Difference between revisions of "Terror Mission"

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Large numbers of aliens have landed in a major city! The population panics! There are special large "[[Terror Units (UFO Defense)|Terror Unit]]s" we haven't seen before!
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{{EU2012Version}}
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==General Information==
  
Funnily enough, these seem to be more of a trap for your squad than a political move by the aliens... Oh well, into the breach once more...
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{{Ref Open | title = Terror Mission Briefing}}
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Mission will be successful when all enemy units have been eliminated or neutralised. You must attempt to save the lives of any [[civilian]]s in the area by neutralising the alien menace.To abort the mission return XCom operatives to transport vehicle and click on the 'Abort Mission' icon.
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{{Ref Close | source = X-COM UFO Defense/Enemy Unknown Mission Briefing Screen}}
  
==Briefing==
 
Mission will be successful when all enemy units have been eliminated or neutralised. You must attempt to save the lives of any [[civilian]]s in the area by neutralising the alien menace.
 
  
==A Debriefing==
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In a political move to blacken X-Com's image, [[Terror Ship]]s with large squads of aliens are sent to terrorize small towns and cause panic amongst the populace, and then execute them after several hours. All done in an effort to show the stakeholders how ineffective X-COM is and to convince them to withdraw their financial support.
An excerpt from a soldier's journal who shall remain nameless:
 
  
'-- it's very strange. The aliens don't appear to want to kill the poor citizens they're terrorising. At least not at first. They won't hesitate in the least and will immediately open fire on the civilians the very moment our dropship lands in the area and lowers its access ramp . If we ignore the terror alert for a few hours, they'll kill the townsfolk anyway.  
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Terror missions are fought in small towns consisting mainly of urban dwellings, parks, and small commercial buildings such as food markets, store houses and gas stations.  
  
They appear to know when one of our ships is en route to the site, and will patiently wait for us to arrive. I wonder if we have any moles in the organisation, or if the aliens just have awfully powerful scanners? They just know. I guess that's all there is to say about it.  
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What sets a terror mission apart from most ordinary missions is that there will be no UFO on the ground and the aliens will be scattered all over the town on the streets and hidden in buildings. An added layer of difficulty is the inclusion of panicking civilians, who get attacked by the aliens moments after the X-Com transport lands. X-Com operatives need to attempt and save as many of the civilians as they can in addition to keeping themselves alive.  
  
Sgt. Mikhail Okabe says it all boils down to psychological warfare. They want to break our morale by making us watch helplessly as they slaughter the people we're sworn to protect. If we arrived and all the civilians were dead, we'd probably not think twice about it, or at least not as much if we were to watch them being murdered before our very eyes, or having to listen to their tormented screams.  
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Furthermore, while not unique to Terror Missions, the aliens will be accompanied by powerful "[[Terror Units|Terror Unit]]s". Each race will have a unique terror unit assigned to them that supports them by providing heavy armour, fire power or even unusual forms of attack such as zombification or arced acid attacks.
  
The aliens also seem to do something to the civilians before we arrive. At every terror site I've been to, the locals always appeared to be in a rather addle minded state, and walked about as if they're in a dream. They'll merrily walk through a hail of flying lead just to let the aliens get a better shot at them, and yet they won't seek shelter in nearby buildings or the relative safety of our dropship.
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==Terror Site Generation==
  
The third time they attacked Novosibirsk, I remember trying to protect an old woman from one of those furry bipedal aliens that was chasing after her. Instead of getting behind me for protection, she stared at me with a vacant smile, turned around and walked towards the alien and... That happened only a week ago, but every time I try to rest, my sleep is plagued with the same nightmare. If this keeps up, the base commander's going to need to find a new firearms instructor, and I'm going to be sporting a new jacket with very long sleeves.
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Terror sites occur when:
  
But I think that's not the worst of it. If we knock out any civilians during the battle with our shock sticks, they just change. I don't really know how to describe it, except that they become someone.. no something else. . I've a feeling these people, who are in a very weakened mental state, are holding onto their minds for their dear lives. Any interference on our part just causes them to lose concentration and are thus defenceless against whatever it is that enters their heads and practically kicks them out so that it can then make itself at home.  
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# A Terror Site is deliberately scheduled to occur. There is a chance this may happen every month.  
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# An Alien Terror mission is generated and a series of UFOs are sent to scout a region to attack. If successful, a terror mission is scheduled.  
  
These posessed civilians are harmless when awake, but we are still required to deal with them somehow. No matter how we decide to do that, our Damage Control specialists jump in and 'vanish' any of the affected persons. It's a very hush-hush matter. Even the inspection team from the UN who come around to assess the damage aren't made aware of the posessed civilians, so we are not credited or discredited for this little mistake of ours.  
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When a terror mission is scheduled to occur, a terror ship will eventually appear in the atmosphere and head in a straight line to a randomly selected city in the region that it is attacking.
  
After the aliens have been dealt with, the rest of the civilians seem to recover after a few hours, and have no recollection of what had just happened to them. This is rather convenient and saves having to lug all the brainwashing equipment out there. But one does have to wonder how Damage Control is going to explain the big crater where the old gas station should be, or what's up with that inside-out vege-mart. "
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==Alien Deployment==
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<table {{StdCenterTable}}>
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<tr {{StdDescTable_Heading}}><th align="left">Rank</th>
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<th>Beg./Exp.</th>
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<th>Vet./Gen.</th>
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<th>Super.</th></tr>
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<tr><td align="left">Soldiers</td><td>4-5</td><td>5-6</td><td>6-7</td></tr>
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<tr><td align="left">Navigators</td><td>1</td><td>1</td><td>2</td></tr>
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<tr><td align="left">Medics</td><td>1-2</td><td>1-2</td><td>1-2</td></tr>
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<tr><td align="left">Engineers</td><td>1</td><td>1</td><td>2</td></tr>
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<tr><td align="left">Leaders</td><td>1</td><td>1</td><td>1</td></tr>
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<tr><td align="left">Commanders</td><td>0</td><td>0</td><td>0</td></tr>
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<tr><td align="left">Terrorists</td><td>2-6</td><td>4-8</td><td>6-10</td></tr>
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<tr><th>Totals</th><td>10-16</td><td>13-19</td><td>18-24</td></tr>
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</table><br />
  
-- [[User:NKF]] pasted by [[User:JellyfishGreen|JellyfishGreen]] 13:18, 25 Apr 2005 (BST)
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In some cases, fewer aliens than this may spawn, due to the game running out of spawn points. This has a particular tendency to happen with [[Large units|large]] terrorists on Superhuman difficulty.
  
==Alien Deployment==
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==Civilian Deployment==
'''Rank      Beg./ExpVet./Gen.    Super.'''
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The number of civilians spawning during a Terror Mission is between 0-16Generally, expect between 8 and 16 civilians to still be alive when you arriveHowever, if the aliens have wiped them all out, they'll still happily combat your squad.
  '''----      ---------  ---------    ------'''
 
Soldiers      4-5        5-6        6-7
 
Navigators    1          1          2
 
Engineers      1          1          2
 
Medics        1-2        1-2        1-2
 
Leaders        1          1          1
 
Terrorists    2-6        4-8        6-10
 
 
Totals      10-16      13-19      18-24
 
  
 
==Tips & Tricks==
 
==Tips & Tricks==
 
* The Terror UFO isn't anywhere to be found during a terror mission.
 
* The Terror UFO isn't anywhere to be found during a terror mission.
* Urban (city/suburb) terrain.
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* [[Urban Terrain]] (city/suburb).
* In a terror site - worry about your soldiers first. Civilians later. Very important. This is a game, so you can choose to be a bit heartless. [NKF]
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* In a terror site - worry about your soldiers first. Civilians later. Very important. This is a game, so you can choose to be a bit heartless. (It's called collateral damage)
 
* The gas pumps are explosive!
 
* The gas pumps are explosive!
* All buidlings in the cityscape are very weak, light gun-fire can destroy fences and walls.  
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**There is some weird damage modelling that allows some aliens to be killed instantly by misfires that strike gas pumps.
*To save a few more cilivians than usual, try limiting HE rounds.  
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* All buildings in the cityscape are very weak. Light gunfire can destroy fences and walls.  
* TIME is NOT on your side if you want a half decent score, expand quickly and secure. the quicker you kill aliens or get them to panic, the less cilivians end up dead.
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*To save a few more civilians than usual, limit indiscriminately firing or throwing HE rounds into unexplored areas or in areas where visibility around obstacles is difficult.  
 +
* TIME is NOT on your side. If you want a half-decent score, expand quickly and secure. The quicker you kill aliens or get them to panic, the more civilians you'll save overall.
 +
*The aliens will have grenades and heavy plasma, but they never bring blaster bombs along on terror missions.
 +
* Bring lots of heavy rockets and high-explosive. First people off the transport should create a "free fire" zone around the craft with them. You aren't penalized for property damage, so level the place.
 +
* You can get a rough idea for how many civilians are left by gauging the length of the alien turn (civilians move after aliens).  You can also count the number of civilian screams you hear during alien turns -- each scream is a death.  To get a sure-fire count of total civilians, you can save your game, abort the mission, check the debriefing tally of killed civilians, and then reload.  (Some players may view this as cheating.)
  
==Minor Terror Missions==
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==UFOs with Terror Missions==
The city-raiding terror mission mentioned above occurs only when a [[Terror Ship]] is sent on an Alien Terror mission.  There are less dramatic forms of alien terror, however.
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The city-raiding terror mission mentioned above occurs only when a [[Terror ship|Terror Ship]] is sent on an Alien Terror mission and lands on a city.  
  
Whenever a ship other than the Terror Ship is launched on an alien terror mission, the ship will land randomly, in some non-urban area, and behave much like you would expect to see on a an [[Alien Missions#Alien_Research|Alien Research]] or [[Alien Missions#Alien_Abduction|Alien Abduction]] mission.  Unlike a city raid, these minor terror missions will not include [[Terror Units (UFO Defense)|Terror Units]].
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But before this happens the aliens will send a [[Small Scout|Small]]/[[Medium Scout|Medium]]/[[Large Scout|Large Scout]] which will show on a [[Hyper-wave Decoder]] as on a Terror Mission.  
  
While the city-raiding missions cannot be ignored because of the drop in X-Com's funding and esteem that it would cause, the consequences of ignoring a minor terror mission are far less.
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If you are consistent and successfully destroy the scouts, the aliens will start sending out heavier UFO classes as scouts. This will gradually increase until you finally have Battleships and Terror Ships as scouts during the last few UFOs in the Alien Terror waves.
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The ship will land randomly, in some non-urban area, and behave much like you would expect to see on an [[Alien Missions#Alien_Research|Alien Research]] or [[Alien Missions#Alien_Abduction|Alien Abduction]] mission.  Unlike a city raid, these scout terror missions will not include [[Terror Units]].
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While the city-raiding missions cannot be ignored because of the drop in X-Com's funding and esteem that it would cause, they can be largely avoided by shooting down the scouts. Another alternative, perhaps more risky, is to try to shoot the Terror Ship before it lands.
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As with any violent means of taking down UFOs, both methods may subject the interceptor's home base to [[Alien Retaliation]].
 +
 
 +
Destroying the Alien Terror UFO scouts has a chance of deterring the success of the actual Terror Mission from occurring. It will initially push back timeline when the next Alien Terror UFO will appear. (This note is as-yet uncomfirmed at this stage) If the Alien Terror scout UFOs go beyond a certain period of time since the Alien Terror mission began, their attempt to generate a terror mission will fail and they will stop scheduling scouts.
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To know if a Terror Ship will attack a city, watch its flight pattern: if it immediately heads towards a city after arriving at a region, then it will perform a Terror Mission. If slows down and changes its flight course, then consider it to be a scout.
  
 
==See Also==
 
==See Also==
[[Terror Units (UFO Defense)]]<br />
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*[[Terror Units]]<br />
[[Alien Missions]]
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*[[Alien Terror]]<br />
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*[[Urban Terrain]]<br />
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{{Mission Types Navbar}}
 
[[Category:Missions]]
 
[[Category:Missions]]
[[Category: UFO (UFO Defense)]]
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[[Category: Tactics]]
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[[Category:Enemy Unknown/UFO Defense]]

Revision as of 01:30, 15 July 2018

For the XCOM: Enemy Unknown (2012) version, see Terror Mission (EU2012)

General Information

Terror Mission Briefing

Mission will be successful when all enemy units have been eliminated or neutralised. You must attempt to save the lives of any civilians in the area by neutralising the alien menace.To abort the mission return XCom operatives to transport vehicle and click on the 'Abort Mission' icon.

Source: X-COM UFO Defense/Enemy Unknown Mission Briefing Screen


In a political move to blacken X-Com's image, Terror Ships with large squads of aliens are sent to terrorize small towns and cause panic amongst the populace, and then execute them after several hours. All done in an effort to show the stakeholders how ineffective X-COM is and to convince them to withdraw their financial support.

Terror missions are fought in small towns consisting mainly of urban dwellings, parks, and small commercial buildings such as food markets, store houses and gas stations.

What sets a terror mission apart from most ordinary missions is that there will be no UFO on the ground and the aliens will be scattered all over the town on the streets and hidden in buildings. An added layer of difficulty is the inclusion of panicking civilians, who get attacked by the aliens moments after the X-Com transport lands. X-Com operatives need to attempt and save as many of the civilians as they can in addition to keeping themselves alive.

Furthermore, while not unique to Terror Missions, the aliens will be accompanied by powerful "Terror Units". Each race will have a unique terror unit assigned to them that supports them by providing heavy armour, fire power or even unusual forms of attack such as zombification or arced acid attacks.

Terror Site Generation

Terror sites occur when:

  1. A Terror Site is deliberately scheduled to occur. There is a chance this may happen every month.
  2. An Alien Terror mission is generated and a series of UFOs are sent to scout a region to attack. If successful, a terror mission is scheduled.

When a terror mission is scheduled to occur, a terror ship will eventually appear in the atmosphere and head in a straight line to a randomly selected city in the region that it is attacking.

Alien Deployment

Rank Beg./Exp. Vet./Gen. Super.
Soldiers4-55-66-7
Navigators112
Medics1-21-21-2
Engineers112
Leaders111
Commanders000
Terrorists2-64-86-10
Totals10-1613-1918-24


In some cases, fewer aliens than this may spawn, due to the game running out of spawn points. This has a particular tendency to happen with large terrorists on Superhuman difficulty.

Civilian Deployment

The number of civilians spawning during a Terror Mission is between 0-16. Generally, expect between 8 and 16 civilians to still be alive when you arrive. However, if the aliens have wiped them all out, they'll still happily combat your squad.

Tips & Tricks

  • The Terror UFO isn't anywhere to be found during a terror mission.
  • Urban Terrain (city/suburb).
  • In a terror site - worry about your soldiers first. Civilians later. Very important. This is a game, so you can choose to be a bit heartless. (It's called collateral damage)
  • The gas pumps are explosive!
    • There is some weird damage modelling that allows some aliens to be killed instantly by misfires that strike gas pumps.
  • All buildings in the cityscape are very weak. Light gunfire can destroy fences and walls.
  • To save a few more civilians than usual, limit indiscriminately firing or throwing HE rounds into unexplored areas or in areas where visibility around obstacles is difficult.
  • TIME is NOT on your side. If you want a half-decent score, expand quickly and secure. The quicker you kill aliens or get them to panic, the more civilians you'll save overall.
  • The aliens will have grenades and heavy plasma, but they never bring blaster bombs along on terror missions.
  • Bring lots of heavy rockets and high-explosive. First people off the transport should create a "free fire" zone around the craft with them. You aren't penalized for property damage, so level the place.
  • You can get a rough idea for how many civilians are left by gauging the length of the alien turn (civilians move after aliens). You can also count the number of civilian screams you hear during alien turns -- each scream is a death. To get a sure-fire count of total civilians, you can save your game, abort the mission, check the debriefing tally of killed civilians, and then reload. (Some players may view this as cheating.)

UFOs with Terror Missions

The city-raiding terror mission mentioned above occurs only when a Terror Ship is sent on an Alien Terror mission and lands on a city.

But before this happens the aliens will send a Small/Medium/Large Scout which will show on a Hyper-wave Decoder as on a Terror Mission.

If you are consistent and successfully destroy the scouts, the aliens will start sending out heavier UFO classes as scouts. This will gradually increase until you finally have Battleships and Terror Ships as scouts during the last few UFOs in the Alien Terror waves.

The ship will land randomly, in some non-urban area, and behave much like you would expect to see on an Alien Research or Alien Abduction mission. Unlike a city raid, these scout terror missions will not include Terror Units.

While the city-raiding missions cannot be ignored because of the drop in X-Com's funding and esteem that it would cause, they can be largely avoided by shooting down the scouts. Another alternative, perhaps more risky, is to try to shoot the Terror Ship before it lands.

As with any violent means of taking down UFOs, both methods may subject the interceptor's home base to Alien Retaliation.

Destroying the Alien Terror UFO scouts has a chance of deterring the success of the actual Terror Mission from occurring. It will initially push back timeline when the next Alien Terror UFO will appear. (This note is as-yet uncomfirmed at this stage) If the Alien Terror scout UFOs go beyond a certain period of time since the Alien Terror mission began, their attempt to generate a terror mission will fail and they will stop scheduling scouts.

To know if a Terror Ship will attack a city, watch its flight pattern: if it immediately heads towards a city after arriving at a region, then it will perform a Terror Mission. If slows down and changes its flight course, then consider it to be a scout.

See Also


UFO Badge X-COM: Enemy Unknown/UFO Defense
Mission Types:Crashed UFOLanded UFOTerror SiteAlien BaseBase DefenceCydonia