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		<id>https://temp.ufopaedia.org/index.php?title=Stun_Raid&amp;diff=28300</id>
		<title>Stun Raid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Stun_Raid&amp;diff=28300"/>
		<updated>2010-06-21T04:36:55Z</updated>

		<summary type="html">&lt;p&gt;Stihl: /* Matters of Profit and Supply */ Fixed a link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Stun Grapple Raids =&lt;br /&gt;
A stun grapple raid is where your agents are armed ONLY with [[Megapol Stun Grapple|Megapol Stun Grapples]] for the intent of looting (raiding) an organisation of available personal armaments &#039;&#039;&#039;WITHOUT KILLING ANYONE&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== How? ====&lt;br /&gt;
*Remove &#039;&#039;&#039;all&#039;&#039;&#039; armour (yes, that&#039;s correct) and equipment from (approximately) 12 of your agents and then equip them with only a stun grapple each (medikit is optional). Equip a Valkyrie Interceptor craft with a passenger module (so the craft can hold 12 agents) and one cargo module (you don&#039;t need two). Assign your 12 agents to the craft as you would normally do.&lt;br /&gt;
IMPORTANT: Browse your Corporation Tabs and find out which corporations are hostile to Xcom. DO NOT raid these corporation(s) unless you want a fire fight. Aliens will be present if that company is under Alien control. Don&#039;t forget the bio-transport module if you want to recover aliens.&lt;br /&gt;
*Find a corporation that is neutral or better (gang based slums are the best) and then go and order your Valkyrie craft (with 12 troops on board) to land at this building you have choosen. Don&#039;t attack the building with you craft, just land there! Once it lands, click on the building and you&#039;ll find four buttons on the top right of the screen with your Valkyrie craft and personel loadout displayed as well. Click on your craft to automatically select 12 agents, then click on the RAID button (the second button down).&lt;br /&gt;
*Why 12 agents? Usually, the tactical battles are generated from tilesets particular to the type of building. The battlescape may be larger if you use more than 12 agents, although its entirely your choice how many to use. Since the Slum maps don&#039;t use tilesets but one whole map by itself, sometimes you&#039;ll find that the map has generated two slums, instead of the usual singular one. The &#039;&#039;&#039;Railway Station&#039;&#039;&#039; slum building is typical of this.&lt;br /&gt;
&lt;br /&gt;
==== Starting the Tactical Raid ====&lt;br /&gt;
Typically against slum buildings, but you can raid ANYONE if you want (including the government).&lt;br /&gt;
&lt;br /&gt;
*REAL TIME works best.&lt;br /&gt;
*IMPORTANT: You are not to bunch up your agents, you must spread them around the map to stand next to the exit points.&lt;br /&gt;
*Save your game.&lt;br /&gt;
*Slum buildings will have only three main exit points. You MUST cover these points if you want you raid to be worthwhile. However, there will be five exit points if its a double size map.&lt;br /&gt;
*Set all your agent&#039;s attitude to agressive. Set them all to RUN mode. You do not want your agents to be cautious.&lt;br /&gt;
*Switch to overhead view and then run two agents to the west corner, run two agents to the east corner and run three agents down to the south corner. Be careful that they don&#039;t exit the tactical map. Stand a soldier next to the exit points and make them face into the middle of the tactical map. (obviously if double size map appears, then place two agents at each middle exit point).&lt;br /&gt;
*Place you agents against the very edge of the map. It will help to space them apart just enough so that they cannot shoot each other, yet the range of the stun grapples slightly overlaps. (stun range = 6, so place the guys approx 9 cells apart)&lt;br /&gt;
&lt;br /&gt;
==== Fighting with Stun Grapples ====&lt;br /&gt;
*When an &#039;enemy&#039; approaches the exit point they will be knocked unconscious. Don&#039;t move your agent from the position, but use a different agent to go and pick up all the equipment that this enemy soldier just dropped.&lt;br /&gt;
*IMPORTANT: DO NOT place a weapon which can be fired into the hands of the your agent. DO NOT fire any weapons except the stun grapple. Place any projectile weapons into the backpack. You can disable an agent&#039;s Fire At Will command by clicking the cross if you have no choice but to carry a weapon (typically Heavy Launcher) in their hands, but this leaves them unable to fire the Stun Grapple as well. Spread your loot around if you want to spread the weight.&lt;br /&gt;
*As you can now understand, you&#039;re stunning the enemy to steal their stuff. Use your agents which are not in position guarding the exits to run around the map and stun enemy agents with wild abandon. If you simultaneously stun all enemy units (or the only conscious ones flee), the mission will end automatically (note: this will accumulate score very fast, see section 2 of this article for more on score). if you cannot do so, pick up the stuff they dropped.&lt;br /&gt;
*If your agent is full of loot, just swap the guarding agents with the fully laden agent and continue your stunning. (walk the heavy troop back to the exit - but don&#039;t exit - THEN swap agents. Don&#039;t leave a gap for enemy agents to escape). Its preferred you don&#039;t remove the overburdened agent from the map since an enemy does not know if they have a valid Fire At Will (aimed, snap etc.) The enemy combatants will just stand around and watch you. Leaving a gap gives them reason to approach the exit.&lt;br /&gt;
&lt;br /&gt;
==== Loaded Down With Loot - What Now? ====&lt;br /&gt;
*If the tactical battle does not end because all hostiles have been neutralised, you&#039;ll need to exit the battle manually. Just make all your troops walk over the blue exit tiles to end the tactical mission. It might take a while for a heavy laden agent to walk back to the exit. Just be patient.&lt;br /&gt;
*Pressing the &#039;&#039;escape&#039;&#039; key gives you an option to exit as well. This isn&#039;t the prefered method because if your agents aren&#039;t near the exits, the game will count as some troops as MIA.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Tactics ====&lt;br /&gt;
*If you raid a slum often, you&#039;ll eventually start to understand the layouts on offer (SEE BELOW). There are items laying on the ground which you can pick up. Common items are Psiclones (more common than Cult of Sirius raiding), Marsec armour (chest pieces as well), Elerium, and unloaded weapons.&lt;br /&gt;
*Layouts are identical for positions of item to pick up, but the items will be different each time. Get to know them when dealing with slums. Pick them up before the enemy does.&lt;br /&gt;
*If you decide to cut away a staircase, just be sure not to kill anyone from the fall.&lt;br /&gt;
*In preparation for stun raid in the late part of the games: Hoard a reasonable supply of stun grenades and start developing a small team of psionic troopers. Guards armed with personal disruptor shields are immune to stun grapples, but not to stun gas or psionic stun and mind control attacks. Once the shields have been physically removed, you can return to the grapples. &lt;br /&gt;
*See &amp;quot;FAQ in General&amp;quot; below for more.&lt;br /&gt;
&lt;br /&gt;
==== Quirks ====&lt;br /&gt;
*You&#039;ll probably see enemy agents playing a game of &amp;quot;Pass the Parcel&amp;quot; ... with a live prox-mine!&lt;br /&gt;
*Random rocket firings can sometimes happen when the gang members get itchy trigger fingers.&lt;br /&gt;
*Hostiles do like to throw AC-AP clips as well.&lt;br /&gt;
&lt;br /&gt;
=Minimizing Score During Stun Raids=&lt;br /&gt;
As seen in the [[Alien Tech Levels (Apocalypse)|Alien Tech Levels]] article, accumulating score through stun grapple raids can lead to aliens wielding highly advanced technology prematurely, making gameplay much more difficult. In addition, alien tech levels do not seem to consider penalties to score, such as for damaging city property or losing equipment. Therefore, controlling score accumulated through stun grapple raids may be necessary to avoid being overwhelmed by devastator cannons on week 1. &lt;br /&gt;
&lt;br /&gt;
====The Cardinal Rule====&lt;br /&gt;
To keep score down, it is critical that you &#039;&#039;&#039;flee rather than complete stun raiding missions&#039;&#039;&#039;. If all enemy units are dead, unconscious, or have fled the area, the mission will immediately end in victory and you will receive a combat rating and a leadership bonus, both of which contribute heavily to score. Agents&#039; abilities will still improve if they are forced to retreat from combat, so there is no need for this substantial score increase while stun raiding.&lt;br /&gt;
&lt;br /&gt;
====Matters of Profit and Supply====&lt;br /&gt;
*If you&#039;re raiding simply for money, the [[Psiclone]] should be your target item. These small objects serve no in-game purpose, sell for a base price of $4500 and incur a score of 3 per unit. For those who are not able to trade with Psyke, the [[Elerium (Apocalypse)|Elerium Pod]] is a possible second, containing (at base price) $3000 worth of Elerium fuel for the same 3 score per unit. Note that Elerium pods are converted to cargo at the end of missions, so the vehicle used for raiding must have a non-zero cargo capacity. Both items are fairly common spawns in gang-run slums (see slums section of this article).&lt;br /&gt;
&lt;br /&gt;
*Weapons which can be purchased at the game&#039;s outset ([[Megapol Lawpistol|Lawpistols]], [[Marsec M4000 Machine Gun|M4000s]], [[Megapol Laser Sniper Gun|Laser Sniper Guns]], [[Megapol Auto Cannon|Auto Cannons]] and [[Megapol Stun Grapple|Stun Grapples]]) should be purchased rather than raided for, if more of them are needed at all. However, the ammunition clips for these weapons are not worth score, so they can be harvested through raids if you prefer to full auto everything and the initial market supply of ammunition doesn&#039;t last. &lt;br /&gt;
&lt;br /&gt;
*A few other pieces of gear are worth taking while raiding, even if they aren&#039;t profitable. The torso portion of [[Marsec Armor]], for example, grants the wearer flight, which is helpful in evading [[Boomeroid|Boomeroids]] and [[Hyperworm|Hyperworms]]. [[Mind Shield|Mind Shields]] can never be purchased and have a fantastic permanent effect. [[Power Sword|Power Swords]] may also be useful for making improvised doors or tunnels in a controlled manner. &lt;br /&gt;
&lt;br /&gt;
*Other gear can be a toss-up, since it may be obsolete by the time it becomes available for sale in weeks 2 and 3. Insisting on having 30 [[Marsec Heavy Launcher|Heavy Launchers]] and hundreds of missles will needlessly inflate score, while insisting on not using the more sophisticated human weapons may make battle more complicated. The rule of thumb is to loot only what you intend to use and not to think about it much more than that.&lt;br /&gt;
&lt;br /&gt;
=Slum Building Item Spawn Spots=&lt;br /&gt;
There are seven slum buildings generated in the game. This next section lists where the item spawns are located using a very simple (but tedious) method of direction. The isometric map has a corner at each compass point. The most obvious way to describe the map would be as the top most corner being North, the leftmost corner being West, etc. Also, each square of the map is called a cell. A cell is a square/diamond which makes up the map at the most smallest part. One cell is the size of the cursor (only the base of the rectangular box, actually).&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
HINT: The items &#039;&#039;&#039;will&#039;&#039;&#039; appear. If they are missing from their spawn location, then you are either using too many agents (over 28) for that map or they have been picked up by a hostile.&lt;br /&gt;
&lt;br /&gt;
NOTE: directions are given as absolute north of the map, being &#039;&#039;&#039;Cell 1,1&#039;&#039;&#039;.&lt;br /&gt;
*eg: &#039;&#039;&#039;Lev 05 - 23SW, 18SE&#039;&#039;&#039; means that the item is on Level 5 of the map and is how many cells you must count in that compass direction from the most northern cell.&lt;br /&gt;
*Elevator = Gravlift.&lt;br /&gt;
&lt;br /&gt;
SPECIAL NOTE: Raid the gangs for the best money making stuff. Raid the Marsec Arms Factory for Mind Shields and to get Power Swords early. Forget raiding a Mutant Alliance slum, and forget about Cult of Sirius!&lt;br /&gt;
&lt;br /&gt;
====Grasslands====&lt;br /&gt;
A map which has only trees, grass, and some building rubble. The most obvious feature is the grass the is covering part of the road in the southwestern part of the map. (weird: there is a door that still works!).&lt;br /&gt;
*Lev 01 - 20SW,16SE - on ground next to I-beam rubble.&lt;br /&gt;
&lt;br /&gt;
====The Bridge====&lt;br /&gt;
A map which has a large bridge crossing over a road. Lots of building rubble in northern part of the map.&lt;br /&gt;
*Lev 01 - 25SW,10SE - on ground near blue arcade machine.&lt;br /&gt;
&lt;br /&gt;
====Drug Plantation====&lt;br /&gt;
A map that contains a plantation of trees near the west corner. There is a large multistorey building which has an elevator shaft external to the main superstructure.&lt;br /&gt;
*Lev 01 - 26SW,14SE - on floor inside the garden shed inside the plantation.&lt;br /&gt;
*Lev 01 - 28SW,25SE - on floor inside the garden shed, inside the rubble area, opposite the plantation.&lt;br /&gt;
*Lev 02 - 14SW,21SE - on floor beside coffee table.&lt;br /&gt;
*Lev 02 - 13SW, 9SE - on floor beside table.&lt;br /&gt;
&lt;br /&gt;
====Graveyard Castle====&lt;br /&gt;
A map that has a cemetary with names of the game makers. There also is a large building with a heli-pad on the roof.&lt;br /&gt;
*Lev 01 - 11SW,32SE - on floor inside the garden shed situated inside the cemetary.&lt;br /&gt;
*Lev 01 - 12SW,27SE - on ground, on top of the dirt mound of grave owner, Andy Greene.&lt;br /&gt;
*Lev 08 - 19SW, 7SE - on ground, on top of the castle tower which is on the right when exiting the door.&lt;br /&gt;
*Lev 08 - 31SW, 7SE - on ground, on top of the castle tower which is on the left when exiting the door.&lt;br /&gt;
 &lt;br /&gt;
====U-shaped Hotel====&lt;br /&gt;
A map that has a typical hotel look to it. There is a car parking area in the middle section of the U shape. This building does not have a roof!&lt;br /&gt;
*Lev 02 -  6SW,34SE - on floor near oval table.&lt;br /&gt;
*Lev 02 - 13SW,10SE - on floor at far wall.&lt;br /&gt;
*Lev 04 - 28SW,16SE - on floor at middle of room.&lt;br /&gt;
*Lev 02 - 28SE,23SE - on chair right beside door.&lt;br /&gt;
*Lev 04 - 28SW,21SE - in hand basin on the left of door.&lt;br /&gt;
*Lev 04 - 29SW,27SE - on floor near wall.&lt;br /&gt;
*Lev 02 - 28SW,34SE - on coffee table.&lt;br /&gt;
&lt;br /&gt;
====Central Elevator====&lt;br /&gt;
A map with a large square shape building. The building has eight large foundations and an external fire escape. There is an elevator inside the core of the middle foundation.&lt;br /&gt;
*Lev 04 - 28SW,27SE - on large table against near wall.&lt;br /&gt;
*Lev 04 - 28SW, 5SE - on cupboard against external wall.&lt;br /&gt;
*Lev 04 - 34SW,10SE - on cupboard closer to windows.&lt;br /&gt;
*Lev 04 - 26SW,12SE - on floor between beds.&lt;br /&gt;
*Lev 06 - 12SW, 5SE - on coffee table near external wall.&lt;br /&gt;
*Lev 06 -  5SW,32SE - on box next to window.&lt;br /&gt;
*Lev 06 - 12SW,30SE - on bed.&lt;br /&gt;
*Lev 06 - 12SW,21SE - in air (!) just inside doorway&lt;br /&gt;
*Lev 06 -  8SW,21SE - on cupboard next to chair.&lt;br /&gt;
&lt;br /&gt;
====The Railway Station====&lt;br /&gt;
A dedicated double sized map. It will sometimes appear if there are many (usually over 20) Xcom agents present in a mission. It is a rare map to play!&lt;br /&gt;
*Lev 01 -  2SW,16SE - in hand basin just left of door.&lt;br /&gt;
*Lev 04 - 54SW,10SE - on elevated rail line between the two rail track pairs.&lt;br /&gt;
*Lev 01 - 86SW,32SE - inside carpark ticket booth at far wall.&lt;br /&gt;
&lt;br /&gt;
=FAQ for Slum Designs=&lt;br /&gt;
*Do I have to count the cells each time I start a new raid?&lt;br /&gt;
** NO! Due to the static shape of the slum buildings, each and every type of building will be the same with regards to where the spawn loactions are situated. Once you know where the spawn is located after counting out the map cells for just one time, you&#039;ll won&#039;t need to do it again (unless you forget!).&lt;br /&gt;
&lt;br /&gt;
*How do I do multiple raids in quick succession?&lt;br /&gt;
** If you use an air vehicle, immediately after a mission, you can click on the building and find that the craft is not yet airbourne. Within this very short time frame, you can raid (or search) the organisation again. Also, this means that you do not need to go back to base after every single mission. Obviously if you troops inventory if full of loot, then it may be wise to offload back at base once every third mission, or so. This does not work with ground vehicles or walking troops unless you redirect them back towards the building after every mission.&lt;br /&gt;
&lt;br /&gt;
*Why do you think slums are better than Cult of Sirius raids?&lt;br /&gt;
** (1) The only items that will spawn in a &#039;&#039;&#039;gang&#039;&#039;&#039; slum are: Psiclones, Marsec armour, weapons (&#039;&#039;&#039;only&#039;&#039;&#039; M4000, Laser, Autocannon) and Elerium. You will NEVER get AP-grenades, Hi-Ex, stun grenades, or other ordinary low level junk. Also, the gang members never carry rubbish like the lawpistol. Mutant alliance and SELF are not gangs, but do have Psiclone spawning within their slums (and possibly their HQ or office buidling).&lt;br /&gt;
** (2) The buildings are easily defendable (exit points will be EXACTLY in the same spot - no guessing!). The slum shape is indentical each time (no dynamic generating of the map grid). It means that as soon as the map loads you&#039;ll know immediately where the items are situated for that given slum shape.&lt;br /&gt;
** (3) The gangs are NEVER hostile at the start of a new game. Cultists can be. If there are hostile, then CoS stun raiding is now DEADLY and absolutely pointless.&lt;br /&gt;
** (4) Gang slums usually generate psiclones at an approximate 50% to 75% quantity versus available spawn quantity. If a building has 9 spawn spots then many spawn spots will contain a Psiclone. If a building has one spawn spot, then it will usually be a Psiclone.&lt;br /&gt;
&lt;br /&gt;
==An Example And Result==&lt;br /&gt;
A new superhuman game using 12 agents + 12 stun grapples raiding a Diablo slum (always and only: &#039;&#039;&#039;Central Elevator&#039;&#039;&#039;). Realtime gameplay.&lt;br /&gt;
&lt;br /&gt;
After 10 raids one after the other in the &#039;&#039;&#039;first 2 minutes of a new game&#039;&#039;&#039; (90 spawn spots in total):&lt;br /&gt;
&lt;br /&gt;
* 11 x Marsec chest&lt;br /&gt;
* 3 x Marsec helmet&lt;br /&gt;
* 20 x Elerium pods (equals 3000 elerium)&lt;br /&gt;
* 48 x psiclones&lt;br /&gt;
&lt;br /&gt;
TOTAL = 82. leaving only 8 spawn spots for unloaded weapons.&lt;br /&gt;
&lt;br /&gt;
This above example has a Psiclone ratio of 53%. If you keep doing stun-raids regularly throughout the whole game (although you should (will) taper off since your score will be something you&#039;d like to limit) you will notice the ratio will slowly start to change so that Psiclones may become more frequent (and enemy agents carrying alien technology such as Disruptor Shields). This is due to Xcom starting to use alien weaponry for craft loadouts and not Elerium based weapons which fall out of favour, hence, the value of Elerium to a player diminishes.&lt;br /&gt;
&lt;br /&gt;
Extra: To get the particular map to spawn each and every time, remove the other map-series from the maps folder (&#039;&#039;&#039;only&#039;&#039;&#039; do this for slums).&lt;br /&gt;
&amp;lt;br&amp;gt;EG: &amp;quot;Central Elevator&amp;quot; map is the &#039;&#039;&#039;01&#039;&#039;&#039; series (eg: &#039;&#039;28sec01&#039;&#039;) contained within &#039;&#039;maps\28slums&#039;&#039; folder.&lt;br /&gt;
&lt;br /&gt;
= FAQ in General =&lt;br /&gt;
* If I raid a non gang building, will I get more Elerium Pods spawning since Psiclones are not spawned?&lt;br /&gt;
Sometimes, however, the spawn spots will be taken up by the complete range within the arsenal. You will have AP-Grenades, Stun Grenades, Law Pistol (unloaded), Hi-Ex, etc. included with the staples which are the Laser Rifle, M4000 etc. Doing enough raids will give you the indication that Elerium Pods will roughly be the same quantity across the cityscape when raiding any building you choose. You will also start getting Alien items the further you progress through the game. It may be quite helpful to visit once in a while with a backpack full of Stun Grenades once Disruptor Shields are common (but your running low).&lt;br /&gt;
* What other buildings give items other than typical spawns?&lt;br /&gt;
You can raid every single building in the game although some are not really worth the effort. Marsec buildings will spawn the rare and much valued Mind Shield. Power Swords and Marsec Armour are typical inside the weapon/arms factories whereas a slight increase in Elerium will spawn within Megapol or Marsec Flyer Factory. The general trend is that the increase is so slight that it may be worthwhile &#039;&#039;&#039;not&#039;&#039;&#039; to raid just for the sake of it since you&#039;d want to limit your Score. Raiding a Megapol building will generate Megapol armour pieces instead of Marsec armour. Stun Grapples will spawn at a Megapol Police Station. Warehouse buildings can spawn Psiclones if the building is owned by gangs. Sometimes this gets messed up and a legal corporation will have Psiclones. Experiment by visiting each and every bulding in the game.&lt;br /&gt;
* Why guard the exits?&lt;br /&gt;
Money! The reason you are making a raid against someone is to either cause damage (which is utterly pointless in Battlescape since it can make a company hostile by accidently killing someone) or to make money. You can acquire weapons by killing the guards and increasing hostility (and injury or death versus experience) or you can exploit a weakness in the game by stunning (and still get experience). The reason to guard exits is to limit your money and equipment loss. The enemy agent will often make a dash for freedom and you position your squad to stop that (although its not their preferred action since they need to defend the building). As already mentioned, the easiest map to guard are Slum buildings since they are static in shape. Unless you are willing to allow someone to escape with that Minilauncher or Plasma Pistol (and three clips) then block and stun (and steal).&lt;br /&gt;
* Its tedious to pick up all the items. Is there a quicker or easier way?&lt;br /&gt;
You could use the overhead map to find items to save time since they show up as purple markers and you could scoot a lone agent quickly around the map on overhead to pick up the stuff, however, you still are filling up your inventory. The preferred method is to neutralise everyone which then causes a Mission Complete (which recovers all items automatically). Stunning everyone can be easily achieved if you bait the combatants into coming within range of your Stun Grapples by using a piece of equipment as a lure. If you have a stunned enemy first off, you won&#039;t need to use the bait method since defenders will come to his location to help out their &#039;fallen&#039; friend. Once you have a pile of snoring agents at your feet, cue Mission Complete.&lt;br /&gt;
&amp;lt;br&amp;gt;NOTE: The items appear to use ownership flags to an agent. If you knock someone out, the defender usually won&#039;t pick up their friend&#039;s stuff (although they may help themselves to an item or three). When that guy does eventually wake up he can re-equip. If you use you own equipment as a lure you may see the enemy throw a grenade into the (your ownership item) pile. To make the best trap, you&#039;d knockout a lone agent and eventually you&#039;ll get the enemy to swarm nearby. If you happen to knock the same agent out, he sometimes forget what he was carrying. His items now act as a bait trap.&lt;br /&gt;
* Help! I don&#039;t have enough agents in the mission to guard all the exits. What can I do to maximise profits?&lt;br /&gt;
If you stun someone you can stand on their body (you cannot pick up a body) to prevent them ever getting up. Using an Agressive setting will stop the agent moving (unless its gas or fire). Dual wielding Stun Grapples will give you rapid fire speed if you have one agent stunning a bunch of enemy next to him since you don&#039;t have enough guys to stand on each body. You could also use a staircase to good effect since tight corners and single file walkways limit the spread of the enemy. Cutting away parts of a building (with explosives or other) is a valid tactic to imprison the enemy if you are desperate since this angers the corp. through buidling damage and has the very real possibility that you may kill someone (or yourself) when the section(s) collapse. &lt;br /&gt;
* I got killed by a Prox Mine. Why?&lt;br /&gt;
The enemy do that sometimes. Amusement factor? The occasional problem when stun raiding is that since you don&#039;t need to wear armour (no comabt!) when you do set off an explosive you&#039;ll merely drop dead or be heavily injured with many critical wounds. If you didn&#039;t bother carrying a medkit (you brought to the mission with your trusty &#039;&#039;money-maker&#039;&#039;! ) your only option is to remove the agent from current play by making them exit the map. Typically since prox mines are so deadly, the agent dies mid step before getting anywhere and may be a problem if over encumbered. If you only use the overhead map to run your agents around, you cannot discern what that puprple dot actually is until you look at it in isometic view. Do this before you approach an unknown placement. (see above of spawn item locations so that you know what should be where).&lt;br /&gt;
* Whoa!! Aliens kill me quick on in second week. Why?&lt;br /&gt;
Score. You have aquired a high score from many stun raids and depending on the difficulty level of your game, the game scales the enemy strength on how many points you have at the end of the week, thus, this will influence the enemy loadout and ship type for the new week! What?? You think stun raid was cheating? Mess with the bull and you&#039;ll get the horn.&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Stihl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mind_Shield_(Apocalypse)&amp;diff=28299</id>
		<title>Mind Shield (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mind_Shield_(Apocalypse)&amp;diff=28299"/>
		<updated>2010-06-21T04:31:54Z</updated>

		<summary type="html">&lt;p&gt;Stihl: Added stats section with image.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Mind Shield is a device that has been officially withdrawn from the shelves by its manufacturer. All units have since been recalled to the [[Marsec]] factories for destruction. As such, the few that still exist can only be found in Marsec possession. &lt;br /&gt;
&lt;br /&gt;
The device was originally intended to work as a means of bolstering a person&#039;s defences against psionic attack. Though the increase is not great, it works as intended. However, shortly after it was introduced, it was found that a side effect of prolonged use of the Mind Shield would render a permanent increase of the user&#039;s psi defences. &lt;br /&gt;
&lt;br /&gt;
Not only that, once increased, the mind shield could compound its effect on the user and improve the already increased psionic defences even more. With contiuous use, the user would be eventually completely invulnerable to mind control, but will still susceptible to some of the weaker attacks of psionic suggestion. &lt;br /&gt;
&lt;br /&gt;
This, in a business sense, would have been a financial disaster for Marsec as releasing only a few of these products would in time wipe out the entire market that it was intended for. Not only that, it would&#039;ve made the [[Mind Bender]] obsolete, which would have lost them even more of their customer base. &lt;br /&gt;
&lt;br /&gt;
Thus all Mind Shields have been recalled, the blueprints incinerated, the design team erased and it is never to be spoken of again at the board meetings ever again. Ever. &lt;br /&gt;
&lt;br /&gt;
;Note&lt;br /&gt;
: This device is not complete and was meant to be officially removed from the retail release of X-COM Apocalypse. Due to an oversight, it is one of the few disabled items in the game that can be found in the battlescape.  &lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Marsec_Mind_Shield.png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 2 x 2&lt;br /&gt;
* Weight: 3&lt;br /&gt;
* Manufacturer: [[Marsec]]&lt;br /&gt;
* Base Price: $0&lt;br /&gt;
* Minimum Weekly Stock: 0&lt;br /&gt;
* Maximum Weekly Stock: ??&lt;br /&gt;
* Battlescape Score: 5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Usage Notes = &lt;br /&gt;
&lt;br /&gt;
The mind shield must be put in the hand and activated for it to function. You can see its effects turn on after a few seconds on the [[Mind Bender]]s control panel. Use two for double the effects. &lt;br /&gt;
&lt;br /&gt;
The permanent effect of the mind shield will only be rendered on units that end the mission or escape from the battle zone with the mind shield left switched on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Stihl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Marsec_Mind_Shield.png&amp;diff=28298</id>
		<title>File:Marsec Mind Shield.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Marsec_Mind_Shield.png&amp;diff=28298"/>
		<updated>2010-06-21T04:29:42Z</updated>

		<summary type="html">&lt;p&gt;Stihl: Image of Marsec Mind Shield (equipment screen).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image of Marsec Mind Shield (equipment screen).&lt;/div&gt;</summary>
		<author><name>Stihl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mind_Bender&amp;diff=28297</id>
		<title>Mind Bender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mind_Bender&amp;diff=28297"/>
		<updated>2010-06-21T03:44:24Z</updated>

		<summary type="html">&lt;p&gt;Stihl: Added stats section and images.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Marsec]] has produced the mind bender as the modern day application of the old [[Psi-Amp]] that amplifies a user&#039;s latent psionic powers. &lt;br /&gt;
&lt;br /&gt;
Even so, psionic powers today are nowhere near as powerful as they used to be, and are now limited to strictly line of sight attacks. Gone are the days of nigh peerless dominance over your enemy forces with sheer willpower alone. &lt;br /&gt;
&lt;br /&gt;
In fact, latent psionic powers have watered down so much that only those spliced with [[Sectoid]] genes are even able to use them to any great effect. Ordinary humans at best can use it to probe enemies once in a blue moon. [[Androids (Apocalypse)|Androids]] can use the mind bender as a fancy paper weight. &lt;br /&gt;
&lt;br /&gt;
A highly skilled [[Hybrids (Apocalypse)|hybrid]] however can effectively direct the Mind Bender to practical use in combat. It can be used to &#039;&#039;probe&#039;&#039; an enemy&#039;s vital statistics, &#039;&#039;stun&#039;&#039; an alien by numbing its mind or even force it out of combat temporarily by making it &#039;&#039;panic&#039;&#039;. The more useful but most difficult attack is &#039;&#039;mind control&#039;&#039;, although this can only be done very briefly. &lt;br /&gt;
&lt;br /&gt;
Though the duration of a mind control session is short, a lot can be done. For example, in a few seconds you can instruct the victim to set all of its grenades timers and have it throw its Disruptor shield over to you before breaking the psionic link. Or just make it jump off the side of a building. &lt;br /&gt;
&lt;br /&gt;
One major disadvantage of the Mind Bender is that very few aliens are susceptible to psionic attacks. The only two that can be affected by it are the [[Anthropod (Apocalypse)|Anthropod]] and [[Skeletoid (Apocalypse)|Skeletoid]]. All other aliens are incredibly resistant to psi attacks, and often only allow a 2% success rate for all but probe attacks while probes only work one fifth of the time. Human enemy opponents on the hand are fair game. &lt;br /&gt;
&lt;br /&gt;
It&#039;s not an essential device to have in combat, as it does not have very immediate initial benefits. It does however pay off in the long run after you&#039;ve invested the time and money in training naturally powerful hybrids. It becomes indispensible for disarming humans and humanoid aliens of their Disruptor shields.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[Image:Marsec_Mind_Bender_(UFOpaedia).png|frame|Mind Bender]]&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Marsec_Mind_Bender.png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 2 x 2&lt;br /&gt;
* Weight: 3&lt;br /&gt;
* Manufacturer: [[Marsec]]&lt;br /&gt;
* Base Price: $1,200&lt;br /&gt;
* Minimum Weekly Stock: 3&lt;br /&gt;
* Maximum Weekly Stock: 12&lt;br /&gt;
* Battlescape Score: 5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A Psionic projection device for psionically trained Agents. This device must be used in order to initiate Psionic attacks in combat situations. The target needs to be within clear line of sight of the operator before an attack can begin. The Agent has a choice of four different attacks of increasing difficulty. Psionic Probe reveals information about the target, Psionic Panic reduces morale, Psionic Stun will render the target unconscious and psionic control will allow complete control of the target.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
= Usage Note =&lt;br /&gt;
&lt;br /&gt;
Todo: Need to differentiate between Real Time and Turn Based usage.&lt;br /&gt;
&lt;br /&gt;
; Real Time notes&lt;br /&gt;
: When using the mind bender in real-time combat, in addition to the initial cost of each attack, as long as any psionic effect is in place, the user&#039;s psionic endurance will be drained to keep up the attack. This continues the attack, and the user continues to deal morale or stun damage to the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Psi-energy costs differ depending on the severity of the attack used. Once psi-energy is completely drained the attack ceases to take effect. Psi Energy recharges over time. It is recommended that the psi-link is maintained only for as long as necessary to conserve psi energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Stihl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Marsec_Mind_Bender_(UFOpaedia).png&amp;diff=28296</id>
		<title>File:Marsec Mind Bender (UFOpaedia).png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Marsec_Mind_Bender_(UFOpaedia).png&amp;diff=28296"/>
		<updated>2010-06-21T03:40:23Z</updated>

		<summary type="html">&lt;p&gt;Stihl: Image of Marsec Mind Bender (UFOpaedia entry).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image of Marsec Mind Bender (UFOpaedia entry).&lt;/div&gt;</summary>
		<author><name>Stihl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Marsec_Mind_Bender.png&amp;diff=28295</id>
		<title>File:Marsec Mind Bender.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Marsec_Mind_Bender.png&amp;diff=28295"/>
		<updated>2010-06-21T03:39:32Z</updated>

		<summary type="html">&lt;p&gt;Stihl: Image of Marsec Mind Bender (equipment screen).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image of Marsec Mind Bender (equipment screen).&lt;/div&gt;</summary>
		<author><name>Stihl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medi-Kit_(Apocalypse)&amp;diff=28294</id>
		<title>Medi-Kit (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medi-Kit_(Apocalypse)&amp;diff=28294"/>
		<updated>2010-06-21T03:25:19Z</updated>

		<summary type="html">&lt;p&gt;Stihl: Added stats section with images.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Nanotech]] Medi-Kit is an automated field kit that uses nanites to quickly mend and stop blood loss from any injury received in combat. &lt;br /&gt;
&lt;br /&gt;
Operation is simple. Hold it in your hand, tell it which limb to heal, and away it goes. Two kits can be held simultaneously to mend different limbs. Two kits cannot work on the same limb at the same time. There are no charges, so the medikit will be able to work at all times. &lt;br /&gt;
&lt;br /&gt;
Due to the delicate nature of the mending process, you must be standing firmly on solid ground and not walk about when initiating the healing process or else the kit will switch off automatically. &lt;br /&gt;
&lt;br /&gt;
X-COM designed [[Medi-Kit]]s of the past could only be used on other agents. The Nanotech Medi-Kit addresses this flaw by allowing the Medi-Kit to operate on the user. This has unfortunately introduced the opposite flaw of not being able to use it on others. This means that you cannot resuscitate an unconscious agent that is bleeding to death. &lt;br /&gt;
&lt;br /&gt;
In order to make the kit easier to carry, gone are the pill dispensers that stored pain killers and stimulant shots used to revive unconscious agents. X-COM agents have gone far since then, and are expected to just tough it out. &lt;br /&gt;
&lt;br /&gt;
Because it prevents death by blood loss, it is a vital device to carry into the battle field. Ideally, everyone should have one, but if that is not possible, be sure to have at least one or two Medi-Kits on standby in the field at all times.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[Image:Nanotech_Medi-kit_(UFOpaedia).png|frame|Medi-kit]]&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Nanotech_Medi-kit.png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 2 x 2&lt;br /&gt;
* Weight: 3&lt;br /&gt;
* Manufacturer: [[Nanotech]]&lt;br /&gt;
* Base Price: $250&lt;br /&gt;
* Minimum Weekly Stock: 4&lt;br /&gt;
* Maximum Weekly Stock: 14&lt;br /&gt;
* Battlescape Score: 2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A compact but highly sophisticated life support kit. Wounds and bleeding can be healed quickly by injecting Nanobots into the bloodstream. When the device is activated the operator must select a part of the body affected by critical wounds. The device will cure these wounds quickly, but only if the Agent remains inactive while it is in operation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Nanotech]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Stihl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Nanotech_Medi-kit_(UFOpaedia).png&amp;diff=28293</id>
		<title>File:Nanotech Medi-kit (UFOpaedia).png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Nanotech_Medi-kit_(UFOpaedia).png&amp;diff=28293"/>
		<updated>2010-06-21T03:22:20Z</updated>

		<summary type="html">&lt;p&gt;Stihl: Image of Nanotech Medi-kit (UFOpaedia entry).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image of Nanotech Medi-kit (UFOpaedia entry).&lt;/div&gt;</summary>
		<author><name>Stihl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Nanotech_Medi-kit.png&amp;diff=28292</id>
		<title>File:Nanotech Medi-kit.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Nanotech_Medi-kit.png&amp;diff=28292"/>
		<updated>2010-06-21T03:21:32Z</updated>

		<summary type="html">&lt;p&gt;Stihl: Image of Nanotech Medi-kit (equipment screen).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image of Nanotech Medi-kit (equipment screen).&lt;/div&gt;</summary>
		<author><name>Stihl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Motion_Scanner_(Apocalypse)&amp;diff=28291</id>
		<title>Motion Scanner (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Motion_Scanner_(Apocalypse)&amp;diff=28291"/>
		<updated>2010-06-20T23:15:22Z</updated>

		<summary type="html">&lt;p&gt;Stihl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A small, one-handed device that tracks changes in the environment and displays them on a small screen. When stationary, the scanner displays all moving entities in range of the scanner. However, there are a few things to consider during usage:&lt;br /&gt;
&lt;br /&gt;
# Movement is shown only for a few seconds and is constantly faded away to prevent the screen being cluttered&lt;br /&gt;
# The scanner does not distinguish between vertical positioning of movement, and shows movement under or above the user as a standard blip on the screen.&lt;br /&gt;
# Only movement is shown; the scanner does not know whether it is tracking a human or an alien, even if the blip on screen is far larger than a human&lt;br /&gt;
# If the scanner shows unusual trails, like &amp;quot;thick,&amp;quot; large or very long trails, you can be fairly sure the movement is caused by something non-human. This indicates that something is moving towards or away from you at abnormally high speed.&lt;br /&gt;
# During movement, the environment &amp;quot;moves&amp;quot; in relation to the scanner and is thus show on the screen for a few seconds. See the next section for more information&lt;br /&gt;
# The scanner does not show very small objects like grenades or weapons left behind by their user&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Relative Motion Scanning == &lt;br /&gt;
&lt;br /&gt;
When an agent with an active scanner moves, ghost images of walls and stationary objects or people will show briefly on the display. This effect occurs because the entire environment is moving relative to the scanner. This can clutter the screen but can be used to the users advantage to perform what is sometimes referred to as &amp;quot;relative motion&amp;quot; scanning. It can be useful in several ways:&lt;br /&gt;
&lt;br /&gt;
:A. Previously unknown terrain can be mapped with limited accuracy&lt;br /&gt;
:B. Stationary entities can sometimes be seen in places where no environmental features were noticed earlier. Keep in mind that this can include stationary enemies, equipment or bodies.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[Image:Marsec_Motion_Scanner_(UFOpaedia).PNG|frame|Motion Scanner]]&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Marsec_Motion_Scanner.PNG|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 1 × 1&lt;br /&gt;
* Weight: 2&lt;br /&gt;
* Manufacturer: [[Marsec]]&lt;br /&gt;
* Base Price: $900&lt;br /&gt;
* Minimum Weekly Stock: 2&lt;br /&gt;
* Maximum Weekly Stock: 6&lt;br /&gt;
* Battlescape Score: 4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When this unit is activated the display shows anything moving relative to its position. The sensors can penetrate any kind of terrain.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Marsec]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Stihl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Marsec_Motion_Scanner_(UFOpaedia).PNG&amp;diff=28290</id>
		<title>File:Marsec Motion Scanner (UFOpaedia).PNG</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Marsec_Motion_Scanner_(UFOpaedia).PNG&amp;diff=28290"/>
		<updated>2010-06-20T23:10:25Z</updated>

		<summary type="html">&lt;p&gt;Stihl: Marsec Motion Scanner image (UFOpaedia entry).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Marsec Motion Scanner image (UFOpaedia entry).&lt;/div&gt;</summary>
		<author><name>Stihl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Marsec_Motion_Scanner.PNG&amp;diff=28289</id>
		<title>File:Marsec Motion Scanner.PNG</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Marsec_Motion_Scanner.PNG&amp;diff=28289"/>
		<updated>2010-06-20T23:09:17Z</updated>

		<summary type="html">&lt;p&gt;Stihl: Marsec Motion Scanner image (equipment screen).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Marsec Motion Scanner image (equipment screen).&lt;/div&gt;</summary>
		<author><name>Stihl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Marsec_Heavy_Launcher&amp;diff=28288</id>
		<title>Marsec Heavy Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Marsec_Heavy_Launcher&amp;diff=28288"/>
		<updated>2010-06-20T22:44:04Z</updated>

		<summary type="html">&lt;p&gt;Stihl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Marsec Heavy Launcher is as its name implies. Heavy. It&#039;s also the largest known squad-based weapon known to X-COM. &lt;br /&gt;
&lt;br /&gt;
The Heavy Launcher is one of the most powerful weapons that X-COM can initially purchase. It fires missiles that automatically lock on and chase down their targets and will automatically adjust their headings if the target moves. If the target manages to evade the rocket by means of teleportation, the rocket will continue to correct its heading to attempt and relocate the target and will not stop until it either hits the target, collides with something solid or runs out of fuel. If the rocket flies off the map, it will not explode. &lt;br /&gt;
&lt;br /&gt;
Two variety of munitions are offered, standard high exposlives and incendiary. The size of the rockets are considerably smaller than the [[Rocket Launcher|rockets]] used in the [[First Alien War]], so more can be carried. &lt;br /&gt;
&lt;br /&gt;
A late development of Anti Alien Gas rockets are also available as a means of dispersing anti-alien toxin over a wide area. &lt;br /&gt;
&lt;br /&gt;
Do note that although this is a devestating weapon, the use of high explosive and incendiary rockets for combat of alien forces within the city in public areas is discouraged. The collateral damage that the rockets cause can induce extreme damage to property, which X-Com is advised to keep to the barest minimum. &lt;br /&gt;
&lt;br /&gt;
There is also the chance that civilians might get hurt in the blasts, but that is merely an unfortunate mishap that often goes unnoticed by the building owners. &lt;br /&gt;
&lt;br /&gt;
The [[Marsec Minilauncher]] is a more favourable alternative for use in populated areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[Image:Marsec_Heavy_Laucher_(UFOpaedia).png|frame|Heavy Launcher]]&lt;br /&gt;
=== Heavy Launcher ===&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Marsec_Heavy_Laucher.png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 3 x 5&lt;br /&gt;
* Weight: 9&lt;br /&gt;
* ROF: 0.45 r/s&lt;br /&gt;
* Accuracy: 10%&lt;br /&gt;
* Manufacturer: [[Marsec]]&lt;br /&gt;
* Base Price: $800&lt;br /&gt;
* Minimum Weekly Stock: 2&lt;br /&gt;
* Maximum Weekly Stock: 4&lt;br /&gt;
* Battlescape Score: 4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Two-handed weapon&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A guided missle launcher that can fire explosive or incendiary missles. It is an extremely devastating device and should be used with extreme caution. It is unwieldy because of its bulk and Agents with heavy launchers should at least be equipped with a supplementary weapon such as the Megapol Lawpistol.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Ammunition ==&lt;br /&gt;
[[Image:Marsec_Heavy_Launcher_HE_Missle_(UFOpaedia).png|frame|Heavy Launcher HE Missle]]&lt;br /&gt;
=== Heavy Launcher HE Missle ===&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Marsec_Heavy_Launcher_HE_Missle.png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 1 × 3&lt;br /&gt;
* Weight: 4&lt;br /&gt;
* Power: 90&lt;br /&gt;
* Damage Type: Explosive&lt;br /&gt;
* Blast Radius: 8&lt;br /&gt;
* Ammo: 1&lt;br /&gt;
* Range: 75m&lt;br /&gt;
* Manufacturer: [[Marsec]]&lt;br /&gt;
* Base Price: $40&lt;br /&gt;
* Minimum Weekly Stock: 5&lt;br /&gt;
* Maximum Weekly Stock: 20&lt;br /&gt;
* Battlescape Score: 1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;High explosive ammunition for the Heavy Launcher.&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
[[Image:Marsec_Heavy_Launcher_IN_Missle_(UFOpaedia).png|frame|Heavy Launcher IN Missle]]&lt;br /&gt;
=== Heavy Launcher IN Missle ===&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Marsec_Heavy_Launcher_IN_Missle.png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 1 × 3&lt;br /&gt;
* Weight: 4&lt;br /&gt;
* Power: 90&lt;br /&gt;
* Damage Type: Incendiary&lt;br /&gt;
* Blast Radius: 8&lt;br /&gt;
* Ammo: 1&lt;br /&gt;
* Range: 75m&lt;br /&gt;
* Manufacturer: [[Marsec]]&lt;br /&gt;
* Base Price: $40&lt;br /&gt;
* Minimum Weekly Stock: 5&lt;br /&gt;
* Maximum Weekly Stock: 20&lt;br /&gt;
* Battlescape Score: 1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Incendiary ammunition for the Heavy Launcher.&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Heavy Launcher AG Missle ===&lt;br /&gt;
&amp;lt;Data forthcoming&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Stihl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Marsec_Heavy_Launcher_IN_Missle_(UFOpaedia).png&amp;diff=28287</id>
		<title>File:Marsec Heavy Launcher IN Missle (UFOpaedia).png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Marsec_Heavy_Launcher_IN_Missle_(UFOpaedia).png&amp;diff=28287"/>
		<updated>2010-06-20T22:37:01Z</updated>

		<summary type="html">&lt;p&gt;Stihl: Image of Marsec Heavy Launcher Incendiary Missle (UFOpaedia entry).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image of Marsec Heavy Launcher Incendiary Missle (UFOpaedia entry).&lt;/div&gt;</summary>
		<author><name>Stihl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Marsec_Heavy_Launcher_IN_Missle.png&amp;diff=28286</id>
		<title>File:Marsec Heavy Launcher IN Missle.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Marsec_Heavy_Launcher_IN_Missle.png&amp;diff=28286"/>
		<updated>2010-06-20T22:36:14Z</updated>

		<summary type="html">&lt;p&gt;Stihl: Image of Marsec Heavy Launcher Incendiary Missle (equipment screen).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image of Marsec Heavy Launcher Incendiary Missle (equipment screen).&lt;/div&gt;</summary>
		<author><name>Stihl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Marsec_Heavy_Launcher_HE_Missile_(UFOpaedia).png&amp;diff=28285</id>
		<title>File:Marsec Heavy Launcher HE Missile (UFOpaedia).png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Marsec_Heavy_Launcher_HE_Missile_(UFOpaedia).png&amp;diff=28285"/>
		<updated>2010-06-20T22:35:24Z</updated>

		<summary type="html">&lt;p&gt;Stihl: Image of Marsec Heavy Launcher High Explosive Missle (UFOpaedia entry).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image of Marsec Heavy Launcher High Explosive Missle (UFOpaedia entry).&lt;/div&gt;</summary>
		<author><name>Stihl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Marsec_Heavy_Launcher_HE_Missile.png&amp;diff=28284</id>
		<title>File:Marsec Heavy Launcher HE Missile.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Marsec_Heavy_Launcher_HE_Missile.png&amp;diff=28284"/>
		<updated>2010-06-20T22:34:23Z</updated>

		<summary type="html">&lt;p&gt;Stihl: Image of Marsec Heavey Launcher High Explosive Missle (equipment screen).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image of Marsec Heavey Launcher High Explosive Missle (equipment screen).&lt;/div&gt;</summary>
		<author><name>Stihl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Marsec_Heavy_Laucher_(UFOpaedia).png&amp;diff=28283</id>
		<title>File:Marsec Heavy Laucher (UFOpaedia).png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Marsec_Heavy_Laucher_(UFOpaedia).png&amp;diff=28283"/>
		<updated>2010-06-20T22:33:30Z</updated>

		<summary type="html">&lt;p&gt;Stihl: Image of Marsec Heavy Launcher (UFOpaedia page).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image of Marsec Heavy Launcher (UFOpaedia page).&lt;/div&gt;</summary>
		<author><name>Stihl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Marsec_Heavy_Launcher.png&amp;diff=28282</id>
		<title>File:Marsec Heavy Launcher.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Marsec_Heavy_Launcher.png&amp;diff=28282"/>
		<updated>2010-06-20T22:32:36Z</updated>

		<summary type="html">&lt;p&gt;Stihl: Image of Marsec Heavy Launcher (Equipment screen).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image of Marsec Heavy Launcher (Equipment screen).&lt;/div&gt;</summary>
		<author><name>Stihl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Elerium_Apocalypse_(UFOpaedia).png&amp;diff=28281</id>
		<title>File:Elerium Apocalypse (UFOpaedia).png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Elerium_Apocalypse_(UFOpaedia).png&amp;diff=28281"/>
		<updated>2010-06-20T21:24:15Z</updated>

		<summary type="html">&lt;p&gt;Stihl: uploaded a new version of &amp;quot;Image:Elerium Apocalypse (UFOpaedia).png&amp;quot;: Updated for consistency with UFOpaedia images submitted by NinthRank, which are 50% in-game magnification.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UFOPaedia image of Elerium, from Apocalypse.&lt;/div&gt;</summary>
		<author><name>Stihl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Elerium_(Apocalypse)&amp;diff=28280</id>
		<title>Elerium (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Elerium_(Apocalypse)&amp;diff=28280"/>
		<updated>2010-06-20T20:37:31Z</updated>

		<summary type="html">&lt;p&gt;Stihl: Upgrade from stub.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Though listed simply as &amp;quot;Elerium&amp;quot; in the UFOpaedia, Elerium exists ingame only as Elerium Pods and Elerium 115. &lt;br /&gt;
&lt;br /&gt;
Elerium 115 is used as ammunition for craft weapons, specifically the [[Rendor Plasma Gun (Apocalypse)|Rendor Plasma Gun]], [[Lineage Plasma Cannon (Apocalypse)|Lineage Plasma Cannon]] and [[Plasma Multi-System (Apocalypse)|Plasma Multi-System]]. It can be purchased on the market and has no image of its own.&lt;br /&gt;
&lt;br /&gt;
Elerium Pods are found in the battlescape while raiding corporate buildings such as slums and large flyer factories. However, at the end of combat, Elerium Pods will be broken down to 150 units of Elerium-115, and carried as cargo rather than by the agent who initially picked it up. At base price, the value of one Elerium Pod is therefore $3,000. This also means that the craft on site requires a non-zero cargo capacity for looting Elerium to be worthwhile.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[Image:Elerium_Apocalypse_(UFOpaedia).png|frame|Elerium]]&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Elerium_pod.png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 1 × 1&lt;br /&gt;
* Weight: 6&lt;br /&gt;
* Manufacturer: [[Solmine]]&lt;br /&gt;
* Base Price: $20&lt;br /&gt;
* Minimum Weekly Stock: 180&lt;br /&gt;
* Maximum Weekly Stock: 800&lt;br /&gt;
* Battlescape Score: 3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Since its introduction during the first Alien invasion, Elerium has proved to be an essential power source for interplanetary travel and military use. It is mined from distant planetary systems and transported back to Earth where its rarity ensures a high price. Tiny quantities contained in small pods fetch a high price. Corporations store pods in preference to gold because the stability of its value is guaranteed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Solmine]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Stihl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Elerium_Apocalypse_(UFOpaedia).png&amp;diff=28279</id>
		<title>File:Elerium Apocalypse (UFOpaedia).png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Elerium_Apocalypse_(UFOpaedia).png&amp;diff=28279"/>
		<updated>2010-06-20T20:17:58Z</updated>

		<summary type="html">&lt;p&gt;Stihl: UFOPaedia image of Elerium, from Apocalypse.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UFOPaedia image of Elerium, from Apocalypse.&lt;/div&gt;</summary>
		<author><name>Stihl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Stihl&amp;diff=28278</id>
		<title>User:Stihl</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Stihl&amp;diff=28278"/>
		<updated>2010-06-20T19:57:54Z</updated>

		<summary type="html">&lt;p&gt;Stihl: New page: Current goings-on (as of June 20, 2010):  *Planning to upload some images to help complete the apocalypse pages. I&amp;#039;m not sure what&amp;#039;s so special about 48x80 pixels, but I&amp;#039;m using previously...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Current goings-on (as of June 20, 2010):&lt;br /&gt;
&lt;br /&gt;
*Planning to upload some images to help complete the apocalypse pages. I&#039;m not sure what&#039;s so special about 48x80 pixels, but I&#039;m using previously uploaded Apoc images (and pages) as a template/guide. Quality looks alright, but I&#039;d like to get the filesize down... talk to me if you have specific advice on bringing down the filesize of .pngs without harming quality. Thanks.&lt;/div&gt;</summary>
		<author><name>Stihl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Elerium_pod.png&amp;diff=28277</id>
		<title>File:Elerium pod.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Elerium_pod.png&amp;diff=28277"/>
		<updated>2010-06-20T19:52:33Z</updated>

		<summary type="html">&lt;p&gt;Stihl: Elerium pod inventory image (Apocalypse)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Elerium pod inventory image (Apocalypse)&lt;/div&gt;</summary>
		<author><name>Stihl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Elerium_(Apocalypse)&amp;diff=28274</id>
		<title>Talk:Elerium (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Elerium_(Apocalypse)&amp;diff=28274"/>
		<updated>2010-06-20T07:24:33Z</updated>

		<summary type="html">&lt;p&gt;Stihl: New page: Technically I think this should be called Elerium Pod. Elerium, in the Apocalypse sense, is an ammunition for craft weapons, so in the strict &amp;quot;Elerium&amp;quot; state it has no place in the Equipme...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Technically I think this should be called Elerium Pod. Elerium, in the Apocalypse sense, is an ammunition for craft weapons, so in the strict &amp;quot;Elerium&amp;quot; state it has no place in the Equipment category. Elerium Pods, on the other hand, can be found in the battlescape, have a weight and an explicit image, etc. The &amp;quot;rub&amp;quot; so to speak probably springs from the nature of Elerium Pods, since they are broken down to 150 units of Elerium as cargo at the end of the mission. Either way, stubs need content... [[User:Stihl|Stihl]] 03:24, 20 June 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Stihl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Stun_Raid&amp;diff=28273</id>
		<title>Stun Raid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Stun_Raid&amp;diff=28273"/>
		<updated>2010-06-20T06:26:21Z</updated>

		<summary type="html">&lt;p&gt;Stihl: Added Section 2, &amp;quot;Minimizing Score During Stun Raids&amp;quot;. A few small edits elsewhere.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Stun Grapple Raids =&lt;br /&gt;
A stun grapple raid is where your agents are armed ONLY with [[Megapol Stun Grapple|Megapol Stun Grapples]] for the intent of looting (raiding) an organisation of available personal armaments &#039;&#039;&#039;WITHOUT KILLING ANYONE&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== How? ====&lt;br /&gt;
*Remove &#039;&#039;&#039;all&#039;&#039;&#039; armour (yes, that&#039;s correct) and equipment from (approximately) 12 of your agents and then equip them with only a stun grapple each (medikit is optional). Equip a Valkyrie Interceptor craft with a passenger module (so the craft can hold 12 agents) and one cargo module (you don&#039;t need two). Assign your 12 agents to the craft as you would normally do.&lt;br /&gt;
IMPORTANT: Browse your Corporation Tabs and find out which corporations are hostile to Xcom. DO NOT raid these corporation(s) unless you want a fire fight. Aliens will be present if that company is under Alien control. Don&#039;t forget the bio-transport module if you want to recover aliens.&lt;br /&gt;
*Find a corporation that is neutral or better (gang based slums are the best) and then go and order your Valkyrie craft (with 12 troops on board) to land at this building you have choosen. Don&#039;t attack the building with you craft, just land there! Once it lands, click on the building and you&#039;ll find four buttons on the top right of the screen with your Valkyrie craft and personel loadout displayed as well. Click on your craft to automatically select 12 agents, then click on the RAID button (the second button down).&lt;br /&gt;
*Why 12 agents? Usually, the tactical battles are generated from tilesets particular to the type of building. The battlescape may be larger if you use more than 12 agents, although its entirely your choice how many to use. Since the Slum maps don&#039;t use tilesets but one whole map by itself, sometimes you&#039;ll find that the map has generated two slums, instead of the usual singular one. The &#039;&#039;&#039;Railway Station&#039;&#039;&#039; slum building is typical of this.&lt;br /&gt;
&lt;br /&gt;
==== Starting the Tactical Raid ====&lt;br /&gt;
Typically against slum buildings, but you can raid ANYONE if you want (including the government).&lt;br /&gt;
&lt;br /&gt;
*REAL TIME works best.&lt;br /&gt;
*IMPORTANT: You are not to bunch up your agents, you must spread them around the map to stand next to the exit points.&lt;br /&gt;
*Save your game.&lt;br /&gt;
*Slum buildings will have only three main exit points. You MUST cover these points if you want you raid to be worthwhile. However, there will be five exit points if its a double size map.&lt;br /&gt;
*Set all your agent&#039;s attitude to agressive. Set them all to RUN mode. You do not want your agents to be cautious.&lt;br /&gt;
*Switch to overhead view and then run two agents to the west corner, run two agents to the east corner and run three agents down to the south corner. Be careful that they don&#039;t exit the tactical map. Stand a soldier next to the exit points and make them face into the middle of the tactical map. (obviously if double size map appears, then place two agents at each middle exit point).&lt;br /&gt;
*Place you agents against the very edge of the map. It will help to space them apart just enough so that they cannot shoot each other, yet the range of the stun grapples slightly overlaps. (stun range = 6, so place the guys approx 9 cells apart)&lt;br /&gt;
&lt;br /&gt;
==== Fighting with Stun Grapples ====&lt;br /&gt;
*When an &#039;enemy&#039; approaches the exit point they will be knocked unconscious. Don&#039;t move your agent from the position, but use a different agent to go and pick up all the equipment that this enemy soldier just dropped.&lt;br /&gt;
*IMPORTANT: DO NOT place a weapon which can be fired into the hands of the your agent. DO NOT fire any weapons except the stun grapple. Place any projectile weapons into the backpack. You can disable an agent&#039;s Fire At Will command by clicking the cross if you have no choice but to carry a weapon (typically Heavy Launcher) in their hands, but this leaves them unable to fire the Stun Grapple as well. Spread your loot around if you want to spread the weight.&lt;br /&gt;
*As you can now understand, you&#039;re stunning the enemy to steal their stuff. Use your agents which are not in position guarding the exits to run around the map and stun enemy agents with wild abandon. If you simultaneously stun all enemy units (or the only conscious ones flee), the mission will end automatically (note: this will accumulate score very fast, see section 2 of this article for more on score). if you cannot do so, pick up the stuff they dropped.&lt;br /&gt;
*If your agent is full of loot, just swap the guarding agents with the fully laden agent and continue your stunning. (walk the heavy troop back to the exit - but don&#039;t exit - THEN swap agents. Don&#039;t leave a gap for enemy agents to escape). Its preferred you don&#039;t remove the overburdened agent from the map since an enemy does not know if they have a valid Fire At Will (aimed, snap etc.) The enemy combatants will just stand around and watch you. Leaving a gap gives them reason to approach the exit.&lt;br /&gt;
&lt;br /&gt;
==== Loaded Down With Loot - What Now? ====&lt;br /&gt;
*If the tactical battle does not end because all hostiles have been neutralised, you&#039;ll need to exit the battle manually. Just make all your troops walk over the blue exit tiles to end the tactical mission. It might take a while for a heavy laden agent to walk back to the exit. Just be patient.&lt;br /&gt;
*Pressing the &#039;&#039;escape&#039;&#039; key gives you an option to exit as well. This isn&#039;t the prefered method because if your agents aren&#039;t near the exits, the game will count as some troops as MIA.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Tactics ====&lt;br /&gt;
*If you raid a slum often, you&#039;ll eventually start to understand the layouts on offer (SEE BELOW). There are items laying on the ground which you can pick up. Common items are Psiclones (more common than Cult of Sirius raiding), Marsec armour (chest pieces as well), Elerium, and unloaded weapons.&lt;br /&gt;
*Layouts are identical for positions of item to pick up, but the items will be different each time. Get to know them when dealing with slums. Pick them up before the enemy does.&lt;br /&gt;
*If you decide to cut away a staircase, just be sure not to kill anyone from the fall.&lt;br /&gt;
*See &amp;quot;FAQ in General&amp;quot; below for more.&lt;br /&gt;
&lt;br /&gt;
==== Quirks ====&lt;br /&gt;
*You&#039;ll probably see enemy agents playing a game of &amp;quot;Pass the Parcel&amp;quot; ... with a live prox-mine!&lt;br /&gt;
*Random rocket firings can sometimes happen when the gang members get itchy trigger fingers.&lt;br /&gt;
*Hostiles do like to throw AC-AP clips as well.&lt;br /&gt;
&lt;br /&gt;
=Minimizing Score During Stun Raids=&lt;br /&gt;
As seen in the [[Alien Tech Levels (Apocalypse)|Alien Tech Levels]] article, accumulating score through stun grapple raids can lead to aliens wielding highly advanced technology prematurely, making gameplay much more difficult. In addition, alien tech levels do not seem to consider penalties to score, such as for damaging city property or losing equipment. Therefore, controlling score accumulated through stun grapple raids may be necessary to avoid being overwhelmed by devastator cannons on week 1. &lt;br /&gt;
&lt;br /&gt;
====The Cardinal Rule====&lt;br /&gt;
To keep score down, it is critical that you &#039;&#039;&#039;flee rather than complete stun raiding missions&#039;&#039;&#039;. If all enemy units are dead, unconscious, or have fled the area, the mission will immediately end in victory and you will receive a combat rating and a leadership bonus, both of which contribute heavily to score. Agents&#039; abilities will still improve if they are forced to retreat from combat, so there is no need for this substantial score increase while stun raiding.&lt;br /&gt;
&lt;br /&gt;
====Matters of Profit and Supply====&lt;br /&gt;
*If you&#039;re raiding simply for money, the [[Psiclone]] should be your target item. These small objects serve no in-game purpose, sell for a base price of $4500 and incur a score of 3 per unit. For those who are not able to trade with Psyke, the [[Elerium Pod]] is a possible second, containing (at base price) $3000 worth of Elerium fuel for the same 3 score per unit. Note that Elerium pods are converted to cargo at the end of missions, so the vehicle used for raiding must have a non-zero cargo capacity. Both items are fairly common spawns in gang-run slums (see slums section of this article).&lt;br /&gt;
&lt;br /&gt;
*Weapons which can be purchased at the game&#039;s outset ([[Megapol Lawpistol|Lawpistols]], [[Marsec M4000 Machine Gun|M4000s]], [[Megapol Laser Sniper Gun|Laser Sniper Guns]], [[Megapol Auto Cannon|Auto Cannons]] and [[Megapol Stun Grapple|Stun Grapples]]) should be purchased rather than raided for, if more of them are needed at all. However, the ammunition clips for these weapons are not worth score, so they can be harvested through raids if you prefer to full auto everything and the initial market supply of ammunition doesn&#039;t last. &lt;br /&gt;
&lt;br /&gt;
*A few other pieces of gear are worth taking while raiding, even if they aren&#039;t profitable. The torso portion of [[Marsec Armor]], for example, grants the wearer flight, which is helpful in evading [[Boomeroid|Boomeroids]] and [[Hyperworm|Hyperworms]]. [[Mind Shield|Mind Shields]] can never be purchased and have a fantastic permanent effect. [[Power Sword|Power Swords]] may also be useful for making improvised doors or tunnels in a controlled manner. &lt;br /&gt;
&lt;br /&gt;
*Other gear can be a toss-up, since it may be obsolete by the time it becomes available for sale in weeks 2 and 3. Insisting on having 30 [[Marsec Heavy Launcher|Heavy Launchers]] and hundreds of rockets will needlessly inflate score, while insisting on not using the more sophisticated human weapons may make battle more complicated. The rule of thumb is to loot only what you intend to use and not to think about it much more than that.&lt;br /&gt;
&lt;br /&gt;
=Slum Building Item Spawn Spots=&lt;br /&gt;
There are seven slum buildings generated in the game. This next section lists where the item spawns are located using a very simple (but tedious) method of direction. The isometric map has a corner at each compass point. The most obvious way to describe the map would be as the top most corner being North, the leftmost corner being West, etc. Also, each square of the map is called a cell. A cell is a square/diamond which makes up the map at the most smallest part. One cell is the size of the cursor (only the base of the rectangular box, actually).&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
HINT: The items &#039;&#039;&#039;will&#039;&#039;&#039; appear. If they are missing from their spawn location, then you are either using too many agents (over 28) for that map or they have been picked up by a hostile.&lt;br /&gt;
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NOTE: directions are given as absolute north of the map, being &#039;&#039;&#039;Cell 1,1&#039;&#039;&#039;.&lt;br /&gt;
*eg: &#039;&#039;&#039;Lev 05 - 23SW, 18SE&#039;&#039;&#039; means that the item is on Level 5 of the map and is how many cells you must count in that compass direction from the most northern cell.&lt;br /&gt;
*Elevator = Gravlift.&lt;br /&gt;
&lt;br /&gt;
SPECIAL NOTE: Raid the gangs for the best money making stuff. Raid the Marsec Arms Factory for Mind Shields and to get Power Swords early. Forget raiding a Mutant Alliance slum, and forget about Cult of Sirius!&lt;br /&gt;
&lt;br /&gt;
====Grasslands====&lt;br /&gt;
A map which has only trees, grass, and some building rubble. The most obvious feature is the grass the is covering part of the road in the southwestern part of the map. (weird: there is a door that still works!).&lt;br /&gt;
*Lev 01 - 20SW,16SE - on ground next to I-beam rubble.&lt;br /&gt;
&lt;br /&gt;
====The Bridge====&lt;br /&gt;
A map which has a large bridge crossing over a road. Lots of building rubble in northern part of the map.&lt;br /&gt;
*Lev 01 - 25SW,10SE - on ground near blue arcade machine.&lt;br /&gt;
&lt;br /&gt;
====Drug Plantation====&lt;br /&gt;
A map that contains a plantation of trees near the west corner. There is a large multistorey building which has an elevator shaft external to the main superstructure.&lt;br /&gt;
*Lev 01 - 26SW,14SE - on floor inside the garden shed inside the plantation.&lt;br /&gt;
*Lev 01 - 28SW,25SE - on floor inside the garden shed, inside the rubble area, opposite the plantation.&lt;br /&gt;
*Lev 02 - 14SW,21SE - on floor beside coffee table.&lt;br /&gt;
*Lev 02 - 13SW, 9SE - on floor beside table.&lt;br /&gt;
&lt;br /&gt;
====Graveyard Castle====&lt;br /&gt;
A map that has a cemetary with names of the game makers. There also is a large building with a heli-pad on the roof.&lt;br /&gt;
*Lev 01 - 11SW,32SE - on floor inside the garden shed situated inside the cemetary.&lt;br /&gt;
*Lev 01 - 12SW,27SE - on ground, on top of the dirt mound of grave owner, Andy Greene.&lt;br /&gt;
*Lev 08 - 19SW, 7SE - on ground, on top of the castle tower which is on the right when exiting the door.&lt;br /&gt;
*Lev 08 - 31SW, 7SE - on ground, on top of the castle tower which is on the left when exiting the door.&lt;br /&gt;
 &lt;br /&gt;
====U-shaped Hotel====&lt;br /&gt;
A map that has a typical hotel look to it. There is a car parking area in the middle section of the U shape. This building does not have a roof!&lt;br /&gt;
*Lev 02 -  6SW,34SE - on floor near oval table.&lt;br /&gt;
*Lev 02 - 13SW,10SE - on floor at far wall.&lt;br /&gt;
*Lev 04 - 28SW,16SE - on floor at middle of room.&lt;br /&gt;
*Lev 02 - 28SE,23SE - on chair right beside door.&lt;br /&gt;
*Lev 04 - 28SW,21SE - in hand basin on the left of door.&lt;br /&gt;
*Lev 04 - 29SW,27SE - on floor near wall.&lt;br /&gt;
*Lev 02 - 28SW,34SE - on coffee table.&lt;br /&gt;
&lt;br /&gt;
====Central Elevator====&lt;br /&gt;
A map with a large square shape building. The building has eight large foundations and an external fire escape. There is an elevator inside the core of the middle foundation.&lt;br /&gt;
*Lev 04 - 28SW,27SE - on large table against near wall.&lt;br /&gt;
*Lev 04 - 28SW, 5SE - on cupboard against external wall.&lt;br /&gt;
*Lev 04 - 34SW,10SE - on cupboard closer to windows.&lt;br /&gt;
*Lev 04 - 26SW,12SE - on floor between beds.&lt;br /&gt;
*Lev 06 - 12SW, 5SE - on coffee table near external wall.&lt;br /&gt;
*Lev 06 -  5SW,32SE - on box next to window.&lt;br /&gt;
*Lev 06 - 12SW,30SE - on bed.&lt;br /&gt;
*Lev 06 - 12SW,21SE - in air (!) just inside doorway&lt;br /&gt;
*Lev 06 -  8SW,21SE - on cupboard next to chair.&lt;br /&gt;
&lt;br /&gt;
====The Railway Station====&lt;br /&gt;
A dedicated double sized map. It will sometimes appear if there are many (usually over 20) Xcom agents present in a mission. It is a rare map to play!&lt;br /&gt;
*Lev 01 -  2SW,16SE - in hand basin just left of door.&lt;br /&gt;
*Lev 04 - 54SW,10SE - on elevated rail line between the two rail track pairs.&lt;br /&gt;
*Lev 01 - 86SW,32SE - inside carpark ticket booth at far wall.&lt;br /&gt;
&lt;br /&gt;
=FAQ for Slum Designs=&lt;br /&gt;
*Do I have to count the cells each time I start a new raid?&lt;br /&gt;
** NO! Due to the static shape of the slum buildings, each and every type of building will be the same with regards to where the spawn loactions are situated. Once you know where the spawn is located after counting out the map cells for just one time, you&#039;ll won&#039;t need to do it again (unless you forget!).&lt;br /&gt;
&lt;br /&gt;
*How do I do multiple raids in quick succession?&lt;br /&gt;
** If you use an air vehicle, immediately after a mission, you can click on the building and find that the craft is not yet airbourne. Within this very short time frame, you can raid (or search) the organisation again. Also, this means that you do not need to go back to base after every single mission. Obviously if you troops inventory if full of loot, then it may be wise to offload back at base once every third mission, or so. This does not work with ground vehicles or walking troops unless you redirect them back towards the building after every mission.&lt;br /&gt;
&lt;br /&gt;
*Why do you think slums are better than Cult of Sirius raids?&lt;br /&gt;
** (1) The only items that will spawn in a &#039;&#039;&#039;gang&#039;&#039;&#039; slum are: Psiclones, Marsec armour, weapons (&#039;&#039;&#039;only&#039;&#039;&#039; M4000, Laser, Autocannon) and Elerium. You will NEVER get AP-grenades, Hi-Ex, stun grenades, or other ordinary low level junk. Also, the gang members never carry rubbish like the lawpistol. Mutant alliance and SELF are not gangs, but do have Psiclone spawning within their slums (and possibly their HQ or office buidling).&lt;br /&gt;
** (2) The buildings are easily defendable (exit points will be EXACTLY in the same spot - no guessing!). The slum shape is indentical each time (no dynamic generating of the map grid). It means that as soon as the map loads you&#039;ll know immediately where the items are situated for that given slum shape.&lt;br /&gt;
** (3) The gangs are NEVER hostile at the start of a new game. Cultists can be. If there are hostile, then CoS stun raiding is now DEADLY and absolutely pointless.&lt;br /&gt;
** (4) Gang slums usually generate psiclones at an approximate 50% to 75% quantity versus available spawn quantity. If a building has 9 spawn spots then many spawn spots will contain a Psiclone. If a building has one spawn spot, then it will usually be a Psiclone.&lt;br /&gt;
&lt;br /&gt;
==An Example And Result==&lt;br /&gt;
A new superhuman game using 12 agents + 12 stun grapples raiding a Diablo slum (always and only: &#039;&#039;&#039;Central Elevator&#039;&#039;&#039;). Realtime gameplay.&lt;br /&gt;
&lt;br /&gt;
After 10 raids one after the other in the &#039;&#039;&#039;first 2 minutes of a new game&#039;&#039;&#039; (90 spawn spots in total):&lt;br /&gt;
&lt;br /&gt;
* 11 x Marsec chest&lt;br /&gt;
* 3 x Marsec helmet&lt;br /&gt;
* 20 x Elerium pods (equals 3000 elerium)&lt;br /&gt;
* 48 x psiclones&lt;br /&gt;
&lt;br /&gt;
TOTAL = 82. leaving only 8 spawn spots for unloaded weapons.&lt;br /&gt;
&lt;br /&gt;
This above example has a Psiclone ratio of 53%. If you keep doing stun-raids regularly throughout the whole game (although you should (will) taper off since your score will be something you&#039;d like to limit) you will notice the ratio will slowly start to change so that Psiclones may become more frequent (and enemy agents carrying alien technology such as Disruptor Shields). This is due to Xcom starting to use alien weaponry for craft loadouts and not Elerium based weapons which fall out of favour, hence, the value of Elerium to a player diminishes.&lt;br /&gt;
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Extra: To get the particular map to spawn each and every time, remove the other map-series from the maps folder (&#039;&#039;&#039;only&#039;&#039;&#039; do this for slums).&lt;br /&gt;
&amp;lt;br&amp;gt;EG: &amp;quot;Central Elevator&amp;quot; map is the &#039;&#039;&#039;01&#039;&#039;&#039; series (eg: &#039;&#039;28sec01&#039;&#039;) contained within &#039;&#039;maps\28slums&#039;&#039; folder.&lt;br /&gt;
&lt;br /&gt;
= FAQ in General =&lt;br /&gt;
* If I raid a non gang building, will I get more Elerium Pods spawning since Psiclones are not spawned?&lt;br /&gt;
Sometimes, however, the spawn spots will be taken up by the complete range within the arsenal. You will have AP-Grenades, Stun Grenades, Law Pistol (unloaded), Hi-Ex, etc. included with the staples which are the Laser Rifle, M4000 etc. Doing enough raids will give you the indication that Elerium Pods will roughly be the same quantity across the cityscape when raiding any building you choose. You will also start getting Alien items the further you progress through the game. It may be quite helpful to visit once in a while with a backpack full of Stun Grenades once Disruptor Shields are common (but your running low).&lt;br /&gt;
* What other buildings give items other than typical spawns?&lt;br /&gt;
You can raid every single building in the game although some are not really worth the effort. Marsec buildings will spawn the rare and much valued Mind Shield. Power Swords and Marsec Armour are typical inside the weapon/arms factories whereas a slight increase in Elerium will spawn within Megapol or Marsec Flyer Factory. The general trend is that the increase is so slight that it may be worthwhile &#039;&#039;&#039;not&#039;&#039;&#039; to raid just for the sake of it since you&#039;d want to limit your Score. Raiding a Megapol building will generate Megapol armour pieces instead of Marsec armour. Stun Grapples will spawn at a Megapol Police Station. Warehouse buildings can spawn Psiclones if the building is owned by gangs. Sometimes this gets messed up and a legal corporation will have Psiclones. Experiment by visiting each and every bulding in the game.&lt;br /&gt;
* Why guard the exits?&lt;br /&gt;
Money! The reason you are making a raid against someone is to either cause damage (which is utterly pointless in Battlescape since it can make a company hostile by accidently killing someone) or to make money. You can acquire weapons by killing the guards and increasing hostility (and injury or death versus experience) or you can exploit a weakness in the game by stunning (and still get experience). The reason to guard exits is to limit your money and equipment loss. The enemy agent will often make a dash for freedom and you position your squad to stop that (although its not their preferred action since they need to defend the building). As already mentioned, the easiest map to guard are Slum buildings since they are static in shape. Unless you are willing to allow someone to escape with that Minilauncher or Plasma Pistol (and three clips) then block and stun (and steal).&lt;br /&gt;
* Its tedious to pick up all the items. Is there a quicker or easier way?&lt;br /&gt;
You could use the overhead map to find items to save time since they show up as purple markers and you could scoot a lone agent quickly around the map on overhead to pick up the stuff, however, you still are filling up your inventory. The preferred method is to neutralise everyone which then causes a Mission Complete (which recovers all items automatically). Stunning everyone can be easily achieved if you bait the combatants into coming within range of your Stun Grapples by using a piece of equipment as a lure. If you have a stunned enemy first off, you won&#039;t need to use the bait method since defenders will come to his location to help out their &#039;fallen&#039; friend. Once you have a pile of snoring agents at your feet, cue Mission Complete.&lt;br /&gt;
&amp;lt;br&amp;gt;NOTE: The items appear to use ownership flags to an agent. If you knock someone out, the defender usually won&#039;t pick up their friend&#039;s stuff (although they may help themselves to an item or three). When that guy does eventually wake up he can re-equip. If you use you own equipment as a lure you may see the enemy throw a grenade into the (your ownership item) pile. To make the best trap, you&#039;d knockout a lone agent and eventually you&#039;ll get the enemy to swarm nearby. If you happen to knock the same agent out, he sometimes forget what he was carrying. His items now act as a bait trap.&lt;br /&gt;
* Help! I don&#039;t have enough agents in the mission to guard all the exits. What can I do to maximise profits?&lt;br /&gt;
If you stun someone you can stand on their body (you cannot pick up a body) to prevent them ever getting up. Using an Agressive setting will stop the agent moving (unless its gas or fire). Dual wielding Stun Grapples will give you rapid fire speed if you have one agent stunning a bunch of enemy next to him since you don&#039;t have enough guys to stand on each body. You could also use a staircase to good effect since tight corners and single file walkways limit the spread of the enemy. Cutting away parts of a building (with explosives or other) is a valid tactic to imprison the enemy if you are desperate since this angers the corp. through buidling damage and has the very real possibility that you may kill someone (or yourself) when the section(s) collapse. &lt;br /&gt;
* I got killed by a Prox Mine. Why?&lt;br /&gt;
The enemy do that sometimes. Amusement factor? The occasional problem when stun raiding is that since you don&#039;t need to wear armour (no comabt!) when you do set off an explosive you&#039;ll merely drop dead or be heavily injured with many critical wounds. If you didn&#039;t bother carrying a medkit (you brought to the mission with your trusty &#039;&#039;money-maker&#039;&#039;! ) your only option is to remove the agent from current play by making them exit the map. Typically since prox mines are so deadly, the agent dies mid step before getting anywhere and may be a problem if over encumbered. If you only use the overhead map to run your agents around, you cannot discern what that puprple dot actually is until you look at it in isometic view. Do this before you approach an unknown placement. (see above of spawn item locations so that you know what should be where).&lt;br /&gt;
* Whoa!! Aliens kill me quick on in second week. Why?&lt;br /&gt;
Score. You have aquired a high score from many stun raids and depending on the difficulty level of your game, the game scales the enemy strength on how many points you have at the end of the week, thus, this will influence the enemy loadout and ship type for the new week! What?? You think stun raid was cheating? Mess with the bull and you&#039;ll get the horn.&lt;br /&gt;
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[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Stihl</name></author>
	</entry>
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