Difference between revisions of "Population (Apocalypse)"

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The population of [[Mega-Primus]] is very varied. Here is an overview of the different characters that X-COM may find and interact with in the [[Buildings (Apocalypse)|buildings]] and streets of the city.
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== Overview ==
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{{tocright}}
  
==Megapol Officer==
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The population of [[Mega-Primus]] is very varied. Here is an overview of the different characters that X-COM may find and interact with in the [[Buildings (Apocalypse)|buildings]] and streets of the city.
  
[[Megapol]] police officers are responsible for enforcing law and order on the city. Since they are also well armed they would be of a great help during [[Battlescape Overview (Apocalypse)|Battlescape]] but unfortunately they will never be present when [[X-COM (Apocalypse)|X-COM]] is reacting to alien alerts at their [[Megapol#Buildings Owned|buildings]].
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With the exception of civilians, you will encounter other humans only in the following situations:
  
The only way to meet (and fight) officers in combat is if Megapol has turned hostile towards X-COM or if X-COM is conducting deliberate raids on their buildings.
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*If you investigate a building ''with aliens in it'' that is controlled by a hostile organisation
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*If you raid any building (whether or not the owners are hostile)
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*If another organisation raids or storms an X-COM base (hostile organisations will occasionally do this; the chance is tripled if the organisation is Megapol, a gang, or infiltrated).
  
Megapol officers are among the best-armed human combatants (starting Tech Level 3) and have slightly higher Accuracy scores and Armour (note that they do not wear [[Megapol Armor]]) than other organizations' troops. However, they are also more vulnerable to Psionic attacks. Finally, they tend to attack in large mobs (average number of troops is 16).
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Megapol will use Police. The gangs will use Gangsters. The Cult of Sirius will use Cultists. Everyone else uses Building Security in their own buildings and Corporate Hoods when attacking yours. While there are slight differences between these units, the similarities are much greater; in general, you can expect the following of human opponents:
  
==Cult Member==
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*Stats are randomised, like your own soldiers', and each individual has a name.
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*A bit tougher than [[Anthropod]]s and [[Skeletoid]]s, particularly against weak weapons like the [[Lawpistol]] and [[M4000 Machine Gun]]. The [[Toxigun]] is much less effective, for obvious reasons.
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*Very prone to panicking; human enemies have 40-80 Bravery, while humanoid aliens have 70-80 and the rest are immune to morale entirely.
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*Most of their weapons are low-powered and will bounce off [[Megapol Armor]], but a few will have [[Marsec Heavy Launcher]]s (and, later on, [[Devastator Cannon]]s) which are far more lethal. They're generally comparable shots to Skeletoids or even slightly better. Grenades are another danger.
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*Very susceptible to the [[Mind Bender]] (usually more so than Anthropods), but do not spawn with Mind Benders of their own.
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*Intelligent enough to pick up a weapon on the ground nearby if disarmed or out of ammo.
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**Guards will also pick up loose and valuable goods such as armor parts, [[Elerium (Apocalypse) | elerium]] pods and [[Psiclone]]s and flee the battle with them. Whether by coincidence or design, this acts as minor but effective foil to an X-Com raid by reducing the amount of goods that can be recovered. If conditions allow, tool using aliens may also exhibit this behaviour. 
  
They appear during raids on their [[Temple of Sirius (Apocalypse)|temples]] and during their retaliations against [[Bases (Apocalypse)|X-COM's bases]]. Due to the [[Cult of Sirius|cult's]] general hostile attitude towards X-COM it will be very likely for both sides to engage in raids since raiding their temples can be very profitous (and dangerous) to X-COM.
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==Police==
  
Cult members are moderately armed (starting Tech Level 2), but will improve over time. They are lightly armoured, but are more resistant to Psionic attacks than other humans. Cult members fight in groups of around 10.
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[[Image:Megapol_officers.png|right]]
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[[Megapol]] police officers are responsible for enforcing law and order on the city. Since they are also well armed they would be of a great help during [[Battlescape Overview (Apocalypse)|Battlescape]], but unfortunately they will not aid X-COM Agents during investigations.
  
==Gang Member==
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Megapol officers are fairly well-armed (starting Tech Level 3), and have marginally better Reactions and armor than average (though they do not wear [[Megapol Armor]]). However, they are also more vulnerable to Psionic attacks. Police will be encountered in large groups of 12-20.
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==Cultists==
  
These are the troops of [[Psyke]], [[Diablo]] and [[Osiron]] and will appear on missions on their [[Slums (Apocalypse)|Slums]] if the gang that owns the building is hostile to X-COM. They will also shown up on [[Base Defense (Apocalypse)|Base Defense]] missions.
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[[Image:Cultists.png|right]]
  
Like cultists, gang members are also dangerous. Their slums are packed with shock troopers equipped with the biggest weapons around (starting Tech Level 4) and they'll regularly engage in raids against other organizations. Gang members attack in groups of 8-20 - Osiron groups are the largest, Psyke groups are the smallest.
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Cult of Sirius members are moderately armed (starting Tech Level 2). Their Accuracy and armour are somewhat poorer than average - the Cult is a civilian organisation - but their Psi-defense is better than other humans' (typically on par with Anthropods). Cultists fight in groups of 7-12.
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==Gangsters==
  
==Security Guard==
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[[Image:Gangsters.png|right]]
  
These compose the security forces employed by the [[Government]] and all major legal [[Organizations|corporations and organizations]]. Their armament and numbers depend on which organization employs them. In particular, the Government, [[Marsec]], [[Solmine]], [[Cyberweb]], [[S.E.L.F.]] and the [[Mutant Alliance]] use better-equipped and larger groups of guards.
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Gangsters are very well-armed (starting Tech Level 4). Their Accuracy and Psi-defense are a little poorer than average, but their Reactions are better. Gang members fight in groups of 8-20; Osiron groups are the largest, Psyke groups are the smallest.
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<br clear="all">
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==Building Security==
  
Security guards are not as weak as you might think, and their stats are only slightly lower than those of Megapol or Gang members. Starting Tech Level varies from 1 to 4 (although most organizations are at the lower end of the scale), and the average number of guards can range anywhere from 7 to 14.
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[[Image:Security_guards.png|right]]
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Security guards' armament and numbers depend on which organization employs them (starting Tech Level can be as low as 1 or as high as 4, and there can be anywhere between 5 and 17 of them). In particular, the [[Government]], [[Marsec]], [[Solmine]], [[Cyberweb]], [[S.E.L.F.]] and the [[Mutant Alliance]] use better-equipped and larger groups of guards.
  
Some organizations may employ guards with different coloured uniforms. This difference is purely cosmetic, and has no effect on stats or equipment.
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Security guards' Accuracy is a little poorer than average.
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==Corporate Hood==
  
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[[Image:Corporate_Hoods.png|right]]
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Corporate hoods vary in numbers and equipment depending on who employs them in the same fashion as building security. They have a bit better Accuracy than average, though.
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==Civilian==
 
==Civilian==
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[[Image:Civilians - lower class (Apocalypse).png|right]]
  
Civilians will be found on every Mega-Primus mission that involves an alien investigation on a building. They won't take cover, they will run as if in panic without a direction.
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Civilians will be found on some building investigations (typically those of more populated buildings, like schools, offices and apartments). They will mostly run around in panic and won't take cover. They cannot pick up or use any equipment.
 
 
Of particular note is that the aliens don't actively attack them. This is fortuitous for X-COM, however the various civilian deaths that do occur are frequently caused during a crossfire between X-COM and any hostile forces in the area. The best way to prevent civilian deaths is to move the battle away from the civilians.  
 
  
Civilians do not otherwise count towards the mission score.
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X-COM will receive a 10-point penalty for each civilian death. However, unlike in the first two games, aliens do not actively attack civilians.
  
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The appearance of civilians will be different depending on in which building they appear; they can be lower, middle, or upper class.
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<br clear="all">
 
==X-COM Technical Personnel==
 
==X-COM Technical Personnel==
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[[Image:Apoc-Sciences.png|right]]
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During [[Base Defense (Apocalypse)|base defense]] missions, any X-COM Scientists and Engineers assigned to the base will be vulnerable to hostile aggression. X-COM personnel can be directed to walk or run to any location, but they cannot kneel, crawl or use or pick up any equipment. They are also slower than X-COM Agents and completely unarmored, and therefore quite vulnerable.
  
During [[Base Defense (Apocalypse)|base defense]] missions any X-COM Scientists and Engineers assigned to the base will be vulnerable to hostile agression. X-COM personnel can be directed to move to any location but they will be unable to use any weapons or armour. They are also slower than X-com Agents, which makes them quite vulnerable.
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Survival of X-COM personnel is one of the highest priorities for X-COM Agents while repelling raids.
 
 
Survival of X-COM personnel is one of the highest priorities for X-COM Agents while repelling raids. Because technical staff can be assigned to armed personnel before the base raids begin, it is recommended that some armed agents accompany them and escort them to a place of safety in the base.  
 
  
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Since technical staff use the same portraits as human Agents and are assigned the Rookie rank, their icons on the [[Battlescape_Overview_(Apocalypse)|Battlescape]] control panel look identical to those of Rookie human Agents. Care should be taken not to confuse the two when issuing orders.
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<br clear="all">
 
==Sectoid==
 
==Sectoid==
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[[Image:Apoc-Sectoids2.png|right]]
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Only present in the Alien Dimension, X-COM's old enemies have become an alien delicacy, and some are being held captive in their [[Food Chamber]]. Rescuing them will give a huge boost to X-COM's relations with the [[Mutant Alliance]] and will also make the Mutant Alliance hostile to the Aliens if it wasn't already.
  
Only present in the Alien Dimension, X-COM's old enemies have become an alien delicacy, and some are being held captive in their [[Food Chamber]]. Rescuing them will give a huge boost to X-COM's relations with the [[Mutant Alliance]]. For all intents and purposes, the Sectoids in this game are treated exactly like civilians, and display similar behaviour. This also means the Aliens will not deliberately target them during the mission.
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For all intents and purposes, the Sectoids in this game are treated exactly like civilians, and display similar behaviour. The Aliens will not deliberately target them during the mission, and X-COM will receive a 10-point penalty for each Sectoid death.
 
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==See Also==
 
==See Also==
  
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* [[Relations (Apocalypse)|Relations]]
 
* [[Relations (Apocalypse)|Relations]]
 
* [[Strategies for Troops (Apocalypse)|Strategies for Troops]]
 
* [[Strategies for Troops (Apocalypse)|Strategies for Troops]]
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* [[Alien_Tech_Levels_(Apocalypse)|Alien Tech Levels]] (for information on equipment loadouts of human opponents)
  
 
[[Category: Apocalypse]]
 
[[Category: Apocalypse]]

Revision as of 12:00, 21 October 2020

Overview

The population of Mega-Primus is very varied. Here is an overview of the different characters that X-COM may find and interact with in the buildings and streets of the city.

With the exception of civilians, you will encounter other humans only in the following situations:

  • If you investigate a building with aliens in it that is controlled by a hostile organisation
  • If you raid any building (whether or not the owners are hostile)
  • If another organisation raids or storms an X-COM base (hostile organisations will occasionally do this; the chance is tripled if the organisation is Megapol, a gang, or infiltrated).

Megapol will use Police. The gangs will use Gangsters. The Cult of Sirius will use Cultists. Everyone else uses Building Security in their own buildings and Corporate Hoods when attacking yours. While there are slight differences between these units, the similarities are much greater; in general, you can expect the following of human opponents:

  • Stats are randomised, like your own soldiers', and each individual has a name.
  • A bit tougher than Anthropods and Skeletoids, particularly against weak weapons like the Lawpistol and M4000 Machine Gun. The Toxigun is much less effective, for obvious reasons.
  • Very prone to panicking; human enemies have 40-80 Bravery, while humanoid aliens have 70-80 and the rest are immune to morale entirely.
  • Most of their weapons are low-powered and will bounce off Megapol Armor, but a few will have Marsec Heavy Launchers (and, later on, Devastator Cannons) which are far more lethal. They're generally comparable shots to Skeletoids or even slightly better. Grenades are another danger.
  • Very susceptible to the Mind Bender (usually more so than Anthropods), but do not spawn with Mind Benders of their own.
  • Intelligent enough to pick up a weapon on the ground nearby if disarmed or out of ammo.
    • Guards will also pick up loose and valuable goods such as armor parts, elerium pods and Psiclones and flee the battle with them. Whether by coincidence or design, this acts as minor but effective foil to an X-Com raid by reducing the amount of goods that can be recovered. If conditions allow, tool using aliens may also exhibit this behaviour.

Police

Megapol officers.png

Megapol police officers are responsible for enforcing law and order on the city. Since they are also well armed they would be of a great help during Battlescape, but unfortunately they will not aid X-COM Agents during investigations.

Megapol officers are fairly well-armed (starting Tech Level 3), and have marginally better Reactions and armor than average (though they do not wear Megapol Armor). However, they are also more vulnerable to Psionic attacks. Police will be encountered in large groups of 12-20.

Cultists

Cultists.png

Cult of Sirius members are moderately armed (starting Tech Level 2). Their Accuracy and armour are somewhat poorer than average - the Cult is a civilian organisation - but their Psi-defense is better than other humans' (typically on par with Anthropods). Cultists fight in groups of 7-12.

Gangsters

Gangsters.png

Gangsters are very well-armed (starting Tech Level 4). Their Accuracy and Psi-defense are a little poorer than average, but their Reactions are better. Gang members fight in groups of 8-20; Osiron groups are the largest, Psyke groups are the smallest.

Building Security

Security guards.png

Security guards' armament and numbers depend on which organization employs them (starting Tech Level can be as low as 1 or as high as 4, and there can be anywhere between 5 and 17 of them). In particular, the Government, Marsec, Solmine, Cyberweb, S.E.L.F. and the Mutant Alliance use better-equipped and larger groups of guards.

Security guards' Accuracy is a little poorer than average.

Corporate Hood

Corporate Hoods.png

Corporate hoods vary in numbers and equipment depending on who employs them in the same fashion as building security. They have a bit better Accuracy than average, though.


Civilian

Civilians - lower class (Apocalypse).png

Civilians will be found on some building investigations (typically those of more populated buildings, like schools, offices and apartments). They will mostly run around in panic and won't take cover. They cannot pick up or use any equipment.

X-COM will receive a 10-point penalty for each civilian death. However, unlike in the first two games, aliens do not actively attack civilians.

The appearance of civilians will be different depending on in which building they appear; they can be lower, middle, or upper class.

X-COM Technical Personnel

Apoc-Sciences.png

During base defense missions, any X-COM Scientists and Engineers assigned to the base will be vulnerable to hostile aggression. X-COM personnel can be directed to walk or run to any location, but they cannot kneel, crawl or use or pick up any equipment. They are also slower than X-COM Agents and completely unarmored, and therefore quite vulnerable.

Survival of X-COM personnel is one of the highest priorities for X-COM Agents while repelling raids.

Since technical staff use the same portraits as human Agents and are assigned the Rookie rank, their icons on the Battlescape control panel look identical to those of Rookie human Agents. Care should be taken not to confuse the two when issuing orders.

Sectoid

Apoc-Sectoids2.png

Only present in the Alien Dimension, X-COM's old enemies have become an alien delicacy, and some are being held captive in their Food Chamber. Rescuing them will give a huge boost to X-COM's relations with the Mutant Alliance and will also make the Mutant Alliance hostile to the Aliens if it wasn't already.

For all intents and purposes, the Sectoids in this game are treated exactly like civilians, and display similar behaviour. The Aliens will not deliberately target them during the mission, and X-COM will receive a 10-point penalty for each Sectoid death.

See Also


Apocalypse InsigniaX-COM: Apocalypse All Units
X-Com: AgentsTechnical Personnel
Aliens

BrainsuckerMultiworm EggMultiwormHyperwormChrysalisAnthropodSpitterPopperSkeletoidMicronoid AggregateMegaspawnPsimorphQueenspawnOverspawn

Population PoliceCultistGangstersBuilding SecurityCorporate HoodCivilians
Others Sectoid
Reference Attributes Of All Units