Difference between revisions of "Police Station (Apocalypse)"
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− | + | [[Image:Bld Pedia PoliceStation (Apocalypse).png|right]] | |
− | + | Mega-Primus has numerous police stations equipped with Police Hovercars, road vehicles and substantial armories. These stations are generally well defended against raiders or Alien infiltration. ''From: Apocalypse Ufopaedia'' | |
− | |||
− | + | '''Owner:''' | |
+ | * [[Image:Apoc_megapol.png]] [[Megapol]] | ||
− | |||
− | + | '''Buildings:''' | |
− | + | * Judgment Central | |
− | + | * Enforcer Academy | |
− | + | * Law Control Station | |
− | + | * Megastation One | |
− | + | * Megastation Two | |
+ | <br clear=all> | ||
+ | Alien Infiltration Potential: Average | ||
− | == | + | ====Battlescape Combat==== |
+ | A convoluted design of flammable corridors connecting many rooms of various size providing ambush opportunities within the three-level battlescape.<br> | ||
+ | Fighting is common to the room level since tunnel access is usually restricted to just a single door. A sweep with higher reaction skilled X-Com troopers is recommended due to the small offices and narrow corridors limiting evasive movement from explosives. Tunnels are straight and can be level-long; rockets being the deadliest since no opportunity to dodge except at intersections. Removing the floor above hostiles in the tunnels limits their ambushes.<br> | ||
+ | No criminals in the cells! | ||
+ | <br clear=all> | ||
+ | ==See Also== | ||
[[Buildings (Apocalypse)|Buildings]] | [[Buildings (Apocalypse)|Buildings]] | ||
+ | [[Category: Apocalypse]] | ||
[[Category: Buildings (Apocalypse)]] | [[Category: Buildings (Apocalypse)]] | ||
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Latest revision as of 12:09, 22 August 2022
Mega-Primus has numerous police stations equipped with Police Hovercars, road vehicles and substantial armories. These stations are generally well defended against raiders or Alien infiltration. From: Apocalypse Ufopaedia
Owner:
Buildings:
- Judgment Central
- Enforcer Academy
- Law Control Station
- Megastation One
- Megastation Two
Alien Infiltration Potential: Average
Battlescape Combat
A convoluted design of flammable corridors connecting many rooms of various size providing ambush opportunities within the three-level battlescape.
Fighting is common to the room level since tunnel access is usually restricted to just a single door. A sweep with higher reaction skilled X-Com troopers is recommended due to the small offices and narrow corridors limiting evasive movement from explosives. Tunnels are straight and can be level-long; rockets being the deadliest since no opportunity to dodge except at intersections. Removing the floor above hostiles in the tunnels limits their ambushes.
No criminals in the cells!