Difference between revisions of "Cult of Sirius"

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(Rewrite of the raiding section.)
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This bizarre cult has whipped up a religous frenzy following the appearance of the [[Dimensional Gates|Dimension Gates]].  The cult has long believed in redemption of the human race by a superior Alien race.  They believe the UFOs and Aliens to be harmless and are rapidly gaining credibility and recruits from the general populations.  This represents a considerable threat to [[X-Com (Apocalypse)|X-COM]] because the cultists will do anything to assist the Aliens in their purpose, whatever that might be.
 
This bizarre cult has whipped up a religous frenzy following the appearance of the [[Dimensional Gates|Dimension Gates]].  The cult has long believed in redemption of the human race by a superior Alien race.  They believe the UFOs and Aliens to be harmless and are rapidly gaining credibility and recruits from the general populations.  This represents a considerable threat to [[X-Com (Apocalypse)|X-COM]] because the cultists will do anything to assist the Aliens in their purpose, whatever that might be.
  
==See Also==
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== Strategy ==
[[Corporations (Apocalypse)]]
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Quickly and repeatedly raiding the Cult Temples at the beginning of the game can yield massive cash income, Agent experience, and tactical points for X-COM's weekly evaluation. Nor does X-COM need to fear retribution (except from the Cult itself) for such actions, as the [[Government]]'s official position is that any morons who decide to worship Aliens ought to be shot on sight.
  
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However, raiding the cultists can leave all your agents either very dead or very injured. Just remember that you are using basic weaponry at the start of the game, and cultists are using [[Marsec]] [[Marsec Heavy Launcher|Heavy Launcher]]s, [[Megapol]] [[Megapol Plasma Gun|Plasma Gun]]s, [[Marsec Minilauncher|MiniLaunchers]], and [[Marsec Proximity Mine|Proximity Mine]]s (as general explosives).
  
''Extra info'' :Money pit.Period.Fast and repeatedly raiding the Cult Temples at the beginning of the game can yield in massive whoop-de-doo cash income and experience and stat boosting for agents and tactical points for XCOM evaluation.
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Instead, if your conscience permits you, consider performing [[Tactics (Apocalypse)|Stun Grapple Raid]]s, as you can recover all of the equipment (and more!) that the Cult has and be almost completely free of risk.
  
And the morons deserve it too,never learning that if it is Alien,one must shoot it,rather than worshipping it.
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== See Also ==
 
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[[Corporations (Apocalypse)]]
HOWEVER: raiding the cultists can leave all your agents either very dead or very injured. Just remember that your using basic weaponry at the start of the game, and cultists are using large missile launchers, plasma pistols, mini launchers, and prox mines (as general explosives).
 
 
 
That is sort of a good thing, as you can get stuff before you are supposed to. i grabbed a plasma pistol on day three from these guys.
 
 
 
*Consider STUN GRAPPLE raids when starting off.
 
*Consider raiding the gang '''slums''' (Psyke, Diablo, Osiron) for psi-clones. Once you get the hang of layouts available, you'll only ever have to 'defend' three exit points to stop the gang-bangers from running off with your precious loot.
 
* see '''Tactics'''
 

Revision as of 16:20, 28 October 2007

This bizarre cult has whipped up a religous frenzy following the appearance of the Dimension Gates. The cult has long believed in redemption of the human race by a superior Alien race. They believe the UFOs and Aliens to be harmless and are rapidly gaining credibility and recruits from the general populations. This represents a considerable threat to X-COM because the cultists will do anything to assist the Aliens in their purpose, whatever that might be.

Strategy

Quickly and repeatedly raiding the Cult Temples at the beginning of the game can yield massive cash income, Agent experience, and tactical points for X-COM's weekly evaluation. Nor does X-COM need to fear retribution (except from the Cult itself) for such actions, as the Government's official position is that any morons who decide to worship Aliens ought to be shot on sight.

However, raiding the cultists can leave all your agents either very dead or very injured. Just remember that you are using basic weaponry at the start of the game, and cultists are using Marsec Heavy Launchers, Megapol Plasma Guns, MiniLaunchers, and Proximity Mines (as general explosives).

Instead, if your conscience permits you, consider performing Stun Grapple Raids, as you can recover all of the equipment (and more!) that the Cult has and be almost completely free of risk.

See Also

Corporations (Apocalypse)