Difference between revisions of "Stun Raid"

From UFOpaedia
Jump to navigation Jump to search
m (added stand-over tactic by neutrals)
m (fixed links)
 
(28 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 +
For the original written mostly in 2006-2007, see [[Talk:Stun_Raid|discussion]] page.
 +
 
=In General=
 
=In General=
A stun raid is just a normal [[Tactical_Combat_Missions_(Apocalypse)#Raid|raid]] but instead of destruction, X-Com targets the security forces of any <u>non-hostile</u> 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'''!''<br>
+
A stun raid is just a normal [[Tactical_Combat_Missions_(Apocalypse)#Raid|raid]] but instead of destruction, X-Com targets the defence forces of any <u>non-hostile</u> 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'''!''<br>
 
The three things to use in stun raiding:
 
The three things to use in stun raiding:
 
* [[Megapol_Stun_Grapple|Stun Grapples]]
 
* [[Megapol_Stun_Grapple|Stun Grapples]]
Line 7: Line 9:
 
* [[Mind_Bender|Mind Benders]].<br>
 
* [[Mind_Bender|Mind Benders]].<br>
 
==Preparation==
 
==Preparation==
* agents do not need to wear armor (except to [[Marsec_Armor|fly]]), and don't need a [[Medi-Kit_(Apocalypse)|medikit]].
+
* Agents do not need to wear armor (except to [[Agents_Armor_(Apocalypse)#Marsec_Armor|fly]]), and don't need a [[Medi-Kit_(Apocalypse)|medikit]].
* ten agents [[Starting_a_Mission_(Apocalypse)|can fit]] into a [[Valkyrie_Interceptor_(Apocalypse)|Valkyrie]].
+
* Ten agents [[Starting_a_Mission_(Apocalypse)|can fit]] into the initial [[Valkyrie_Interceptor_(Apocalypse)|Valkyrie]].
* dual-wield stun grapples for rapid fire.
+
* Dual-wield stun grapples for rapid fire.
* stun grenades to the belt leaving room for big loot in the backpack.  
+
* Stun grenades on belt, loot in the backpack.  
* the mind bender can be used to stun or mind control.
+
* The mind bender can be used to stun or mind control.
 
==Tactics==
 
==Tactics==
* spread agents around the battlescape to steal spawned items.
+
* Spread agents around the battlescape to steal spawned items.
* use the grapple at close range as to not miss, pick up loot ...and repeat!
+
* Disable [[Controls_(Apocalypse)#Shot_Types|fire at will]] for any agent holding an offensive weapon (it will be reloaded if you have the ammo for it).
* 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.  
+
* Use the grapple at close range as to not miss, pick up loot ...next!
* convince units it is past their bedtime, then help yourself!
+
* Position agents loosely around a group of neutrals, throw stun grenades in a cluster bomb fashion, they will run from the gas and into grapple range if done right.  
 +
* Convince neutrals it is past their bedtime, then help yourself!
 +
* Prevent neutrals from escaping the battle by standind near exit-tiles.
 +
* X-Com agents increase their [[Agents_Stats_(Apocalypse)|accuracy and reactions]] faster by shooting something rather than [[Training_Area_(Apocalypse)|training]] back at base. The only standard equipment available that shoots and does not injure, is a [[Megapol_Stun_Grapple|Stun Grapple]].
 
==End==
 
==End==
* to limit score, escape the battlescape instead of completing the raid.
+
To limit tactical mission [[Tech_Levels_(Apocalypse)|score]]:<br>
 +
* Escape (blue exit tiles) instead of completing the raid.
 +
* Terminate the battle early to save time! At any time, press escape key (ESC) and if the message is: "0 Units Lost", click OK to safely end the raid. Avoid leaving agents behind since they are 'missing in action'. To not lose agents, they must be far away from neutrals.
 +
* Stolen ammunition of these weapons: [[Agents_Equipment_(Apocalypse)|Law Pistol, M4000, Sniper Rifle, Autocannon]], do not contribute to score, <u>everything else</u> does!
 +
* Grenades, devices, weapons should only be stolen if they are needed.
 +
To raid in quick succession:<br>
 +
* Airbourne craft have a slight delay before flying off from a launch tube. Start another raid as usual before the craft has cleared the tube.
 +
* Ground vehicles or troops must be directed back to the building to start another raid.
 
==Advanced==
 
==Advanced==
 
Battlescape size is dependant on the quantity of units.
 
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.
+
* Using many agents may increase the size of the generated battlescape and allow more spawn locations.
Building Security will acquire alien technology as the weeks progress.
+
* Using too many agents may decrease the quantity of neutrals.
* ammunition will mostly become obsolete and limit you to using the marketplace (if you still use such weapons).
+
* Defence Forces will acquire alien technology as the weeks progress.
* stun grapple projectiles are blocked by [[Personal_Disruptor_Shield| personal shields]].
+
* Spawned items do not change with technology level (score is irrelevant).
* stun grenades and lots!
+
* Ammunition scarcity will force X-Com to depend on the marketplace (if you still use such weapons).
 +
* Stun grapple projectiles are blocked by [[Personal_Disruptor_Shield|personal shields]], stun gas passes through.
 
Generated battlescape segments are randomly selected from a group, specific to the building.
 
Generated battlescape segments are randomly selected from a group, specific to the building.
* segment properties (walls, features, items, spawn locations, etc.) are not changed, only final placement.
+
* 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.
+
* Slum battlescapes do not use a segments but one whole map (larger battlescapes will generate two different whole-maps or one...).
 
==Oddities and Quirks==
 
==Oddities and Quirks==
Neutrals may throw ammuntion, fire off a heavy rocket, play with a primed Proximity Grenade, and pick up spawned items.<br>
+
Neutrals may throw ammunition, fire off rockets, play with primed grenades, pick up spawned items and escape.
If your agent got knocked-out, neutrals may stand over the victim to prevent them from waking up.
+
=Spawned Items=
 
+
The numbers indicate quantity.<br>
==Buildings==
+
Note: terse
Spawned items are specific to each organisation, not buildings. Weapons that appear will be unloaded.
+
{| {{StdCenterTable}}
<!-- working, feel free to add -->
+
|||[[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]]
* Common items for all Mega-Primus companies, unless noted:
+
|-
* law pistol
+
|[[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
+
|-
* M4000
+
|[[Marsec Proximity Mine|Prox Mine]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1
* high explosive
+
|-
* autocannon
+
|[[Marsec High Explosive|Hi-X]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1
* elerium pod (x8)
+
|-
=====Megapol=====
+
|[[Megapol Lawpistol|Lawpistol]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||||1||1||1
* plasma gun
+
|-
* sniper rifle
+
|[[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 grapple
+
|-
* head
+
|[[Megapol Laser Sniper Gun|Laser Rifle]]||1||||||||||||||||||||||||||||||||||||||1||||1||||||
* L arm
+
|-
* R arm
+
|[[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
* chest
+
|-
* leg
+
|[[Megapol Plasma Gun|Plasma]]||||1||||||||||||||||||||||||||||||||||||||||||||||
* elerium pod (x3)
+
|-
=====Marsec=====
+
|[[Marsec Heavy Launcher|Hvy Launch]]||||||||1||||||||||||||||||||||||||||||||||||||||||
* heavy launcher
+
|-
* mini launcher
+
|[[Marsec Minilauncher|Mini Launch]]||||||||1||||||||||||||||||||||||||||||||||||||||||
* mind bender
+
|-
* mind shield
+
|[[Megapol Stun Grapple|Grapple]]||||1||||||||||||||||||||||||||||||||||||||||||||||
* power sword
+
|-
* motion scanner
+
|[[Power Sword|Sword]]||||||||1||||||||||||||||||||||||||||||||||||||||||
* head
+
|-
* L arm
+
|[[Mind Shield (Apocalypse)|Mind Shield]]||||||||1||||||||||||||||||||||||||||||||||||||||||
* R arm
+
|-
* chest
+
|[[Mind_Bender|Mind Bender]]||||||||1||||||||||||||||||||||||||||||||||||||||||
* leg
+
|-
* elerium pod (x1)
+
|[[Medi-Kit (Apocalypse)|Medikit]]||||1||||||||||||||||||||||||||||||||||||||||||||||
=====Solmine=====
+
|-
* elerium (x15)
+
|[[Motion Scanner (Apocalypse)|Motion Scan]]||||||||1||||||||||||||||||||||||||||||||||||||||||
=====Psyke=====
+
|-
*
+
|[[Psiclone]]||||||10||||||||||||||||||||||||||||||||10||10||10||6||6||||
=====Diablo=====
+
|-
*
+
|[[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
=====Osiron=====
+
|-
*
+
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Head]]||||1||||||||||||||||||||||||||||||||||||||||||||||
=====Cult Of Sirius=====
+
|-
* psiclone (x10)
+
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Chest]]||||1||||||||||||||||||||||||||||||||||||||||||||||
 
+
|-
The old stuff below is slowly being cleaned up.
+
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Left Arm]]||||1||||||||||||||||||||||||||||||||||||||||||||||
 
+
|-
For the original written mostly in 2006-2007, see [[Talk:Stun_Raid|discussion]] page.
+
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Right Arm]]||||1||||||||||||||||||||||||||||||||||||||||||||||
 
+
|-
==== Advanced Tactics ====
+
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Legs]]||||1||||||||||||||||||||||||||||||||||||||||||||||
*If you raid a slum often, you'll eventually start to understand the layouts on offer (SEE BELOW). There are items laying on the ground
+
|-
=Slum Building Item Spawn Spots=
+
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Head]]||||||||1||||||||||||||||||||||||||||||||1||||||||||
There are seven slum buildings generated in the game. This next section lists where the item spawns are located using a very simple (but tedious) method of direction. The isometric map has a corner at each compass point. The most obvious way to describe the map would be as the top most corner being North, the leftmost corner being West, etc. Also, each square of the map is called a cell. A cell is a square/diamond which makes up the map at the most smallest part. One cell is the size of the cursor (only the base of the rectangular box, actually).
+
|-
 
+
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Chest]]||||||||1||||||||||||||||||||||||||||||||1||1||||||||
== Locations ==
+
|-
HINT: The items '''will''' appear. If they are missing from their spawn location, then you are either using too many agents (over 28) for that map or they have been picked up by a hostile.
+
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Left Arm]]||||||||1||||||||||||||||||||||||||||||1||||||||||||
 
+
|-
NOTE: directions are given as absolute north of the map, being '''Cell 1,1'''.
+
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Right Arm]]||||||||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 the most northern cell.
+
|-
*Elevator = Gravlift.
+
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Legs]]||||||||1||||||||||||||||||||||||||||||1||||||||||||
====Grasslands====
+
|}
A map which has only trees, grass, and some building rubble. The most obvious feature is the grass the is covering part of the road in the southwestern part of the map. (weird: there is a door that still works!).
+
=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 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.<br>
 +
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.
 
*Lev 01 - 20SW,16SE - on ground next to I-beam rubble.
====The Bridge====
+
===The Bridge===
A map which has a large bridge crossing over a road. Lots of building rubble in northern part of the map.
+
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.
 
*Lev 01 - 25SW,10SE - on ground near blue arcade machine.
====Drug Plantation====
+
===Drug Plantation===
A map that contains a plantation of trees near the west corner. There is a large multistorey building which has an elevator shaft external to the main superstructure.
+
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 - 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 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 - 14SW,21SE - on floor beside coffee table.
 
*Lev 02 - 13SW, 9SE - on floor beside table.
 
*Lev 02 - 13SW, 9SE - on floor beside table.
====Graveyard Castle====
+
===Graveyard Castle===
A map that has a cemetary with names of the game makers. There also is a large building with a heli-pad on the roof.
+
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 - 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 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 - 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.
 
*Lev 08 - 31SW, 7SE - on ground, on top of the castle tower which is on the left when exiting the door.
====U-shaped Hotel====
+
===U-shaped Hotel===
A map that has a typical hotel look to it. There is a car parking area in the middle section of the U shape. This building does not have a roof!
+
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 -  6SW,34SE - on floor near oval table.
 
*Lev 02 - 13SW,10SE - on floor at far wall.
 
*Lev 02 - 13SW,10SE - on floor at far wall.
Line 121: Line 144:
 
*Lev 04 - 29SW,27SE - on floor near wall.
 
*Lev 04 - 29SW,27SE - on floor near wall.
 
*Lev 02 - 28SW,34SE - on coffee table.
 
*Lev 02 - 28SW,34SE - on coffee table.
====Central Elevator====
+
===Central Elevator===
A map with a large square shape building. The building has eight large foundations and an external fire escape. There is an elevator inside the core of the middle foundation.
+
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,27SE - on large table against near wall.
 
*Lev 04 - 28SW, 5SE - on cupboard against external wall.
 
*Lev 04 - 28SW, 5SE - on cupboard against external wall.
Line 132: Line 155:
 
*Lev 06 - 12SW,21SE - in air (!) just inside doorway
 
*Lev 06 - 12SW,21SE - in air (!) just inside doorway
 
*Lev 06 -  8SW,21SE - on cupboard next to chair.
 
*Lev 06 -  8SW,21SE - on cupboard next to chair.
====The Railway Station====
+
===Railway Station===
A dedicated double sized map. It will sometimes appear if there are many (usually over 20) Xcom agents present in a mission. It is a rare map to play!
+
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 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 04 - 54SW,10SE - on elevated rail line between the two rail track pairs.
 
*Lev 01 - 86SW,32SE - inside carpark ticket booth at far wall.
 
*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. Spawns that are missing have been ''stolen''.
 +
====Quick Method====
 +
X-Com agents needed (#) to get the items in the shortest time:<br>
 +
* Grasslands - ('''1''') in the middle.
 +
* The Bridge - ('''1''') underneath westside blue box.
 +
* 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 agent each south west side level two, both, level four, ('''1''') first door other side level two, ('''1''') middle right door level two far wall (need overhead view to see most).
 +
* Central Elevator - ('''1''') level four, west corner, ('''1''') level four south corner middle, ('''1''') level six east corner, ('''1''') level six north corner.
 +
* Railway Station - ('''1''') car park ticket booth, ('''1''') terminal toilet back north corner, ('''1''') chainlink fence farside carpark trainline above (prefer flying agent).
  
 
+
[[Tactical_Combat_Missions_(Apocalypse)#Raid|Return to Raid]]<br>
= FAQ in General =
+
[[Tactics_(Apocalypse)|Return to Start]]
* If I raid a non gang building, will I get more Elerium Pods spawning since Psiclones are not spawned?
 
Sometimes, however, the spawn spots will be taken up by the complete range within the arsenal. You will have AP-Grenades, Stun Grenades, Law Pistol (unloaded), Hi-Ex, etc. included with the staples which are the Laser Rifle, M4000 etc. Doing enough raids will give you the indication that Elerium Pods will roughly be the same quantity across the cityscape when raiding any building you choose. * What other buildings give items other than typical spawns?
 
You can raid every single building in the game although some are not really worth the effort. Marsec buildings will spawn the rare and much valued Mind Shield. Power Swords and Marsec Armour are typical inside the weapon/arms factories whereas a slight increase in Elerium will spawn within Megapol or Marsec Flyer Factory. Raiding a Megapol building will generate Megapol armour pieces instead of Marsec armour. Stun Grapples will spawn at a Megapol Police Station. Warehouse buildings can spawn Psiclones if the building is owned by gangs. Sometimes this gets messed up and a legal corporation will have Psiclones. Experiment by visiting each and every bulding in the game.
 
 
 
The big exception to this is SOLMINE. Solmine will ONLY spawn Elerium Pods, and nothing else, on every spawn point. Making Solmine very lucrative to raid, especially since Elerium tends to maintain it's price of $20 every week for some bizarre reason. The disadvantage is that Solmine buildings tend to be very large and take a long time to loot.
 
 
 
* Why guard the exits?
 
Money! The reason you are making a raid against someone is to either cause damage (which is utterly pointless in Battlescape since it can make a company hostile by accidently killing someone) or to make money. You can acquire weapons by killing the guards and increasing hostility (and injury or death versus experience) or you can exploit a weakness in the game by stunning (and still get experience). The reason to guard exits is to limit your money and equipment loss. The enemy agent will often make a dash for freedom and you position your squad to stop that (although it's not their preferred action since they need to defend the building). As already mentioned, the easiest map to guard are Slum buildings since they are static in shape. Unless you are willing to allow someone to escape with that Minilauncher or Plasma Pistol (and three clips) then block and stun (and steal).
 
* It's tedious to pick up all the items. Is there a quicker or easier way?
 
You could use the overhead map to find items to save time since they show up as purple markers and you could scoot a lone agent quickly around the map on overhead to pick up the stuff, however, you still are filling up your inventory. The preferred method is to neutralise everyone which then causes a Mission Complete (which recovers all items automatically). Stunning everyone can be easily achieved if you bait the combatants into coming within range of your Stun Grapples by using a piece of equipment as a lure. If you have a stunned enemy first off, you won't need to use the bait method since defenders will come to his location to help out their 'fallen' friend. Once you have a pile of snoring agents at your feet, cue Mission Complete.
 
<br>NOTE: The items appear to use ownership flags to an agent. If you knock someone out, the defender usually won't pick up their friend's stuff (although they may help themselves to an item or three). When that guy does eventually wake up he can re-equip. If you use you own equipment as a lure you may see the enemy throw a grenade into the (your ownership item) pile. To make the best trap, you'd knockout a lone agent and eventually you'll get the enemy to swarm nearby. If you happen to knock the same agent out, he sometimes forget what he was carrying. His items now act as a bait trap.
 
* Help! I don't have enough agents in the mission to guard all the exits. What can I do to maximise profits?
 
If you stun someone you can stand on their body (you cannot pick up a body) to prevent them ever getting up. Using an Agressive setting will stop the agent moving (unless it's gas or fire). Dual wielding Stun Grapples will give you rapid fire speed if you have one agent stunning a bunch of enemy next to him since you don't have enough guys to stand on each body. You could also use a staircase to good effect since tight corners and single file walkways limit the spread of the enemy. Cutting away parts of a building (with explosives or other) is a valid tactic to imprison the enemy if you are desperate since this angers the corp. through buidling damage and has the very real possibility that you may kill someone (or yourself) when the section(s) collapse.
 
* I got killed by a Prox Mine. Why?
 
The enemy do that sometimes. Amusement factor? The occasional problem when stun raiding is that since you don't need to wear armour (no combat!) when you do set off an explosive you'll merely drop dead or be heavily injured with many critical wounds. If you didn't bother carrying a medkit (you brought to the mission with your trusty ''money-maker''! ) your only option is to remove the agent from current play by making them exit the map. Typically since prox mines are so deadly, the agent dies mid step before getting anywhere and may be a problem if over encumbered. If you only use the overhead map to run your agents around, you cannot discern what that purple dot actually is until you look at it in isometic view. Do this before you approach an unknown placement. (see above of spawn item locations so that you know what should be where).
 
* Whoa!! Aliens kill me quick on in second week. Why?
 
Score. You have aquired a high score from many stun raids and depending on the difficulty level of your game, the game scales the enemy strength on how many points you have at the end of the week, thus, this will influence the enemy loadout and ship type for the new week! What?? You think stun raid was cheating? Mess with the bull and you'll get the horn.
 
  
 
[[Category: Apocalypse]]
 
[[Category: Apocalypse]]

Latest revision as of 10:39, 1 December 2023

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 defence 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 the initial Valkyrie.
  • Dual-wield stun grapples for rapid fire.
  • Stun grenades on belt, 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.
  • Disable fire at will for any agent holding an offensive weapon (it will be reloaded if you have the ammo for it).
  • Use the grapple at close range as to not miss, pick up loot ...next!
  • Position agents loosely around a group of neutrals, throw stun grenades in a cluster bomb fashion, they will run from the gas and into grapple range if done right.
  • Convince neutrals it is past their bedtime, then help yourself!
  • Prevent neutrals from escaping the battle by standind near exit-tiles.
  • X-Com agents increase their accuracy and reactions faster by shooting something rather than training back at base. The only standard equipment available that shoots and does not injure, is a Stun Grapple.

End

To limit tactical mission score:

  • Escape (blue exit tiles) instead of completing the raid.
  • Terminate the battle early to save time! At any time, press escape key (ESC) and if the message is: "0 Units Lost", click OK to safely end the raid. Avoid leaving agents behind since they are 'missing in action'. To not lose agents, they must be far away from neutrals.
  • Stolen ammunition of these weapons: Law Pistol, M4000, Sniper Rifle, Autocannon, do not contribute to score, everything else does!
  • Grenades, devices, weapons should only be stolen if they are needed.

To raid in quick succession:

  • Airbourne craft have a slight delay before flying off from a launch tube. Start another raid as usual before the craft has cleared the tube.
  • 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.

  • Using many agents may increase the size of the generated battlescape and allow more spawn locations.
  • Using too many agents may decrease the quantity of neutrals.
  • Defence Forces will acquire alien technology as the weeks progress.
  • Spawned items do not change with technology level (score is irrelevant).
  • Ammunition scarcity will force X-Com to depend on the marketplace (if you still use such weapons).
  • Stun grapple projectiles are blocked by personal shields, stun gas passes through.

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 (larger battlescapes will generate two different whole-maps or one...).

Oddities and Quirks

Neutrals may throw ammunition, fire off rockets, play with primed grenades, pick up spawned items and escape.

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
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. Spawns that are missing have been stolen.

Quick Method

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

  • Grasslands - (1) in the middle.
  • The Bridge - (1) underneath westside blue box.
  • 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 agent each south west side level two, both, level four, (1) first door other side level two, (1) middle right door level two far wall (need overhead view to see most).
  • Central Elevator - (1) level four, west corner, (1) level four south corner middle, (1) level six east corner, (1) level six north corner.
  • Railway Station - (1) car park ticket booth, (1) terminal toilet back north corner, (1) chainlink fence farside carpark trainline above (prefer flying agent).

Return to Raid
Return to Start