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¹ Armour values are for: Top/Front/Left/Right/Rear|Under
¹ Armour values are for: Top/Front/Left/Right/Rear|Under
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[[Image:Apoc_ufo6_icon.png|left]]
[[Image:Apoc_ufo9_icon.png|left]]
'''Battleships''' (UFO Type 9) are used for all mission types: Infiltration, Bombing, and Alien Search. It can also be used to escort other UFOs.<br>
'''Battleships''' (UFO Type 9) are used for all mission types: Infiltration, Bombing, and Alien Search. It can also be used to escort other UFOs.<br>
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'''Cityscape Combat'''<br>
'''Cityscape Combat'''<br>
This large UFO is designed for combat.<br>  
The Alien Battleship is designed for combat. The aliens have upgraded their fleet and their beam weapons. The heavy beam weapon is extremely destructive and the missiles that were used by the Alien Destroyer to destroy buildings are now being used to attack X-Com craft. Its constitution is more than double of any UFO before it and it can infest Mega-Primus with a large amount of aliens. This UFO is a formidable threat.<br>
Massive firepower from all X-Com craft from multiple directions may eventually disable this behemoth. X-Com vehicles that are not shielded are vunerable to the powerful beam weapon. The previously used airbourne combat tactic of constant evasive movements by X-Com crafts causing enemy missiles to miss, and then waiting for the launching craft to run out of ammuntion, is now not viable since the recharging beam weapon is similar in destructiveness . Any vehicle which does not have module space for a shield, is now expendable and obsolete. Combat losses, if any, can be reduced by only using any X-Com craft equipped with multiple shield modules and the very best weapons.<br>
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'''Crash Recovery'''<br>
'''Crash Recovery'''<br>
[[Image:Craft-Enter-BatShip-Ins-(Apocalypse).png|frame|right|Door Location: Underground West<br>Insert: Broken Window: West]]
[[Image:Craft-Enter-BatShip-Ins-(Apocalypse).png|frame|right|Door Location: Underground West<br>Insert: Broken Window: West]]
The crash-recovery battlescape shows the orange UFO has lightly impacted the ground and slid westwards into a large hill. The trench is very narrow for such an immense craft. Access into the UFO is possible by a single double-height, two-wide door located underground within a sewer pipe network, whereas access to the pipe network is via two tunnels with entrances along the grassy slopes: north-middle area and south-east area.<br>
The crash-recovery battlescape shows the orange UFO has lightly impacted the ground and slid westwards into a large hill. The trench is very narrow for such an immense craft. Access into the UFO is possible by a large door located underground within a pipe network, whereas access into the pipe network itself, is via two tunnels with entrances along the grassy slopes: north-middle area and south-east area.<br>
Unconventional access for flying agents is possible via the broken window on the west-middle edge of the UFO (see insert, top-right of overhead battlescape image).
Unconventional access for flying agents is possible via the broken window on the western edge of the UFO (see insert, top-right of overhead battlescape image).<br>
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'''Battlescape Combat'''<br>
'''Battlescape Combat'''<br>
The crash recovery battlescape is nine levels high.<br>
The crash recovery battlescape is nine levels high.<br>
The Battleship has translucent windows.<br>
The Battleship has translucent windows which can be used by flying agents to assess enemy groupings inside and determine the location of certain combat-orientated alien lifeforms before any attempt is made to gain access. Any aliens detected will be engaged in combat but since the window tiles are very strong, it will waste ammunition.<br>
The door entry area of the UFO is a small cylindrical room with the grav-lift in the center. Aliens directly above, from multiple levels, may throw or drop explosives and due to the limited entry space, may result in heavy X-Com casualties. The central grav-lift allows access to all levels within the UFO but also allows easy ambush from all directions for any agent moving upwards. <!--of any a Higher levels each have a restrictive opening from the grav-lift which then opens out into a multi-platform arena. Aliens can easily engage agents from many directions due to limited or no cover.<br>
The underground room adjacent to the UFO door is restrictive for missile evasion and lacks suitable cover.<br>
Roof access in not possible if attempting the 'drop explosives down the grav-lift' tactic. Yellow coloured 'windows'  on the sides of the hull are very damage-resistant. Destroying the gun barrel projections offers the best alternative access into the UFO if using flight.<br>
Access to the upper levels is via a small cylindrical room with the grav-lift in the center. Aliens directly above, from multiple levels, may immediately retaliate. This central grav-lift allows access to all levels within the Battleship but if the surrounding floor is destroyed from explosives, it will severely limit agent movement unless flying. Multiple corridors branch out from the grav-lift at each level which provides many ambush opportunities, and possible further X-Com losses.<br>
Access into the UFO by flying agents via the broken window in the west is the safer option to bypass enemy ambushes but may be more dangerous due to close proximity of certain powerful lifeforms. The unbroken window section can be used by hybrid agents to safely manipulate any alien since all window tiles are damage resistant.<br>
Roof access in not generally possible if attempting the 'disposal chute' tactic but a hull breech besides the strong windows or by destroyiing the hull mounted beam weapons allows alternate access.<br>
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<br>
Roof Access (optional): The [[Known_Bugs_(Apocalypse)#Battlescape_Level_10_Bug|higher parts]] of the roof is at level ten which is not normally accesible. To reach level ten, position one agent on the roof next to the restricted area then LMB anywhere on the opposite side of the UFO's roof. The agent may fly up into level ten to reach the other side - immediately RMB to halt their movement. Double LMB their portait icon to see them. Select other agents (single not double LMB) to meet with this high agent. A larger section of the roof is now available but some tiles need to be removed to access the [[Battlescape_Level_10_Bug|exact center]]. The exact center contains the yellow 'window' tiles . Aliens just below this yellow part may 'see' agents through these tiles and attempt to attack whereas any return fire from the agents will be equally ineffective. Psionics will work as long as the hybrid agent can see the alien.<br> -->
Oddity: This UFO uses 84 Disruptor Bomb Launchers positioned on the roof with a full load of 2688 bombs... but only uses one launcher at a time when fighting. Ammuntion is not stored in open areas as with other earlier UFOs which use missiles. The floor is highly resistant to explosives - the fuel supply detonating does not result in hull breech.<br>
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'''Research'''<br>
'''Research'''<br>

Latest revision as of 16:57, 16 November 2023

This immense craft is heavily armored, well armed and has a large crew. It is equipped with a Heavy Disruptor Beam and Disruptor Missiles. If the Aliens can produce just a handful of these devastating leviathans, the future of our world looks bleak.  From: Apocalypse Ufopaedia

Alien Battleship



¹ Armour values are for: Top/Front/Left/Right/Rear|Under

Battleships (UFO Type 9) are used for all mission types: Infiltration, Bombing, and Alien Search. It can also be used to escort other UFOs.

Cityscape Combat
The Alien Battleship is designed for combat. The aliens have upgraded their fleet and their beam weapons. The heavy beam weapon is extremely destructive and the missiles that were used by the Alien Destroyer to destroy buildings are now being used to attack X-Com craft. Its constitution is more than double of any UFO before it and it can infest Mega-Primus with a large amount of aliens. This UFO is a formidable threat.
Massive firepower from all X-Com craft from multiple directions may eventually disable this behemoth. X-Com vehicles that are not shielded are vunerable to the powerful beam weapon. The previously used airbourne combat tactic of constant evasive movements by X-Com crafts causing enemy missiles to miss, and then waiting for the launching craft to run out of ammuntion, is now not viable since the recharging beam weapon is similar in destructiveness . Any vehicle which does not have module space for a shield, is now expendable and obsolete. Combat losses, if any, can be reduced by only using any X-Com craft equipped with multiple shield modules and the very best weapons.

Crash Recovery

Door Location: Underground West
Insert: Broken Window: West

The crash-recovery battlescape shows the orange UFO has lightly impacted the ground and slid westwards into a large hill. The trench is very narrow for such an immense craft. Access into the UFO is possible by a large door located underground within a pipe network, whereas access into the pipe network itself, is via two tunnels with entrances along the grassy slopes: north-middle area and south-east area.
Unconventional access for flying agents is possible via the broken window on the western edge of the UFO (see insert, top-right of overhead battlescape image).

Battlescape Combat
The crash recovery battlescape is nine levels high.
The Battleship has translucent windows which can be used by flying agents to assess enemy groupings inside and determine the location of certain combat-orientated alien lifeforms before any attempt is made to gain access. Any aliens detected will be engaged in combat but since the window tiles are very strong, it will waste ammunition.
The underground room adjacent to the UFO door is restrictive for missile evasion and lacks suitable cover.
Access to the upper levels is via a small cylindrical room with the grav-lift in the center. Aliens directly above, from multiple levels, may immediately retaliate. This central grav-lift allows access to all levels within the Battleship but if the surrounding floor is destroyed from explosives, it will severely limit agent movement unless flying. Multiple corridors branch out from the grav-lift at each level which provides many ambush opportunities, and possible further X-Com losses.
Access into the UFO by flying agents via the broken window in the west is the safer option to bypass enemy ambushes but may be more dangerous due to close proximity of certain powerful lifeforms. The unbroken window section can be used by hybrid agents to safely manipulate any alien since all window tiles are damage resistant.
Roof access in not generally possible if attempting the 'disposal chute' tactic but a hull breech besides the strong windows or by destroyiing the hull mounted beam weapons allows alternate access.

Oddity: This UFO uses 84 Disruptor Bomb Launchers positioned on the roof with a full load of 2688 bombs... but only uses one launcher at a time when fighting. Ammuntion is not stored in open areas as with other earlier UFOs which use missiles. The floor is highly resistant to explosives - the fuel supply detonating does not result in hull breech.

Research
A succesfully recovered Battleship allows progress towards the best hybrid X-Com craft and will also provide weapons, devices, and sub-systems for further research or to sell.


Next: Alien Mothership
Previous: Alien Escort Ship
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See Also


Apocalypse Insignia X-COM: Apocalypse: Vehicles
Airborne Hoverbike Phoenix Hovercar Valkyrie Interceptor Hawk Air Warrior
Police Hovercar Air Taxi Rescue Transport Construction Vehicle Airtrans Space Liner
Ground Blazer Turbo Bike Stormdog Wolfhound APC Griffon AFV
Civilian Car Police Car Autotaxi Autotrans
X-Com Dimension Probe Bio-Trans Explorer Retaliator Annihilator
Alien UFO Type 1 - Probe UFO Type 2 - Scout Ship UFO Type 3 - Transporter UFO Type 4 - Fast Attack Ship UFO Type 5 - Destroyer UFO Type 6 - Assault Ship UFO Type 7 - Bomber UFO Type 8 - Escort Ship UFO Type 9 - Battleship UFO Type 10 - Mothership

Overspawn