Difference between revisions of "Stun Raid"

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m (quick raid)
(I think is it correct... I hope)
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If your agent got knocked-out, neutrals may stand over the victim to prevent them from getting up.
 
If your agent got knocked-out, neutrals may stand over the victim to prevent them from getting up.
 
=Spawned Items=
 
=Spawned Items=
The spawned item lists are specific to certain organisations, not building types (eg: Mutant Alliance will have psiclones within their corporate headquarters). Weapons will be unloaded. Armor type is the company's own brand unless listed (gangs). Any company not listed by name uses the ''Common'' spawn list.<br>
+
The numbers indicate quantity.<br>
 
Note: terse
 
Note: terse
===Common===
+
{| {{StdCenterTable}}
* law pistol
+
|||[[Image:Apoc_govt_icon.png]]||[[Image:Apoc_megapol_icon.png]]||[[Image:Apoc_sirius_icon.png]]||[[Image:Apoc_marsec_icon.png]]||[[Image:Apoc_sd_icon.png]]||[[Image:Apoc_gm_icon.png]]||[[Image:Apoc_cyberweb_icon.png]]||[[Image:Apoc_ts_icon.png]]||[[Image:Apoc_solmine_icon.png]]||[[Image:Apoc_sensovision_icon.png]]||[[Image:Apoc_lifetree_icon.png]]||[[Image:Apoc_nutrivend_icon.png]]||[[Image:Apoc_evonet_icon.png]]||[[Image:Apoc_sanctuary_icon.png]]||[[Image:Apoc_nanotech_icon.png]]||[[Image:Apoc_energen_icon.png]]||[[Image:Apoc_synthemesh_icon.png]]||[[Image:Apoc_gravball_icon.png]]||[[Image:Apoc_psyke_icon.png]]||[[Image:Apoc_diablo_icon.png]]||[[Image:Apoc_osiron_icon.png]]||[[Image:Apoc_self_icon.png]]||[[Image:Apoc_mutant_icon.png]]||[[Image:Apoc_extropians_icon.png]]||[[Image:Apoc_technocr_icon.png]]
* M4000
+
|-
* autocannon
+
|[[Megapol AP Grenade|AP Gren]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1
* AP grenade
+
|-
* stun grenade
+
|[[Megapol Stun Grenade|Stun Gren]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||||1||1||1
* proximity grenade
+
|-
* high explosive
+
|[[Marsec Proximity Mine|Prox Mine]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1
* elerium (x8)
+
|-
=====Megapol=====
+
|[[Marsec High Explosive|Hi-X]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1
* sniper rifle
+
|-
* autocannon
+
|[[Megapol Lawpistol|Lawpistol]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||||1||1||1
* plasma gun
+
|-
* AP grenade
+
|[[Marsec M4000 Machine Gun|M4000]]||1||||||1||1||1||1||1||||1||1||1||1||1||1||1||1||1||1||||||1||1||1||1
* stun grenade
+
|-
* stun grapple
+
|[[Megapol Laser Sniper Gun|Laser Rifle]]||1||||||1||||||||||||||||||||||||||||||||1||||1||||||
* medikit
+
|-
* head
+
|[[Megapol Auto Cannon|Autocannon]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||1||2||1||1||1
* left arm
+
|-
* right arm
+
|[[Megapol Plasma Gun|Plasma]]||||1||||||||||||||||||||||||||||||||||||||||||||||
* chest
+
|-
* leg
+
|[[Marsec Heavy Launcher|Hvy Launch]]||||||||1||||||||||||||||||||||||||||||||||||||||||
* elerium (x3)
+
|-
=====Cult Of Sirius=====
+
|[[Marsec Minilauncher|Mini Launch]]||||||||1||||||||||||||||||||||||||||||||||||||||||
* law pistol
+
|-
* autocannon
+
|[[Megapol Stun Grapple|Grapple]]||||1||||||||||||||||||||||||||||||||||||||||||||||
* AP grenade
+
|-
* proximity grenade
+
|[[Power Sword|Sword]]||||||||1||||||||||||||||||||||||||||||||||||||||||
* high explosive
+
|-
* psiclone (x10)
+
|[[Mind Shield (Apocalypse)|Mind Shield]]||||||||1||||||||||||||||||||||||||||||||||||||||||
=====Marsec=====
+
|-
* M4000
+
|[[Mind Bender(Apocalypse)|Mind Bender]]||||||||1||||||||||||||||||||||||||||||||||||||||||
* heavy launcher
+
|-
* mini launcher
+
|[[Medi-Kit (Apocalypse)|Medikit]]||||1||||||||||||||||||||||||||||||||||||||||||||||
* power sword
+
|-
* proximity grenade
+
|[[Motion Scanner (Apocalypse)|Motion Scan]]||||||||1||||||||||||||||||||||||||||||||||||||||||
* high explosive
+
|-
* motion scanner
+
|[[Psiclone]]||||||10||||||||||||||||||||||||||||||||10||10||10||6||6||||
* mind bender
+
|-
* mind shield
+
|[[Elerium (Apocalypse)|Elerium]]||8||3||||1||8||8||8||8||15||8||8||8||8||8||8||8||8||8||2||2||2||2||2||8||8
* head
+
|-
* left arm
+
|[[Megapol_Armor|Meg.Head]]||||1||||||||||||||||||||||||||||||||||||||||||||||
* right arm
+
|-
* chest
+
|[[Megapol_Armor|Meg.Chest]]||||1||||||||||||||||||||||||||||||||||||||||||||||
* leg
+
|-
* elerium (x1)
+
|[[Megapol_Armor|Meg.Left Arm]]||||1||||||||||||||||||||||||||||||||||||||||||||||
=====Solmine=====
+
|-
* elerium (x15)
+
|[[Megapol_Armor|Meg.Right Arm]]||||1||||||||||||||||||||||||||||||||||||||||||||||
=====Psyke=====
+
|-
* M400
+
|[[Megapol_Armor|Meg.Legs]]||||1||||||||||||||||||||||||||||||||||||||||||||||
* marsec leg
+
|-
* marsec left arm
+
|[[Marsec_Armor|Mar.Head]]||||||||1||||||||||||||||||||||||||||||||1||||||||||
* elerium (x2)
+
|-
* psiclone (x10)
+
|[[Marsec_Armor|Mar.Chest]]||||||||1||||||||||||||||||||||||||||||||1||1||||||||
=====Diablo=====
+
|-
* sniper rifle
+
|[[Marsec_Armor|Mar.Left Arm]]||||||||1||||||||||||||||||||||||||||||1||||||||||||
* marsec head
+
|-
* marsec chest
+
|[[Marsec_Armor|Mar.Right Arm]]||||||||1||||||||||||||||||||||||||||||||||1||||||||
* elerium (x2)
+
|-
* psiclone (x10)
+
|[[Marsec_Armor|Mar.Legs]]||||||||1||||||||||||||||||||||||||||||1||||||||||||
=====Osiron=====
+
|}
* autocannon
 
* marsec right arm
 
* marsec chest
 
* elerium (x2)
 
* psiclone (x10)
 
=====SELF=====
 
* M4000
 
* sniper rifle
 
* autocannon (x2)
 
* AP grenade
 
* proximity grenade
 
* high explosive
 
* elerium (x2)
 
* psiclone (x6)
 
=====Mutant Alliance=====
 
* law pistol
 
* M4000
 
* autocannon
 
* AP grenade
 
* stun grenade
 
* proximity grenade
 
* high explosive
 
* elerium (x2)
 
* psiclone (x6)
 
 
=Slums=
 
=Slums=
 
Slum building battlescapes are unique in that they are generated as whole maps and not from segments. Spawn locations relevant to the seven slum maps do not change: (''whole map'' <s>segment</s> properties (walls, features, layout, spawn locations, etc.) are static.
 
Slum building battlescapes are unique in that they are generated as whole maps and not from segments. Spawn locations relevant to the seven slum maps do not change: (''whole map'' <s>segment</s> properties (walls, features, layout, spawn locations, etc.) are static.

Revision as of 22:15, 10 April 2022

For the original written mostly in 2006-2007, see discussion page.

In General

A stun raid is just a normal raid but instead of destruction, X-Com targets the security forces of any non-hostile organisation to steal their weapons, ammunition, devices and any exotic equipment by not killing anyone, not damaging anything, and not doing anything to cause hostility. ...because, why pay for something when you can steal it!
The three things to use in stun raiding:

and if your hybrid agents are good enough:

Preparation

  • agents do not need to wear armor (except to fly), and don't need a medikit.
  • ten agents can fit into a Valkyrie.
  • dual-wield stun grapples for rapid fire.
  • stun grenades to the belt leaving room for big loot in the backpack.
  • the mind bender can be used to stun or mind control.

Tactics

  • spread agents around the battlescape to steal spawned items.
  • cancel fire at will for any agent holding an offensive weapon (it will be reloaded if you pick up ammo).
  • use the grapple at close range as to not miss, pick up loot ...and repeat!
  • position agents loosely around a group of units, throw stun grenades in a cluster bomb fashion, units will run from the gas, and into grapple range if done right.
  • convince units it is past their bedtime, then help yourself!

End

To limit score:

  • escape instead of completing the raid.
  • steal weapons only if they are needed.
  • ammunition does not contribute to score.

To raid in quick succession:

  • airbourne craft have a slight delay before flying off from of the launch tube. Start another raid as usual before the craft is in the clear.
  • ground vehicles or troops must be directed back to the building to start another raid.

Advanced

Battlescape size is dependant on the quantity of units.

  • many agents present can increase the size of the generated battlescape and allow more item spawn locations.

Building Security will acquire alien technology as the weeks progress.

  • ammunition will mostly become obsolete and limit you to using the marketplace (if you still use such weapons).
  • stun grapple projectiles are blocked by personal shields.
  • stun grenades and lots!

Generated battlescape segments are randomly selected from a group, specific to the building.

  • segment properties (walls, features, layout, spawn locations, etc.) are not changed, only final placement.
  • slum battlescapes do not use a segments but one whole map.

Oddities and Quirks

Neutrals may throw ammuntion, fire off a heavy rocket, play with a primed Proximity Grenade, and pick up spawned items.
If your agent got knocked-out, neutrals may stand over the victim to prevent them from getting up.

Spawned Items

The numbers indicate quantity.
Note: terse

Apoc govt icon.png Apoc megapol icon.png Apoc sirius icon.png Apoc marsec icon.png Apoc sd icon.png Apoc gm icon.png Apoc cyberweb icon.png Apoc ts icon.png Apoc solmine icon.png Apoc sensovision icon.png Apoc lifetree icon.png Apoc nutrivend icon.png Apoc evonet icon.png Apoc sanctuary icon.png Apoc nanotech icon.png Apoc energen icon.png Apoc synthemesh icon.png Apoc gravball icon.png Apoc psyke icon.png Apoc diablo icon.png Apoc osiron icon.png Apoc self icon.png Apoc mutant icon.png Apoc extropians icon.png Apoc technocr icon.png
AP Gren 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Stun Gren 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Prox Mine 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Hi-X 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Lawpistol 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
M4000 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Laser Rifle 1 1 1 1
Autocannon 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 1 1 1
Plasma 1
Hvy Launch 1
Mini Launch 1
Grapple 1
Sword 1
Mind Shield 1
Mind Bender 1
Medikit 1
Motion Scan 1
Psiclone 10 10 10 10 6 6
Elerium 8 3 1 8 8 8 8 15 8 8 8 8 8 8 8 8 8 2 2 2 2 2 8 8
Meg.Head 1
Meg.Chest 1
Meg.Left Arm 1
Meg.Right Arm 1
Meg.Legs 1
Mar.Head 1 1
Mar.Chest 1 1 1
Mar.Left Arm 1 1
Mar.Right Arm 1 1
Mar.Legs 1 1

Slums

Slum building battlescapes are unique in that they are generated as whole maps and not from segments. Spawn locations relevant to the seven slum maps do not change: (whole map segment properties (walls, features, layout, spawn locations, etc.) are static.

Slum Spawns

Orientation

The spawn locations are listed by using a simple (tedious) co-ordinates system.

  • The isometric view of the battlescape has a corner at each compass point, hence, the top corner being North, the left corner being West, etc.
  • The cursor (a rectangular box) is one cell in size.

Directions are given from the absolute north of the map, being cell 1,1.

  • eg: Lev 05 - 23SW, 18SE means that the item is on Level 5 of the map and is how many cells you must count in that compass direction from 1,1.

Grasslands

A map with trees, grass, and some building rubble. Grass has overgrown the road in the south.

  • Lev 01 - 20SW,16SE - on ground next to I-beam rubble.

The Bridge

A map with a large bridge over a road. Building rubble is underneath the arch.

  • Lev 01 - 25SW,10SE - on ground near blue arcade machine.

Drug Plantation

A map with a plantation of trees near the west and a large multistorey building with seperate gravlift structure.

  • Lev 01 - 26SW,14SE - on floor inside the garden shed inside the plantation.
  • Lev 01 - 28SW,25SE - on floor inside the garden shed, inside the rubble area, opposite the plantation.
  • Lev 02 - 14SW,21SE - on floor beside coffee table.
  • Lev 02 - 13SW, 9SE - on floor beside table.

Graveyard Castle

A map with a cemetary. The large building resembles a castle.

  • Lev 01 - 11SW,32SE - on floor inside the garden shed situated inside the cemetary.
  • Lev 01 - 12SW,27SE - on ground, on top of the dirt mound of grave owner, Andy Greene.
  • Lev 08 - 19SW, 7SE - on ground, on top of the castle tower which is on the right when exiting the door.
  • Lev 08 - 31SW, 7SE - on ground, on top of the castle tower which is on the left when exiting the door.

U-shaped Hotel

A map with a large building and a car parking area in the center.

  • Lev 02 - 6SW,34SE - on floor near oval table.
  • Lev 02 - 13SW,10SE - on floor at far wall.
  • Lev 04 - 28SW,16SE - on floor at middle of room.
  • Lev 02 - 28SE,23SE - on chair next to door.
  • Lev 04 - 28SW,21SE - in hand basin left of door.
  • Lev 04 - 29SW,27SE - on floor near wall.
  • Lev 02 - 28SW,34SE - on coffee table.

Central Elevator

A map with a massive building supported on eight large foundations, and an external fire escape.

  • Lev 04 - 28SW,27SE - on large table against near wall.
  • Lev 04 - 28SW, 5SE - on cupboard against external wall.
  • Lev 04 - 34SW,10SE - on cupboard closer to windows.
  • Lev 04 - 26SW,12SE - on floor between beds.
  • Lev 06 - 12SW, 5SE - on coffee table near external wall.
  • Lev 06 - 5SW,32SE - on box next to window.
  • Lev 06 - 12SW,30SE - on bed.
  • Lev 06 - 12SW,21SE - in air (!) just inside doorway
  • Lev 06 - 8SW,21SE - on cupboard next to chair.

Railway Station

A map with a railway terminal building, a car park, and an elevated railway.

  • Lev 01 - 2SW,16SE - in hand basin just left of door.
  • Lev 04 - 54SW,10SE - on elevated rail line between the two rail track pairs.
  • Lev 01 - 86SW,32SE - inside carpark ticket booth at far wall.

Slum Summary

Overhead view of the battlescape will show items as a purple dot. Items spawned that are missing have been picked up by the units.

Quick Method

X-Com agents needed (#) to get the items in the shortest time:

  • Grasslands - (1) in the middle.
  • The Bridge - (1) underneath on the left.
  • Drug Plantation - (1) tree shed, (1) rubble shed, (1) two rooms (lowest balconies) inside living.
  • Graveyard Castle - (1) grave and shed, (1) towers on building (prefer flying agent).
  • U-Shaped Hotel - (3) three doors south west side level two and four, (1) first door other side level two table, (1) middle right section green carpet level two far wall (need overhead view to see most).
  • Central Elevator - (1) level four, west corner, (1) lever four south middle small room, (1) level six east corner, (1) level six north corner.
  • Railway Station - (1) car park ticket booth, (1) terminal toilet back left, (1) between rails use chainlink fence farside carpark to line up (prefer flying agent).