Grenade|AP Grenade]] thrown to the door should lure the most of the aliens out and also lets your troops see inside. After the rush of aliens dies down, head inside from both directions and use the central elevator to reach the upper levels. By then, your opposition will probably consist of a few Spitters and Alien Eggs.<br>
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<u>Special Note:</u> Detailed walkthrough. Impact damage is not considered for any UFO. Alien lifeforms and quantity will be identical for each style of UFO. General combat tactics mentioned here can be used for all crash-recovery battlescapes. An agent standing on any part of an unconscious alien will prevent that alien from becoming active. Fires will spread but can be extinguished with any gas-effect grenade or the burning item can be destroyed with guns or explosives. UFO devices found on the battlescape will be recovered (there are errors) irrelevant of its damage or destruction. A UFO must first use shield devices before shields will be recovered from a successful crash recovery. It helps to know what aliens you will find, their weapons and weaknesses.<br>
 +
<br>
 +
The crash recovery battlescape is eight levels high.<br>
 +
The two doors governs splitting your agents into two squads to cover each side of the UFO. If aliens are outside, use 'walk' and 'cautious' to engage any immediate threat (RMB on a hostile to highlight them as a priority) ...Brainsuckers! Attack fast to limit their chance to retaliate - the quicker they are dead the less they are able shoot back - and it reduces their morale from friendly deaths. A proximity mine (1.5 seconds, 6metres) at each door will deal with re-inforcments. Explosives may leave craters and if they detonate next to the entrances, the aliens may be unable to swarm out easily, if at all. Any stuck in the crater and cannot find a way out can be ignored. Deal with them later with stun or with agents needing combat experience. Check the bunker in the south for aliens. The sewer pipe in the northwest is never used by aliens and can be ignored. If the battle has slowed (beware of the fire spreading west from the trench-fire in the south), a proximity mine can be destroyed with other explosives so that entry into the hull is possible.<br>
 +
The central grav-lift is the only way up into higher levels. Beware of any threat inside the hole at its base. The corridor at the top has an elevated section on both sides with brown 'fencing'. A flying agent can find a way through (the corners where the fences meet) to scout out aliens waiting in ambush. The small ramps either side allow aliens to get close. Agents (ground based) within the corridor can only move south to the window, or north. The corridor northwards will end which will expose agents to crossfire from aliens either side of this open area. Kill or stun any remaining threats (any in craters?). Chrysalises are harmless, eggs not so much. <br>
 +
<br>
 
'''Research'''<br>
 
'''Research'''<br>
A succesfully recovered and researched Transporter enables X-Com to design advanced combat vehicles. Weapons, devices, and UFO sub-systems are further avenues from any recovered craft.
+
A succesfully recovered and researched Transporter enables X-Com to design advanced combat vehicles. Weapons, devices, and UFO sub-systems are further avenues from any recovered craft.<br>
  
  X-Com must successfully recover this UFO once it has crashed to enable further technological progress. If never recoverd, the game cannot be completed.
+
  The game cannot be completed if this UFO is never successfully recovered for research.
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<br clear=all>
  
  

Revision as of 13:11, 24 October 2023

Craft-Pedia-03Transport-(Apocalypse).png
The primary mission of this craft is to deposit Alien life forms inside city buildings. This represents a serious challenge for our ground forces, but if they can be shot down before they unload their passengers, then the problem will be minimized. The craft is armed with the same beam weapon as the Scout Ships or Probes, but it is slower moving and an easier target to hit.  From: Apocalypse Ufopaedia

Alien Transporter

Craft-Isom-Trans-(Apocalypse).png
  • Size: medium
  • Top Speed: 8
  • Acceleration: 2
  • Weapon Slots: 1
  • Weapons: Light Disruptor Beam
  • Constitution (Disabled): 400 (150)
  • Armour¹: 6/4/6/6/6/8
  • Modules: Small Disruption Shield
  • Chassis Weight: 5000
  • First Appearance: Week 2
  • Score: 150



¹ Armour values are for: Top/Front/Left/Right/Rear/Bottom

Apoc ufo3 icon.png

The Alien Transporter (UFO Type 3) is the first of the larger style of UFOs the aliens have developed. This craft is only used to infiltrate lifeforms into Mega-Primus. It is not used for any other mission style. If downed, X-Com can recover this UFO and its technology via a ground-assult battlescape mission.

Cityscape Combat
A Transporter is a comparable to an Alien Scout Ship with its weapon and device loadout, however this craft has much stronger damage tolerance but only slightly better armour. This UFO is slow and vunerable when many X-Com vehicles are swarming in aerial battle. A small shield for more protection will be used in the future. Transporters are often escorted by more combat capable UFOs for protection and distraction.

Crash Recovery
Once disabled, crash landed and smoking (message: UFO has crash landed), this and all other UFOs in the medium or large category can be recovered by 'landing' (using "Go To Map Point") an X-Com vehicle packed with flying, heavily armed agents. Do not go under-equipped with either armaments or troops. Once the X-Com vehicle is 'on the UFO's roof' a battlescape crash-recovery will immediately start. The Transporter's complement of alien lifeforms and any craft devices are not injured/killed or damaged from the ground impact.

Transporter Door Locations: North & South.


The crash-recovery battlescape shows the purple UFO has slid into sparsely wooded grasslands and has scoured a trench with debris on fire.
Access into the UFO is via two doors level with the grass. One door is located on the (overhead view) north side, the other, south side.

Battlescape Combat
Special Note: Detailed walkthrough. Impact damage is not considered for any UFO. Alien lifeforms and quantity will be identical for each style of UFO. General combat tactics mentioned here can be used for all crash-recovery battlescapes. An agent standing on any part of an unconscious alien will prevent that alien from becoming active. Fires will spread but can be extinguished with any gas-effect grenade or the burning item can be destroyed with guns or explosives. UFO devices found on the battlescape will be recovered (there are errors) irrelevant of its damage or destruction. A UFO must first use shield devices before shields will be recovered from a successful crash recovery. It helps to know what aliens you will find, their weapons and weaknesses.

The crash recovery battlescape is eight levels high.
The two doors governs splitting your agents into two squads to cover each side of the UFO. If aliens are outside, use 'walk' and 'cautious' to engage any immediate threat (RMB on a hostile to highlight them as a priority) ...Brainsuckers! Attack fast to limit their chance to retaliate - the quicker they are dead the less they are able shoot back - and it reduces their morale from friendly deaths. A proximity mine (1.5 seconds, 6metres) at each door will deal with re-inforcments. Explosives may leave craters and if they detonate next to the entrances, the aliens may be unable to swarm out easily, if at all. Any stuck in the crater and cannot find a way out can be ignored. Deal with them later with stun or with agents needing combat experience. Check the bunker in the south for aliens. The sewer pipe in the northwest is never used by aliens and can be ignored. If the battle has slowed (beware of the fire spreading west from the trench-fire in the south), a proximity mine can be destroyed with other explosives so that entry into the hull is possible.
The central grav-lift is the only way up into higher levels. Beware of any threat inside the hole at its base. The corridor at the top has an elevated section on both sides with brown 'fencing'. A flying agent can find a way through (the corners where the fences meet) to scout out aliens waiting in ambush. The small ramps either side allow aliens to get close. Agents (ground based) within the corridor can only move south to the window, or north. The corridor northwards will end which will expose agents to crossfire from aliens either side of this open area. Kill or stun any remaining threats (any in craters?). Chrysalises are harmless, eggs not so much.

Research
A succesfully recovered and researched Transporter enables X-Com to design advanced combat vehicles. Weapons, devices, and UFO sub-systems are further avenues from any recovered craft.

The game cannot be completed if this UFO is never successfully recovered for research.



Next: Alien Fast Attack Ship
Previous: Alien Scout Ship
Return To Start


Apocalypse Insignia X-COM: Apocalypse: Vehicles
Airborne Apoc hoverbike.png Hoverbike Apoc phoenix.png Phoenix Hovercar Apoc valkyrie.png Valkyrie Interceptor Apoc hawk.png Hawk Air Warrior
Apoc policehovercar.png Police Hovercar Apoc airtaxi.png Air Taxi Apoc rescue.png Rescue TransportApoc construction.png Construction Vehicle Apoc airtrans.png Airtrans Apoc spaceliner.png Space Liner
Ground Apoc turbobike.png Blazer Turbo Bike Apoc stormdog.png Stormdog Apoc wolfhound.png Wolfhound APC Apoc griffon.png Griffon AFV
Apoc civiliancar.png Civilian Car Apoc policecar.png Police Car Apoc autotaxi.png Autotaxi Apoc autotrans.png Autotrans
X-Com Apoc dimension probe.png Dimension Probe Apoc biotrans.png Bio-Trans Apoc explorer.png Explorer Apoc retaliator.png Retaliator Apoc annihilator.png Annihilator
Alien Apoc ufo1.png UFO Type 1 - Probe Apoc ufo2.png UFO Type 2 - Scout Ship Apoc ufo3.png UFO Type 3 - Transporter Apoc ufo4.png UFO Type 4 - Fast Attack Ship Apoc ufo5.png UFO Type 5 - Destroyer Apoc ufo6.png UFO Type 6 - Assault Ship Apoc ufo7.png UFO Type 7 - Bomber Apoc ufo8.png UFO Type 8 - Escort Ship Apoc ufo9.png UFO Type 9 - Battleship Apoc ufo10.png UFO Type 10 - Mothership

Overspawn