Difference between revisions of "Terror Mission (TFTD)"

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Big differences with Enemy Unknown are the introduction of 2 part terror missions. These tend to drain your ammo. PLUS, I think you have to actually pick up stuff from the first part to keep it (X-com agents too lazy to salvage it?)
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{{REWRITE NEEDED}}
  
Both parts count towards your scoring, methinks.
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While the aliens are usually very passive in their dealings with the human populace in general, continual interference by X-COM will lead them to attack a populated area in order to provoke X-COM to action, or preferably inaction in an effort to make them look bad in the eyes of the Council of Funding Nations, thus reduce their standing and hopefully force countries to withdraw their funding.
 +
 +
Traditionally, the aliens in the first alien war attacked small country towns with a low population. In the second alien war, the scope has broadened. As the new alien threat are nautical in nature, so are their targets. Terror sites now occur in [[Port_Attack|small ports]], [[Island_Attack|island resorts]] and [[Shipping_Lane_Mission|ships]].  
  
Terror Missions ARE ON LAND. This is very bad, since most of your big guns early in the game only work underwater! Good luck taking out those heavily armored terror units using dart guns and grenades... Mag Ion Armor doesn't work here either.
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All of these are conducted on land. Though this eliminates the ability of the aliens to use their devastating torpedoes, they bring deadly [[Terror_Units_(TFTD)|terror units]] into battle to compensate.  
  
Civilians are everywhere in terror missions, even in the second part.
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There is also the [[Artefact_Site|Artefact Sites]], where the aliens are activating synonium devices in old temples on the sea bed. Though not strictly terror missions as no [[Civilian|civilians]] are involved, they have the same urgency as terror sites due to the short time frame available to you to attend to them. If they are not dealt with before the devices are restored, the blow to X-COM's standing with the Council of Funding Nations can be just as if not more disastrous than failing to attend to a terror site.  
  
Mag Ion Armour doesn't permit flight on land, but your Sonic/PWT tanks could still fly. Take advantage of that.
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Artefact sites and ship missions are classified as two-parter missions. You must go through two maps in succession in order to clear the site. They are lengthy missions so you will need to plan your ammunition supplies accordingly.  
  
Bring hand-to-hand weapons on terror missions. Have them in every backpack, and pull them out when facing Aliens in narrow space. Heavily armoured terror units don't stand a chance against these, and you can often clean out a small room of aliens with it.
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Port and island missions are the closest to a traditional terror site that you can get and you only need to clear the infestation of aliens on the map.  
  
The game won't let you fire the [[Torpedo Launcher]] on land, but your soldier will still be able to use it for reaction fire due to a bug. This isn't always safe, of course.
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For more information on the different terror mission types, refer to their respective articles.
  
Do be careful around the oil drums...
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==Timing==
 +
Terror missions almost always occur on the first of the month, so make sure your troops are prepared for action at that time. Also, they appear during the dead of night in whichever location they have chosen and will disappear before dawn, seemingly guaranteeing that you will have to endure the additional hardship of a night mission.
  
'''Note:''' There are numerous reports of aliens inexplicably dying during port attack terror missions, without anyone having fired upon themThese aliens don't count toward your kill rating, but you can recover their bodies and equipment anyway. Port security?  Friendly fire?  Or old age?  There's no way to know.
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However, there does seem to be a trick to get around this. Terror sites will not disappear as long as they are targeted by an X-Com craft.  A couple hours before dawn approaches the terror site, send your craft in the opposite direction from the siteAs dawn approaches, reroute the craft towards the terror site.  The extra distance the craft needs to cover will make it so that you arrive during daylight hours, making what is normally a difficult and grueling mission a little bit easier.
 +
 
 +
==Alien Deployment==
 +
 
 +
This table shows the aliens deployed for each stage of a Terror Mission; shipping lane missions therefore have double the number of aliens as port or island attacks. Artefact Sites use a different set of aliens - see their article for details.
 +
 
 +
<table width="100%" cellpadding="5"><tr>
 +
 
 +
<td><table {{StdCenterTable}}>
 +
<caption><b>Aquatoids</b></caption>
 +
<tr {{StdDescTable_Heading}}><th align="left">Rank</th>
 +
<th>Beg./Exp.</th>
 +
<th>Vet./Gen.</th>
 +
<th>Super.</th></tr>
 +
<tr><td align="left">Soldiers</td><td>4-5</td><td>5-6</td><td>6-7</td></tr>
 +
<tr><td align="left">Squad Leaders</td><td>1</td><td>1<sup>1</sup></td><td>2</td></tr>
 +
<tr><td align="left">Technicians</td><td>1</td><td>1</td><td>1</td></tr>
 +
<tr><td align="left">Medics</td><td>1</td><td>1<sup>1</sup></td><td>2</td><tr>
 +
<tr><td align="left">Navigators</td><td>1</td><td>1</td><td>1</td></tr>
 +
<tr><td align="left">Commanders</td><td>0</td><td>0</td><td>0</td></tr>
 +
<tr><td align="left">Calcinites</td><td>2-6</td><td>4-8</td><td>6-10</td></tr>
 +
<tr><th>Totals</th><td>10-15</td><td>13-18</td><td>18-23</td></tr>
 +
</table></td>
 +
 
 +
<td><table {{StdCenterTable}}>
 +
<caption><b>Gill Men</b></caption>
 +
<tr {{StdDescTable_Heading}}><th align="left">Rank</th>
 +
<th>Beg./Exp.</th>
 +
<th>Vet./Gen.</th>
 +
<th>Super.</th></tr>
 +
<tr><td align="left">Soldiers</td><td>5-6</td><td>6-7<sup>1</sup></td><td>8-9</td></tr>
 +
<tr><td align="left">Squad Leaders</td><td>2</td><td>2<sup>1</sup></td><td>3</td></tr>
 +
<tr><td align="left">Technicians</td><td>1</td><td>1</td><td>1</td></tr>
 +
<tr><td align="left">Medics</td><td>-</td><td>-</td><td>-</td></tr>
 +
<tr><td align="left">Navigators</td><td>-</td><td>-</td><td>-</td></tr>
 +
<tr><td align="left">Commanders</td><td>0</td><td>0</td><td>0</td></tr>
 +
<tr><td align="left">Deep Ones</td><td>2-6</td><td>4-8</td><td>6-10</td></tr>
 +
<tr><th>Totals</th><td>10-15</td><td>13-18</td><td>18-23</td></tr>
 +
</table></td>
 +
 
 +
<td><table {{StdCenterTable}}>
 +
<caption><b>Lobster Men</b></caption>
 +
<tr {{StdDescTable_Heading}}><th align="left">Rank</th>
 +
<th>Beg./Exp.</th>
 +
<th>Vet./Gen.</th>
 +
<th>Super.</th></tr>
 +
<tr><td align="left">Soldiers</td><td>4-5</td><td>5-6</td><td>6-7</td></tr>
 +
<tr><td align="left">Squad Leaders</td><td>1</td><td>1</td><td>1</td></tr>
 +
<tr><td align="left">Technicians</td><td>2</td><td>2<sup>1</sup></td><td>4</td></tr>
 +
<tr><td align="left">Medics</td><td>-</td><td>-</td><td>-</td></tr>
 +
<tr><td align="left">Navigators</td><td>1</td><td>1</td><td>1</td></tr>
 +
<tr><td align="left">Commanders</td><td>0</td><td>0</td><td>0</td></tr>
 +
<tr><td align="left">Bio-Drones</td><td>2-6</td><td>4-8</td><td>6-10</td></tr>
 +
<tr><th>Totals</th><td>10-15</td><td>13-18</td><td>18-23</td></tr>
 +
</table></td>
 +
 
 +
<td><table {{StdCenterTable}}>
 +
<caption><b>Tasoths</b></caption>
 +
<tr {{StdDescTable_Heading}}><th align="left">Rank</th>
 +
<th>Beg./Exp.</th>
 +
<th>Vet./Gen.</th>
 +
<th>Super.</th></tr>
 +
<tr><td align="left">Soldiers</td><td>5-6</td><td>6-7<sup>1</sup></td><td>8-9</td></tr>
 +
<tr><td align="left">Squad Leaders</td><td>3</td><td>3<sup>1</sup></td><td>4</td></tr>
 +
<tr><td align="left">Technicians</td><td>-</td><td>-</td><td>-</td></tr>
 +
<tr><td align="left">Medics</td><td>-</td><td>-</td><td>-</td></tr>
 +
<tr><td align="left">Navigators</td><td>-</td><td>-</td><td>-</td></tr>
 +
<tr><td align="left">Commanders</td><td>-</td><td>-</td><td>-</td></tr>
 +
<tr><td align="left">Bio-Drones</td><td>2-6</td><td>4-8</td><td>6-10</td></tr>
 +
<tr><th>Totals</th><td>10-15</td><td>13-18</td><td>18-23</td></tr>
 +
</table></td>
 +
 
 +
<td><table {{StdCenterTable}}>
 +
<caption><b>Mixed Crew</b></caption>
 +
<tr {{StdDescTable_Heading}}><th align="left">Rank</th>
 +
<th>Beg./Exp.</th>
 +
<th>Vet./Gen.</th>
 +
<th>Super.</th></tr>
 +
<tr><td align="left">Tasoth Soldiers</td><td>4-5</td><td>5-6</td><td>6-7</td></tr>
 +
<tr><td align="left">Tasoth Squad Leaders</td><td>1</td><td>1<sup>1</sup></td><td>2</td></tr>
 +
<tr><td align="left">Aquatoid Soldiers</td><td>1</td><td>1</td><td>1</td></tr>
 +
<tr><td align="left">Aquatoid Squad Leaders</td><td>1</td><td>1<sup>1</sup></td><td>2</td><tr>
 +
<tr><td align="left">Calcinites/Xarquid<sup>2</sup></td><td>1</td><td>1</td><td>1</td></tr>
 +
<tr><td align="left">Triscenes/Bio-Drones<sup>2</sup></td><td>2-6</td><td>4-8</td><td>6-10</td></tr>
 +
<tr><th>Totals</th><td>10-15</td><td>13-18</td><td>18-23</td></tr>
 +
</table></td>
 +
</tr></table>
 +
<sup>1</sup> Needs testing to determine actual number.</br>
 +
<sup>2</sup> The game will pick a random mix of these alien types.
 +
 
 +
==See Also==
 +
{{Mission Types Navbar (TFTD)}}
 +
[[Category: TFTD]]

Latest revision as of 10:42, 28 August 2021

Rewrite Needed

The contents of this article are outdated, confusing or constructed in a discussion format. Possibly due to alien mind control. Please help fight the alien menace by updating or correcting the information on this page.


While the aliens are usually very passive in their dealings with the human populace in general, continual interference by X-COM will lead them to attack a populated area in order to provoke X-COM to action, or preferably inaction in an effort to make them look bad in the eyes of the Council of Funding Nations, thus reduce their standing and hopefully force countries to withdraw their funding.

Traditionally, the aliens in the first alien war attacked small country towns with a low population. In the second alien war, the scope has broadened. As the new alien threat are nautical in nature, so are their targets. Terror sites now occur in small ports, island resorts and ships.

All of these are conducted on land. Though this eliminates the ability of the aliens to use their devastating torpedoes, they bring deadly terror units into battle to compensate.

There is also the Artefact Sites, where the aliens are activating synonium devices in old temples on the sea bed. Though not strictly terror missions as no civilians are involved, they have the same urgency as terror sites due to the short time frame available to you to attend to them. If they are not dealt with before the devices are restored, the blow to X-COM's standing with the Council of Funding Nations can be just as if not more disastrous than failing to attend to a terror site.

Artefact sites and ship missions are classified as two-parter missions. You must go through two maps in succession in order to clear the site. They are lengthy missions so you will need to plan your ammunition supplies accordingly.

Port and island missions are the closest to a traditional terror site that you can get and you only need to clear the infestation of aliens on the map.

For more information on the different terror mission types, refer to their respective articles.

Timing

Terror missions almost always occur on the first of the month, so make sure your troops are prepared for action at that time. Also, they appear during the dead of night in whichever location they have chosen and will disappear before dawn, seemingly guaranteeing that you will have to endure the additional hardship of a night mission.

However, there does seem to be a trick to get around this. Terror sites will not disappear as long as they are targeted by an X-Com craft. A couple hours before dawn approaches the terror site, send your craft in the opposite direction from the site. As dawn approaches, reroute the craft towards the terror site. The extra distance the craft needs to cover will make it so that you arrive during daylight hours, making what is normally a difficult and grueling mission a little bit easier.

Alien Deployment

This table shows the aliens deployed for each stage of a Terror Mission; shipping lane missions therefore have double the number of aliens as port or island attacks. Artefact Sites use a different set of aliens - see their article for details.

Aquatoids
Rank Beg./Exp. Vet./Gen. Super.
Soldiers4-55-66-7
Squad Leaders1112
Technicians111
Medics1112
Navigators111
Commanders000
Calcinites2-64-86-10
Totals10-1513-1818-23
Gill Men
Rank Beg./Exp. Vet./Gen. Super.
Soldiers5-66-718-9
Squad Leaders2213
Technicians111
Medics---
Navigators---
Commanders000
Deep Ones2-64-86-10
Totals10-1513-1818-23
Lobster Men
Rank Beg./Exp. Vet./Gen. Super.
Soldiers4-55-66-7
Squad Leaders111
Technicians2214
Medics---
Navigators111
Commanders000
Bio-Drones2-64-86-10
Totals10-1513-1818-23
Tasoths
Rank Beg./Exp. Vet./Gen. Super.
Soldiers5-66-718-9
Squad Leaders3314
Technicians---
Medics---
Navigators---
Commanders---
Bio-Drones2-64-86-10
Totals10-1513-1818-23
Mixed Crew
Rank Beg./Exp. Vet./Gen. Super.
Tasoth Soldiers4-55-66-7
Tasoth Squad Leaders1112
Aquatoid Soldiers111
Aquatoid Squad Leaders1112
Calcinites/Xarquid2111
Triscenes/Bio-Drones22-64-86-10
Totals10-1513-1818-23

1 Needs testing to determine actual number.
2 The game will pick a random mix of these alien types.

See Also

TFTD Badge Terror From The Deep : Mission Types
Mission TypesAlien Sub Crash RecoveryAlien Submarine AssaultBase DefensePort AttackIsland AttackShip Rescue MissionArtefact SiteColony Attack MissionT'leth
Information Terror MissionsTwo Part Missions