Difference between revisions of "Stun Raid"

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=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 9: 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.
* cancel [[Controls_(Apocalypse)#Shot_Types|fire at will]] for any agent holding an offensive weapon (it will be reloaded if you pick up ammo).
+
* 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).
* use the grapple at close range as to not miss, pick up loot ...and repeat!
+
* Use the grapple at close range as to not miss, pick up loot ...next!
* 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.  
+
* 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 units it is past their bedtime, then help yourself!
+
* 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, layout, 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 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||||||
* 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|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
+
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Head]]||||1||||||||||||||||||||||||||||||||||||||||||||||
* right arm
+
|-
* chest
+
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Chest]]||||1||||||||||||||||||||||||||||||||||||||||||||||
* leg
+
|-
* elerium (x1)
+
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Left Arm]]||||1||||||||||||||||||||||||||||||||||||||||||||||
=====Solmine=====
+
|-
* elerium (x15)
+
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Right Arm]]||||1||||||||||||||||||||||||||||||||||||||||||||||
=====Psyke=====
+
|-
* M400
+
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Legs]]||||1||||||||||||||||||||||||||||||||||||||||||||||
* marsec leg
+
|-
* marsec left arm
+
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Head]]||||||||1||||||||||||||||||||||||||||||||1||||||||||
* elerium (x2)
+
|-
* psiclone (x10)
+
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Chest]]||||||||1||||||||||||||||||||||||||||||||1||1||||||||
=====Diablo=====
+
|-
* sniper rifle
+
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Left Arm]]||||||||1||||||||||||||||||||||||||||||1||||||||||||
* marsec head
+
|-
* marsec chest
+
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Right Arm]]||||||||1||||||||||||||||||||||||||||||||||1||||||||
* elerium (x2)
+
|-
* psiclone (x10)
+
|[[Agents_Armor_(Apocalypse)#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.
 
==Slum Spawns==
 
==Slum Spawns==
====Orientation====
+
=====Orientation=====
 
The spawn locations are listed by using a simple (tedious) co-ordinates system.
 
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 isometric view of the battlescape has a corner at each compass point, hence, the top corner being North, the left corner being West, etc.
Line 132: Line 117:
 
Directions are given  from the absolute north of the map, being cell '''1,1'''.
 
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.
 
*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====
+
===Grasslands===
 
A map with trees, grass, and some building rubble. Grass has overgrown the road in the south.
 
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 with a large bridge over a road. Building rubble is underneath the arch.
 
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 with a plantation of trees near the west and a large multistorey building with seperate gravlift structure.
 
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.
Line 144: Line 129:
 
*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 with a cemetary. The large building resembles a 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 - 11SW,32SE - on floor inside the garden shed situated inside the cemetary.
Line 150: Line 135:
 
*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 with a large building and a car parking area in the center.
 
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.
Line 159: 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 massive building supported on eight large foundations, and an external fire escape.
 
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.
Line 170: 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.
====Railway Station====
+
===Railway Station===
 
A map with a railway terminal building, a car park, and an elevated railway.
 
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.
Line 176: Line 161:
 
*Lev 01 - 86SW,32SE - inside carpark ticket booth at far wall.
 
*Lev 01 - 86SW,32SE - inside carpark ticket booth at far wall.
 
==Slum Summary==
 
==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.
+
Overhead view of the battlescape will show items as a purple dot. Spawns that are missing have been ''stolen''.
 
====Quick Method====
 
====Quick Method====
 
X-Com agents needed (#) to get the items in the shortest time:<br>
 
X-Com agents needed (#) to get the items in the shortest time:<br>
 
* Grasslands - ('''1''') in the middle.
 
* Grasslands - ('''1''') in the middle.
* The Bridge - ('''1''') underneath on the left.
+
* The Bridge - ('''1''') underneath westside blue box.
 
* Drug Plantation - ('''1''') tree shed, ('''1''') rubble shed, ('''1''') two rooms (lowest balconies) inside living.
 
* 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).
 
* 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).
+
* 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''') lever four south middle small room, ('''1''') level six east corner, ('''1''') level six north corner.  
+
* 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 left, ('''1''') between rails use chainlink fence farside carpark to line up (prefer flying agent).
+
* 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>
 +
[[Tactics_(Apocalypse)|Return to Start]]
 +
 
 
[[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).

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