Difference between revisions of "Tactical Combat Missions (Apocalypse)"

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X-COM: Apocalypse has a variety of different types of Tactical Combat Missions, which take place in the [[Battlescape Overview (Apocalypse)|Battlescape]]. This page details the various kinds of missions that can occur and how they are triggered.
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'''[[Battlescape Overview (Apocalypse)|Battlescape]] tactical missions commonly follow certain Alien [[Cityscape_Fighting_(Apocalypse)|actions]] within Mega-Primus.'''
  
==Investigation==
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=Battlescape Mission And Tactics=
This mission type is triggered when you have [[Agents (Apocalypse)|Agents]] in a Mega-Primus building and select the "Investigate building" option on the building screen. A mission will only occur if there are in fact aliens in the building; otherwise, you will receive a message informing you of the lack of aliens and a [[Relations (Apocalypse)|relations]] penalty with the organisation owning the building due to the unnecessary inconvenience. You will also receive this message if the only aliens in the building are [[Multiworm Egg]]s and/or [[Chrysalis|Chrysalides]]; fortunately, this is rare.
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* Every battlescape will have blue-exit-tiles located at the edge of the map. Directing an agent to stand on (not above) the tile will allow them escape midway through a battle to safety. Note: a bleeding agent will not die if they escaped.
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* If choosing to flee the battle or to possibly limit losing too many agents with a difficult battle, it is possible to terminate the mission. Press escape key (ESC) and if the message is: "0 Units Lost", click OK to safely quit the mission. If the number is not zero, then whoever is closest to the enemy will be left behind, hence, 'missing in action'. To limit loses, either quickly reposition agents closer to the blue-exit-tiles or proceed with the battle ...or accept your losses.
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* If many agents are bleeding and death is likely, immediately abort the mission since this may save more units than waiting on the medikits to complete the process in an active battle.
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* Recovery of dropped items (need Cargo Module), alien lifeforms (need Bio-Transport Module), unconscious X-Com agents can only commence after '''successful''' completion of the battlescape mission. Retreat or escape will only recover what your troops have on their person.
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* Any unconscious unit will be prevented from becoming active again if any unit is standing on them. Large alien lifeforms only need one agent to stand on any part of the large red circle to keep them subdued.
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* Any body, alive or dead, cannot be picked up.
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* The battlescape environment is randomly generated from segments according to the building type. The final size is dependant on the population of: aliens, civilians, [[Population_(Apocalypse)#The_Population|defence forces]] (cultists, gangsters, police, building security), and X-Com units. The maximum size of any tactical battlescape map is 3x3 and the smallest is 1x1 (often used for [[Warehouse_(Apocalypse)|Warehouse]] battlescapes). Each map may contain a random mix of 1x1, 2x1, 2x2, 3x2, 3x3 sized segments.
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* The lesser the total population, the smaller the map.
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* Battlescape damage and [[Marsec_High_Explosive|destruction]] of map features such as stairs, ramps, floors around grav-lifts etc. can trap entities. [[Power_Sword|Digging]] a trench can prevent hostile forces from reaching the blue-exit-tiles (no escape from the battlescape) or to funnel them through a choke point.
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* Battlescape damage to a building, furniture, trees, fences, etc. will <u>always</u> be blamed on X-Com, regardless of who was responsible.
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* UFO crash recovery battlescapes are not owned by anyone. Damage to the landscape is irrelevant and does not contribute to any score or relations change.
  
This mission type will take place in a map randomly generated from modules according to the building type. The number of modules used varies with the number of units in play.
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==Infested Already!==
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At the start of X-Com Apocalypse, there is an alien infested building! It is unknown where, and there is no way of knowing until a defence force somewhere finds evidence of aliens within their buildings. An "Alien Detected" alert will be issued and is displayed for X-Com's immediate attention, with the building in question circled in red on the overhead cityscape view. The alien menace must be [[Starting_a_Mission_(Apocalypse)|dealt with]] immediately!
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* There is no way of knowing which organisation is in trouble (unless you save/load). [[Cityscape_Fighting_(Apocalypse)#Alien_Search|Searching]] random buildings is not worth the effort nor worth the decrease in [[Relations_(Apocalypse)|relations]] of such actions.
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* The building above an X-Com base may be hiding aliens. Search <s>your</s> the building. If aliens are found, combat can be as destuctive as you want! <s>Intentionally</s> internally damaging your own building has no negative effects.
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* The 'alien detected' alert will slowly fade away if you ignore it (ultra-fast time, overhead view centered on the building with the red circle), but the hostiles present [[Alien_Infiltration_(Apocalypse)|may not]].
  
Opposition consists of all aliens currently in the building (unit limits permitting). If the owner of the building is hostile to X-COM, you will also face [[Population (Apocalypse)|their guards]]. If the owner is also hostile to the [[Aliens (Apocalypse)|Aliens]], a three-way battle will ensue - this may result in the aliens being slaughtered by the guards before X-COM ever locates them.
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===First Assault===
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The first mission can be dangerous or benign. Kill all aliens since you do not have a [[Bio-Transport_Module_(Apocalypse)|bio-transport module]] yet.<br>
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* The aliens present at the start will always be the same, but they will carry weaponry matching your [[Tech_Levels_(Apocalypse)|score]]. Don't Get Hurt!<br>
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'''Dangerous'''<br>
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Brainsuckers!!<br>
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Use all agents equipped with a [[Suggestions_for_Equipping_Troops_(Apocalypse)|mix of weaponry]] available at the start (or more when purchased) and a lot of ammunition. Armor isn't necessary unless using [[Megapol_Auto_Cannon|Autocannons]] with high explosive rounds. Once the [[Strategies_for_Troops_(Apocalypse)|alien cleanup]] begins, direct your fire ([[Input_Device_Reference_(Apocalypse)|RMB]] on the enemy) towards the closest [[Brainsucker_(Apocalypse)|Brainsucker]]. Any trying to attach to your agent's head must be targeted immediately. If a [[Brainsucker_Launcher|Brainsucker Pod]] lands near your agent's feet, access their inventory and pick up the pod to stop it bursting open before the agent moves.
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* The brainsucker pods can be thrown away (preferably into fire) to hatch them in a controlled manner for more experience. It may be dangerous with unskilled agents. Kill the [[Anthropod_(Apocalypse)|Anthropods]] before they launch more pods or escape.<br>
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If an agent has been brainsucked, they are as good as dead. Kill them all!<br>
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<br>
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'''Benign'''<br>
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An [[Agents_(Apocalypse)#Androids|Android]] is a human shaped robot and not a biological organism. They are immune to brainsuckers (and psionics). One robot with one weapon and some ammo is all that is needed. Leave all humans and hybrids back at base. At mission start, find the Brainsuckers, find the Anthropods and shoot them all dead from close range - they are no threat whatsoever.
  
To win the mission, kill or subdue all opponents. Note that damage to the building will cause a relations penalty. Aliens that escape the combat area during the battle will move to a neighbouring building, as will all remaining aliens if X-COM retreats from the battle.
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==Search And Investigation==
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A [[Starting_a_Mission_(Apocalypse)#Starting|search]] for alien [[Alien_Infiltration_(Apocalypse)|infestation]] inside buildings will be necessary to eradicate aliens and to cease their infiltration and subversive actions. If aliens [[[[Cityscape_Fighting_(Apocalypse)#Alien_Search|are detected]], a battlescape mission will immediately start with the briefing explaining the objective to capture or kill the alien menace (without damaging the structure ''too much''). If no alien lifeforms are found, the [[Relations_(Apocalypse)|organisation]] inconvenienced by such a disturbance will file a protest by becoming slightly more negative in attitude towards X-Com.<br>
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When alien lifeforms are detected, [[Population_(Apocalypse)#Building_Defence|Defence Forces]] will only appear if the company is hostile to X-Com:
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* If the owner of the building is '''allied''' with the Aliens, defence forces will join the alien side to fight against X-Com.
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* If the owner of the building is '''hostile''' with the Aliens, aliens will attack both! A firefight between the aliens and defence forces is possible. (don't interupt!).
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To complete the mission successfully, any hostiles must be neutralized (some aliens can be left alive: any [[Multiworm_Egg_(Apocalypse)|Alien Eggs]] and the [[Chrysalis_(Apocalypse)|Chrysalis]]). Aliens that escape the combat area during the battle will [[Known_Bugs_(Apocalypse)#Misconceptions|move to nearby buildings]] <s>via the people tube network</s> see [[Known_Bugs_(Apocalypse)#Misconceptions|here]]. If X-Com abandons the battlescape (escape), infiltration may progress further.
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* The Alien Infiltration Graph will show, after a few hours, what organisation is having trouble. Check the graph often if aliens are still present in the city somewhere. Any upward trend of any line is a priority to investigate their buildings starting with the property closest to the recent infestation.
  
 
==Raid==
 
==Raid==
This mission type is triggered when you have Agents in a Mega-Primus building and select the "Raid building" option on the building screen. You cannot raid buildings owned by X-COM.
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A raid will contain [[Population_(Apocalypse)#Building_Defence|Defence Forces]] to defend the structure:
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* Company buildings and the government will contain '''Building Security''' (also known simply as '''Guards''').
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* Gang buildings will contain '''Gangsters'''.
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* Temple buildings will have '''Cultists'''.
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* Any buiiding owned by Megapol will have uniformed '''Police'''.
  
Like an investigation, this mission type will take place in a randomly-generated building map. Unlike an investigation, random items will be placed at certain locations on the map.
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====The [[Starting_a_Mission_(Apocalypse)|Basics]]====
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Select the "Raid building" option when X-Com agents are at a building/launch tube to start a tactical battlescape mission.<br>
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A raid is equivalent to a Base Defence mission except X-Com is the aggressor and the 'base' is the internals of the cityscape building. The purpose of a raid is explained at the Briefing screen: Destruction, Death, Theft and Hostility!<br>
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A unique feature of raiding a building is the opportunity to steal randomly generated (spawned) items which are placed at particular locations relevant to the building's battlescape segments. The type of items available to steal will only depend on which organisation X-Com is raiding.
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* Any organisation, allied to hostile, can be raided.
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* Aliens will not be present during a raid even if the organisation is 100% infiltrated.
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* If a hostile organisation is raided by X-Com, a fire-fight will commence.
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* If a non-hostile organisation is raided by X-Com, the defenders will not become hostile if the building internals are collapsing on top of them but will quickly change to hostile if any defence force(s) are killed by X-Com. Willfully killing a neutral unit by targeting them with weapons of any sort may not immediately cause hostility but any further attack or deaths will result in retaliation.
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* Damage to the internals will negatively affect the organisation's funds.
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* The time elasped (the number of weeks passed in the game) determines the technology used by defence forces, not score.
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* Friends of the targeted organisation may end up having a more negative opinion of the attackers at the conclusion of the raid, and may become hostile.
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* Take the items before you start the demolition.
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* Structural damage at foundation sections (or anything supporting something above) will cause catastrophic collapse of such structures. Don't get <s>hurt</s> squashed!
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* Incendiary and explosives and in great quantities, however, a fire only has to start...
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* X-Com cannot raid itself.
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* Score will increase (too) quickly if many raids are performed.
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* To complete the raid succesfully, any hostiles must be neutralized.
  
Opposition consists of the building owner's guards '''only'''. Any aliens in the building will '''not''' be present.
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====The Tactics====
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Score will increase from completing many raids. The technology available to the alien horde is based on your "Tactical Combat Score" and not time elasped (as it is with Defence Forces).
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* To limit score, escape from the map with everything you can carry before all you neutralise everyone.
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* Trap a unit to prevent the mission from concluding prematurely. Any unit in a lower section with only stair access will be trapped if the stairs are destroyed. [[Cut_items_and_features_(Apocalypse)#Agent_Abilities_And_Skills|Climbing]] is not possible. The same is possible if a unit is high up in the building by destroying/cut away stairs/ramp access at least two levels high of access since the enemy may jump down one level but never two. If a hole or crater is made, rubble piles on the edge may allow a unit to find a way out. Once the internals are burnt out or flattened, destroy this last section and kill the trapped hostile. 
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* One X-Com agent can hide better than a squad of troopers shuffling about trying to evade the hostiles. Use an agent with the best strength, speed and stamina. Higher areas are easier to hide in. Access to your elevated position can be destroyed by strong explosives.
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* One agent can cause a massive amount of damage with a [[Marsec_MiniLauncher|mini-launcher]] and a backpack full of explosive ammo.
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* Cut foundations with dual [[Power_Sword|power swords]] to demolish the larger structures quickly. Beware of falling buildings!
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* Hide on the roof and toss grenades towards groups of hostiles detected on [[Motion_Scanner_(Apocalypse)|motion scanner]].
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* Set fire to storage boxes (which may [[Warehouse_(Apocalypse)|hold]] something explosive).
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* Blow up the dropped items of hostiles and maybe get a chain reaction cook-off.
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* Blow up fragile [[Large_Flyer_Factory_(Apocalypse)|fuel stores]].
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* Blow up [[Arms_Factory_(Apocalypse)|missiles]]
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* Blow up... everything!
  
To win the mission, kill or subdue all the guards.
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====The Purpose====
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A raid of an organisation is dangerous. The real objective of raiding anyone is theft of those spawned items!<br>
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Raiding should be limited to theft of ammunition, [[Psiclone|Psiclones]], [[Elerium_(Apocalypse)|Elerium]], and items [[Agents_Armor_(Apocalypse)#Marsec_Armor|wanted]], but not yet available on the [[Trade_(Apocalypse)|market]], ([[Mind_Shield_(Apocalypse)|if ever]]).
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* Theft is easier when raiding an organisation that is not hostile to X-Com, until its time to start destroying everything. A non-hostile company will tolerate the presence of X-Com agents in the building and will not attack first.
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* Non-hostiles may accidently damage their building with explosives, and that building damage is always blamed on X-Com but since your object is to destroy the internals and kill everyone, their attitude at raid conclusion will be hostile regardless.
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* Along with item placements, defence forces may carry more of what you [[Tech_Levels_(Apocalypse)#Human Tech Levels|need]].
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* Using [[Psionics_(Apocalypse)#Psionics_Against_Neutrals|mind control]] allows underhanded subversive actions.<br>
  
Note that the only real purpose of raiding is to acquire money and/or items (via stealing random "loot" items and/or the guards' own equipment). While it will cause the building owner's balance to drop, this doesn't have any significant effects.
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====The Mechanics====
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Massive loss of funds is the usual outcome when building internals (and X-Com base facilities) are repaired at mission conclusion (escape or success).<br>
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The destruction of the internals of buildings and the [[Known_Bugs_(Apocalypse)#Misconceptions|decrease in their available funds]] does not influence:
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* The quantity of defence forces.
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* The quality or quantity of weapons carried by such forces.
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* The capacity to perform a Base Attack against X-com.
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* The amount of product available on the market.
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* The type and quantity of craft available for [[Tactical_Combat_Missions_(Apocalypse)#Building_Bombing|Illegal Flier]] actions or for defense of the cityscape structure when under attack.
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* The speed of repair of their damaged cityscape structures.
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* ...or anything else.<br>
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but<br>
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* The money you get from the Government at the end of the week depends on their available funds. Do not destructively raid the Government because you are just destroying your money ...still in their pockets.<br>
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Raiding for the purpose of destroying the insides of a building for financial penalty has no effect besides increase hostilities.
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====The Conclusion====
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It is pointless to damage the internal structures, kill defence forces or to injure your agents. A raid is only for [[Stun_Raid|theft]]!
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==Base Defense==
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A building's basement that contains an X-Com base that becomes a [[Cityscape_Fighting_(Apocalypse)|target]] for an alien infestation/infiltration attempt or targeted for a raid will immediately proceed to a [[Base_Defense_(Apocalypse)|Base Defense]] mission.
  
 
==UFO Crash Site==
 
==UFO Crash Site==
If [[Alien Craft (Apocalypse)|alien craft]] are shot down in Mega-Primus (by X-COM or, rarely, others), they will usually crash-land. Sending a manned air vehicle to the crash site (with "Go to map point") will initiate an attempt to recover the wreckage. If the craft is a [[Alien Probe (Apocalypse)|Probe]] or [[Alien Scout Ship (Apocalypse)|Scout Ship]], this will occur instantly and automatically (as there are no crew). Attempting to recover any larger craft, however, will result in a Tactical Combat Mission.
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An alien craft which has been [[Alien_Ship_Combat_(Apocalypse)|disabled in combat]] will impact the ground. The UFO can then be [[Alien_Craft_(Apocalypse)|recovered]] by X-Com.  
 
 
Note that '''only air''' vehicles can perform crash site recoveries, as road vehicles cannot leave the road to reach the crash site. Additionally, '''only one''' vehicle can perform the recovery - this is a powerful incentive to keep a [[Valkyrie Interceptor]] or [[Hawk Air Warrior]] available until hybrid aircraft are developed.
 
 
 
These missions will occur on a special map, with the crashed UFO in the middle and all aliens initially on board. The map is always the same for a given type of UFO, and is not randomised. Opposition consists of the UFO's crew.
 
 
 
To win the mission and recover the UFO, kill or subdue all the aliens. Note that you have only one chance to succeed per UFO; if you retreat from battle, the aliens will blow up their craft (and themselves with it) to avoid capture. This will also happen if you ignore a crash site for more than a few in-game minutes.
 
 
 
==Base Attack==
 
The only type of mission X-COM does not initiate, a Base Attack will occur if either a UFO drops aliens ''directly'' into an X-COM Base (aliens spreading to a base through the People Tubes must be found through investigation) or if a hostile [[Organizations|organization]] randomly decides to "raid" or "storm" one. [[Megapol]], [[Psyke|the]] [[Diablo|three]] [[Osiron|gangs]], and any [[Alien Infiltration (Apocalypse)|infiltrated]] organisation are three times as likely to perform a Base Attack compared with other organisations. If there are no X-COM units present at the base ''whatsoever'' (even technical personnel), the raid will automatically succeed and destroy the base; otherwise, this will result in a Tactical Combat Mission.
 
 
 
In these missions, you control not only Agents, but also any technical personnel at the base. If there are more than 36 X-COM units at the base, who you get is random - it is unfortunately possible to receive no Agents at all even if there are a couple present. X-COM's units will, however, be assisted by any [[Security Station (Apocalypse)|Security Stations]] at the base, although the turrets are unfortunately not manually controllable.
 
 
 
Base Attacks will occur inside an X-COM [[Bases (Apocalypse)|Base]] itself, with terrain varying depending on what modules you have in the base. Intruders will spawn inside the [[Access Lift (Apocalypse)|Access Lift]] and/or any [[Vehicle Repair Bay (Apocalypse)|Vehicle Repair Bays]]; X-COM units can spawn in any completed module except Vehicle Repair Bays (the Access Lift is '''not''' excluded).
 
 
 
To win the mission, kill or subdue all intruders. You will lose the mission, and the base with it, if all your personnel flee the battle or are killed - Security Stations don't count. If you lose your last base this way, you will get a Game Over.
 
 
 
==Alien World Incursion==
 
 
 
Once X-COM has accessed and explored the [[Alien Dimension (Apocalypse)|Alien Dimension]], it is possible to land craft at the alien structures within. Selecting either "Investigate building" or "Raid building" will trigger a mission in which X-COM attempts to destroy the building (there is no difference between the options).
 
 
 
These missions will occur on a large map (3x3 modules). There will be one large module of size 2x2; this will contain the alien forces present at the beginning of the mission. Two of the small modules on the rim of the map will be designated as X-COM spawn locations.
 
 
 
A unique feature of these missions is the orange "pad" terrain features found in the large 2x2 module and two of the "small" modules that are not X-COM spawn locations. At regular intervals, one additional alien will be placed on one of of these pads somewhere on the map. The specific aliens used as reinforcements, and the intervals at which a reinforcement appears, depend on the particular alien structure X-COM is assaulting. The pads can be destroyed only by [[Vortex Mine]]s or (in the Spawning Chamber) by the Queenspawn's tentacles. No alien will be placed if all the pads have been destroyed, although destroying only some of them will not slow the speed at which they arrive.
 
 
 
To win these missions, all the objects outlined in the Briefing must be destroyed (at which point the message bar will display "Building has been disabled"). After that, it is necessary to either evacuate all soldiers or kill all remaining aliens (the latter is very difficult if there are still intact reinforcement pads).
 
 
 
To unlock the Alien World Incursion missions, one must first visit the Alien Dimension with any hybrid craft. After that, the Quantum Physics topic The Alien Dimension will appear, which in turn unlocks the first of a series of Biochemistry topics named "Alien building". Completing this topic allows the first Alien World Incursion mission to be performed, which will unlock the next "Alien building" topic, and so on. As such, these ten missions must be done in order.
 
 
 
*[[Sleeping Chamber]]
 
*[[Food Chamber]]
 
*[[Alien Farm]]
 
*[[Maintenance Factory]]
 
*[[Incubator Chamber]]
 
*[[Control Chamber]]
 
*[[Spawning Chamber]]
 
*[[Organic Factory]]
 
*[[Megapod Chamber]]
 
*[[Dimension Gate Generator]]
 
  
Note that, when one of these missions is completed, the associated structure will collapse on the Alien Dimension Cityscape. '''Do not''' launch your craft until the animation is complete, or it will be "destroyed by collapsing building".
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==Alien Dimension==
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The Alien Dimension is a dangerous place for agents and for X-Com craft:
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* Tactics for [[Alien_Buildings_And_Combat_Tactics|fighting inside]] their buildings.
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* Tactics for [[Dimension_UFO_Combat_(Apocalypse)|craft combat]] within their world.
  
As the final alien structure and thus the final mission of the game, there are a few differences between the Dimension Gate Generator and the other nine Alien World Incursion missions. See [[Dimension Gate Generator|its page]] for details.
 
  
==See Also==
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[[Controls_(Apocalypse)|Next: Fighting And Control]]<br>
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[[Suggestions_for_Equipping_Troops_(Apocalypse)|Previous: Equipment Suggestions]]<br>
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[[Tactics_(Apocalypse)|Return to Start]]
  
* [[Starting a Mission (Apocalypse)|Starting a Mission]]
 
* [[Cityscape (Apocalypse)|Cityscape]]
 
* [[Battlescape Overview (Apocalypse)|Battlescape]]
 
* [[Tactics (Apocalypse)|Tactics]]
 
  
 
[[Category: Apocalypse]]
 
[[Category: Apocalypse]]

Latest revision as of 05:18, 2 December 2023

Battlescape tactical missions commonly follow certain Alien actions within Mega-Primus.

Battlescape Mission And Tactics

  • Every battlescape will have blue-exit-tiles located at the edge of the map. Directing an agent to stand on (not above) the tile will allow them escape midway through a battle to safety. Note: a bleeding agent will not die if they escaped.
  • If choosing to flee the battle or to possibly limit losing too many agents with a difficult battle, it is possible to terminate the mission. Press escape key (ESC) and if the message is: "0 Units Lost", click OK to safely quit the mission. If the number is not zero, then whoever is closest to the enemy will be left behind, hence, 'missing in action'. To limit loses, either quickly reposition agents closer to the blue-exit-tiles or proceed with the battle ...or accept your losses.
  • If many agents are bleeding and death is likely, immediately abort the mission since this may save more units than waiting on the medikits to complete the process in an active battle.
  • Recovery of dropped items (need Cargo Module), alien lifeforms (need Bio-Transport Module), unconscious X-Com agents can only commence after successful completion of the battlescape mission. Retreat or escape will only recover what your troops have on their person.
  • Any unconscious unit will be prevented from becoming active again if any unit is standing on them. Large alien lifeforms only need one agent to stand on any part of the large red circle to keep them subdued.
  • Any body, alive or dead, cannot be picked up.
  • The battlescape environment is randomly generated from segments according to the building type. The final size is dependant on the population of: aliens, civilians, defence forces (cultists, gangsters, police, building security), and X-Com units. The maximum size of any tactical battlescape map is 3x3 and the smallest is 1x1 (often used for Warehouse battlescapes). Each map may contain a random mix of 1x1, 2x1, 2x2, 3x2, 3x3 sized segments.
  • The lesser the total population, the smaller the map.
  • Battlescape damage and destruction of map features such as stairs, ramps, floors around grav-lifts etc. can trap entities. Digging a trench can prevent hostile forces from reaching the blue-exit-tiles (no escape from the battlescape) or to funnel them through a choke point.
  • Battlescape damage to a building, furniture, trees, fences, etc. will always be blamed on X-Com, regardless of who was responsible.
  • UFO crash recovery battlescapes are not owned by anyone. Damage to the landscape is irrelevant and does not contribute to any score or relations change.

Infested Already!

At the start of X-Com Apocalypse, there is an alien infested building! It is unknown where, and there is no way of knowing until a defence force somewhere finds evidence of aliens within their buildings. An "Alien Detected" alert will be issued and is displayed for X-Com's immediate attention, with the building in question circled in red on the overhead cityscape view. The alien menace must be dealt with immediately!

  • There is no way of knowing which organisation is in trouble (unless you save/load). Searching random buildings is not worth the effort nor worth the decrease in relations of such actions.
  • The building above an X-Com base may be hiding aliens. Search your the building. If aliens are found, combat can be as destuctive as you want! Intentionally internally damaging your own building has no negative effects.
  • The 'alien detected' alert will slowly fade away if you ignore it (ultra-fast time, overhead view centered on the building with the red circle), but the hostiles present may not.

First Assault

The first mission can be dangerous or benign. Kill all aliens since you do not have a bio-transport module yet.

  • The aliens present at the start will always be the same, but they will carry weaponry matching your score. Don't Get Hurt!

Dangerous
Brainsuckers!!
Use all agents equipped with a mix of weaponry available at the start (or more when purchased) and a lot of ammunition. Armor isn't necessary unless using Autocannons with high explosive rounds. Once the alien cleanup begins, direct your fire (RMB on the enemy) towards the closest Brainsucker. Any trying to attach to your agent's head must be targeted immediately. If a Brainsucker Pod lands near your agent's feet, access their inventory and pick up the pod to stop it bursting open before the agent moves.

  • The brainsucker pods can be thrown away (preferably into fire) to hatch them in a controlled manner for more experience. It may be dangerous with unskilled agents. Kill the Anthropods before they launch more pods or escape.

If an agent has been brainsucked, they are as good as dead. Kill them all!

Benign
An Android is a human shaped robot and not a biological organism. They are immune to brainsuckers (and psionics). One robot with one weapon and some ammo is all that is needed. Leave all humans and hybrids back at base. At mission start, find the Brainsuckers, find the Anthropods and shoot them all dead from close range - they are no threat whatsoever.

Search And Investigation

A search for alien infestation inside buildings will be necessary to eradicate aliens and to cease their infiltration and subversive actions. If aliens [[are detected, a battlescape mission will immediately start with the briefing explaining the objective to capture or kill the alien menace (without damaging the structure too much). If no alien lifeforms are found, the organisation inconvenienced by such a disturbance will file a protest by becoming slightly more negative in attitude towards X-Com.
When alien lifeforms are detected, Defence Forces will only appear if the company is hostile to X-Com:

  • If the owner of the building is allied with the Aliens, defence forces will join the alien side to fight against X-Com.
  • If the owner of the building is hostile with the Aliens, aliens will attack both! A firefight between the aliens and defence forces is possible. (don't interupt!).

To complete the mission successfully, any hostiles must be neutralized (some aliens can be left alive: any Alien Eggs and the Chrysalis). Aliens that escape the combat area during the battle will move to nearby buildings via the people tube network see here. If X-Com abandons the battlescape (escape), infiltration may progress further.

  • The Alien Infiltration Graph will show, after a few hours, what organisation is having trouble. Check the graph often if aliens are still present in the city somewhere. Any upward trend of any line is a priority to investigate their buildings starting with the property closest to the recent infestation.

Raid

A raid will contain Defence Forces to defend the structure:

  • Company buildings and the government will contain Building Security (also known simply as Guards).
  • Gang buildings will contain Gangsters.
  • Temple buildings will have Cultists.
  • Any buiiding owned by Megapol will have uniformed Police.

The Basics

Select the "Raid building" option when X-Com agents are at a building/launch tube to start a tactical battlescape mission.
A raid is equivalent to a Base Defence mission except X-Com is the aggressor and the 'base' is the internals of the cityscape building. The purpose of a raid is explained at the Briefing screen: Destruction, Death, Theft and Hostility!
A unique feature of raiding a building is the opportunity to steal randomly generated (spawned) items which are placed at particular locations relevant to the building's battlescape segments. The type of items available to steal will only depend on which organisation X-Com is raiding.

  • Any organisation, allied to hostile, can be raided.
  • Aliens will not be present during a raid even if the organisation is 100% infiltrated.
  • If a hostile organisation is raided by X-Com, a fire-fight will commence.
  • If a non-hostile organisation is raided by X-Com, the defenders will not become hostile if the building internals are collapsing on top of them but will quickly change to hostile if any defence force(s) are killed by X-Com. Willfully killing a neutral unit by targeting them with weapons of any sort may not immediately cause hostility but any further attack or deaths will result in retaliation.
  • Damage to the internals will negatively affect the organisation's funds.
  • The time elasped (the number of weeks passed in the game) determines the technology used by defence forces, not score.
  • Friends of the targeted organisation may end up having a more negative opinion of the attackers at the conclusion of the raid, and may become hostile.
  • Take the items before you start the demolition.
  • Structural damage at foundation sections (or anything supporting something above) will cause catastrophic collapse of such structures. Don't get hurt squashed!
  • Incendiary and explosives and in great quantities, however, a fire only has to start...
  • X-Com cannot raid itself.
  • Score will increase (too) quickly if many raids are performed.
  • To complete the raid succesfully, any hostiles must be neutralized.

The Tactics

Score will increase from completing many raids. The technology available to the alien horde is based on your "Tactical Combat Score" and not time elasped (as it is with Defence Forces).

  • To limit score, escape from the map with everything you can carry before all you neutralise everyone.
  • Trap a unit to prevent the mission from concluding prematurely. Any unit in a lower section with only stair access will be trapped if the stairs are destroyed. Climbing is not possible. The same is possible if a unit is high up in the building by destroying/cut away stairs/ramp access at least two levels high of access since the enemy may jump down one level but never two. If a hole or crater is made, rubble piles on the edge may allow a unit to find a way out. Once the internals are burnt out or flattened, destroy this last section and kill the trapped hostile.
  • One X-Com agent can hide better than a squad of troopers shuffling about trying to evade the hostiles. Use an agent with the best strength, speed and stamina. Higher areas are easier to hide in. Access to your elevated position can be destroyed by strong explosives.
  • One agent can cause a massive amount of damage with a mini-launcher and a backpack full of explosive ammo.
  • Cut foundations with dual power swords to demolish the larger structures quickly. Beware of falling buildings!
  • Hide on the roof and toss grenades towards groups of hostiles detected on motion scanner.
  • Set fire to storage boxes (which may hold something explosive).
  • Blow up the dropped items of hostiles and maybe get a chain reaction cook-off.
  • Blow up fragile fuel stores.
  • Blow up missiles
  • Blow up... everything!

The Purpose

A raid of an organisation is dangerous. The real objective of raiding anyone is theft of those spawned items!
Raiding should be limited to theft of ammunition, Psiclones, Elerium, and items wanted, but not yet available on the market, (if ever).

  • Theft is easier when raiding an organisation that is not hostile to X-Com, until its time to start destroying everything. A non-hostile company will tolerate the presence of X-Com agents in the building and will not attack first.
  • Non-hostiles may accidently damage their building with explosives, and that building damage is always blamed on X-Com but since your object is to destroy the internals and kill everyone, their attitude at raid conclusion will be hostile regardless.
  • Along with item placements, defence forces may carry more of what you need.
  • Using mind control allows underhanded subversive actions.

The Mechanics

Massive loss of funds is the usual outcome when building internals (and X-Com base facilities) are repaired at mission conclusion (escape or success).
The destruction of the internals of buildings and the decrease in their available funds does not influence:

  • The quantity of defence forces.
  • The quality or quantity of weapons carried by such forces.
  • The capacity to perform a Base Attack against X-com.
  • The amount of product available on the market.
  • The type and quantity of craft available for Illegal Flier actions or for defense of the cityscape structure when under attack.
  • The speed of repair of their damaged cityscape structures.
  • ...or anything else.

but

  • The money you get from the Government at the end of the week depends on their available funds. Do not destructively raid the Government because you are just destroying your money ...still in their pockets.
Raiding for the purpose of destroying the insides of a building for financial penalty has no effect besides increase hostilities.

The Conclusion

It is pointless to damage the internal structures, kill defence forces or to injure your agents. A raid is only for theft!

Base Defense

A building's basement that contains an X-Com base that becomes a target for an alien infestation/infiltration attempt or targeted for a raid will immediately proceed to a Base Defense mission.

UFO Crash Site

An alien craft which has been disabled in combat will impact the ground. The UFO can then be recovered by X-Com.

Alien Dimension

The Alien Dimension is a dangerous place for agents and for X-Com craft:


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