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[[File:XCOM(EU)_TerrorSite.jpg|thumb|300px|Soldiers approach the site of a terror attack.]]
 
[[File:XCOM(EU)_TerrorSite.jpg|thumb|300px|Soldiers approach the site of a terror attack.]]
'''Terror Site''' is one of the [[Missions (XCOM: Enemy Unknown)|mission]] types in [[XCOM: Enemy Unknown]].
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'''Terror Site''' is a [[Missions (XCOM: Enemy Unknown)|mission]] type in ''[[XCOM: Enemy Unknown]]''.
   
 
==Mission Brief==
 
==Mission Brief==
{{Quote|Alien terror attack in progess. Strong civilian presence, take care to avoid civilian casualties. Failure will have severe political consequences for XCOM.}}
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{{Quote|Alien terror attack in progress. Strong civilian presence, take care to avoid civilian casualties. Failure will have severe political consequences for XCOM.}}
   
 
==Mission Objectives==
 
==Mission Objectives==
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==Acquisition==
 
==Acquisition==
This mission type first appears during the second month and becomes active as part of the "random event pool" for each month of the game after that. Each Terror Site has its own difficulty rating which indicate the number of aliens packs present on the mission, with Easy usually having 2 packs and Very Difficult around 4.
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This mission type first appears during the second month and becomes active as part of the "random event pool" for each month of the game after that. When a terror event is detected, [[XCOM (XCOM: Enemy Unknown)|XCOM]] has 30 hours to start the mission before it is considered ignored and is no longer available.
   
 
==Mission Site==
 
==Mission Site==
Terror Site missions always take place in densely populated urban areas. The layout is chosen randomly from a pre-determined set of hand-crafted maps. The pool of mission layouts for many locations of the world is shared. Terror Site missions also partially shares its pool of maps with the [[Alien Abductions]] mission type.
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Terror Site missions take place in densely populated urban areas. The layout is randomly chosen from a predetermined pool of 9 maps (11 in ''XCOM: Enemy Within''), which are all available regardless of the nation the mission occurs in. Some of the maps are also shared with [[Alien Abductions|Alien Abduction]] missions.
   
Urban areas typically consist of tight spaces with a lot of cover and multiple obstructions. This makes them good for mobility and flanking. Some maps also have multi-level buildings. Having [[Soldier]]s equipped with grappling hooks via [[Skeleton Suit (armor)|Skeleton Suit]] or [[Ghost Armor (armor)|Ghost Armor]] can be very helpful.
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Urban areas typically consist of tight spaces with a lot of [[cover]] and multiple obstructions. This makes them good for mobility and [[flanking]]. Some maps also have multi-level buildings. Having [[Soldier (XCOM: Enemy Unknown)|soldiers]] equipped with grappling hooks via [[Skeleton Suit (armor)|Skeleton Suit]] or [[Ghost Armor (armor)|Ghost Armor]] can be very helpful.
   
 
==Enemy Types==
 
==Enemy Types==
Depending on the stage of the alien invasion, these missions can feature almost any enemy type, with the exception of [[Ethereal]]s and [[Outsider (XCOM: Enemy Unknown)|Outsiders]]; however, they typically feature some of the most dangerous enemies in the game, including [[Cyberdisc]]s, [[Sectopod]]s, and an abundance of [[Chryssalid]]s. Due to civilian prescence, these are also the only missions in which the player will encounter [[Zombie]]s in abundance.
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Depending on the stage of the alien invasion, this mission type can feature many alien species, including: [[Berserker (XCOM: Enemy Unknown)|Berserkers]], [[Chryssalid]]s, [[Cyberdisc]]s, [[Drone (XCOM: Enemy Unknown)|Drones]] (as escorts), [[Floater]]s, [[Heavy Floater]]s, [[Muton (XCOM: Enemy Unknown)|Mutons]] (as escorts), [[Muton Elite]]s, and [[Sectopod (XCOM: Enemy Unknown)|Sectopods]]. Due to civilian presence, these are also the only missions in which the player may encounter [[Zombie]]s in abundance.
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A terror mission's difficulty rating is always "Very Difficult," and the number of aliens is determined by the [[Game difficulty (XCOM: Enemy Unknown)|game difficulty]]. The first Terror Site mission consists of 25-50% fewer enemies than usual, depending on the game difficulty. Each enemy pod may consist of one to three aliens.
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{| border="1" cellspacing="0" cellpadding="6" style="border-style:solid; border-color:#3e4550; border-collapse:collapse; text-align:center;"
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|- style="color:#D5D4D4; background:#0e151f;"
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!rowspan="2" width="100px"| 
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!colspan="4"|Game Difficulty
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|- style="color:#D5D4D4; background:#0e151f;"
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!width="100px"|Easy
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!width="100px"|Normal
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!width="100px"|Classic
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!width="100px"|Impossible
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|-
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|Pods||3||4||5||5
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|-
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|Total Aliens||8||10||12||15
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|}
   
 
==Tactics==
 
==Tactics==
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{{main|Squad Tactics (XCOM: Enemy Unknown)}}
At the start of the mission, there are 18 civilians spread across the map, whose survival influences the mission results; a rescued civilian count at 14 or above is considered "Excellent." It is possible to rescue civilians by moving a soldier close to them; they will be shown fleeing the map which makes them immune to further attack.  All the civilians do not have to be personally rescued, as any civilians still alive when all aliens are dead automatically count as rescued. However all civilians will count as dead if you lose or abort the mission, even ones that you've rescued. Explosives should be used with care, as they will kill any civilian caught in the blast.
 
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At the start of the mission, there are 18 civilians spread across the map, whose survival influences the mission [[Terror Site#Rating|rating]] and panic reduction [[Terror Site#Rewards|reward]]. Civilians can be rescued by moving a soldier close to them. The civilian flees towards the [[Skyranger (XCOM: Enemy Unknown)|Skyranger]], potentially revealing alien pods along the way. They do not, however, trigger alien [[Reaction Shot|reaction fire]] while fleeing. There is no need to individually rescue all of the civilians, as any that are still alive when the aliens have been eliminated and the mission ends are automatically counted as rescued. Explosives should be used with care, as they kill any civilian caught in the blast.
   
Every turn, alien forces actively roam the area, killing every civilian they can find. When encountered, they will prioritize easily targeted civilians over distantly located XCOM soldiers in cover. As civilian survival is a priority, it is thereby advisable to engage enemies at close distance, if full cover is available. However, this comes as a trade-off, as advancing will often result in alerting additional groups of enemies to your presence, and the possibility of being flanked by them.
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Alien units actively roam the area, killing any civilian they find. When encountered, most species prioritize a quick and easy civilian kill over tougher XCOM soldiers, even if the soldier is closer. Berserkers, Cyberdiscs and Sectopods only aim for XCOM operatives and ignore civilians; in ''[[Enemy Within]]'', Chryssalids often go for the closest target, be it civilian or XCOM. Because the mission is considered a success as long as at least one civilian is saved, it may be advisable to prioritize squad survival over civilian survival.
   
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In ''Enemy Within'', after the [[Sectoid Commander Autopsy]] is completed, [[Mimic Beacon (XCOM: Enemy Within)|Mimic Beacons]] can attract alien pods not in combat away from civilian targets or into traps. Chryssalids are especially prone to falling for the lure.
Many Terror Site missions feature Chryssalids, which comes with an additional challenge. Civilians killed with by a Chryssalid's melee attack turn into extremely tough Zombies after one turn. To avoid being overrun, it's preferable to make Chryssalids priority targets when encountered on these missions.
 
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==Chryssalids and Zombies==
 
Many Terror Site missions feature Chryssalids, which comes with an additional challenge. Civilians and soldiers killed by a Chryssalid's melee attack may turn into extremely tough Zombies after one turn. To avoid being overrun, it is preferable to make Chryssalids priority targets when encountered on these missions.
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The chance that a Chryssalid's kill will result in an [[Implant|implantation]] during a Terror Site mission is determined by two factors: Whether or not the kill occurred in view of an XCOM soldier, and by the game's [[Game difficulty (XCOM: Enemy Unknown)|difficulty setting]].<ref>[http://wiki.tesnexus.com/index.php/DefaultGameCore.ini_settings_-_XCOM:EU_2012 DefaultGameCore.ini settings - XCOM:EU 2012], Nexus Mods forums</ref> For all difficulties, an observed kill will result in a Zombie. The chance that an unobserved kill results in an implantation depends on the difficulty setting:
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{| border="1" cellspacing="0" cellpadding="6" style="border-style:solid; border-color:#3e4550; border-collapse:collapse; text-align:center; width:588px;"
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|-
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|style="color:#D5D4D4; background:#0e151f;" width="24%"|'''Game Difficulty'''
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|width="19%"|Easy
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|width="19%"|Normal
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|width="19%"|Classic
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|width="19%"|Impossible
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|-
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|style="color:#D5D4D4; background:#0e151f;"|'''Implant Chance'''
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|0%||0%||50%||100%
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|}
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Confident players in a strong position may consider letting Chryssalids kill civilians for a few turns - more Chryssalids means more [[Chitin Plating]] and more experience. So long as one civilian is saved the mission will not be considered a failure. Obviously this is only viable when panic reduction in the terrorized continent is not a concern. Note that an implanted victim will not prevent the mission from ending, as long as it has not yet risen up as a Zombie.
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==Rating==
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The number of citizens rescued determines the mission rating: <ref>XGSummaryUI, XComGame.upk game file, ''XCOM: Enemy Unknown'' (2012)</ref>
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{| border="1" cellspacing="0" cellpadding="6" style="border-style:solid; border-color:#3e4550; border-collapse:collapse; text-align:center;"
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|-
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|style="color:#D5D4D4; background:#0e151f;" width="24%"|<span style="white-space: nowrap">'''Citizens Rescued'''</span>
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|width="19%"|1
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|width="19%"|2 - 8
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|width="19%"|9 - 13
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|width="19%"|14 - 18
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|-
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|style="color:#D5D4D4; background:#0e151f;"|'''Rating'''
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|Terrible||Poor||Good||Excellent
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|}
   
 
==Rewards==
 
==Rewards==
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In addition to [[:Category:Alien corpses (XCOM: Enemy Unknown)|alien corpses]], [[Weapon Fragments (artifact)|weapon fragments]], and [[Weapons (XCOM: Enemy Unknown)|weapons]] from aliens [[Arc Thrower (Project)|captured alive]], successful Terror Site missions result in a panic decrease based on the number of civilians rescued: <ref>XGStrategyAI, XComStrategyGame.upk game file, ''XCOM: Enemy Unknown'' (2012)</ref>
Aside from alien corpses, [[Weapon Fragments (artifact)|Weapon Fragments]], and captured aliens, Terror Site missions confer pre-announced rewards from the affected country. Additionally, panic is decreased by up to three points in the country where the mission took place (varies depending on the number of civilians saved) and by up to two points across the continent (depending on the scoring in all mission areas); scoring Excellent in all three areas can be a way to provide a sizeable panic reduction to a troubled continent.
 
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{| border="1" cellspacing="0" cellpadding="6" style="border-style:solid; border-color:#3e4550; border-collapse:collapse; text-align:center;"
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|-
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|style="color:#D5D4D4; background:#0e151f;" width="31%"|'''Citizens Rescued'''
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|width="23%"|1 - 8
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|width="23%"|9 - 13
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|width="23%"|<span style="white-space: nowrap">14 - 18</span>
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|-
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|style="color:#D5D4D4; background:#0e151f;"|<span style="white-space: nowrap">&nbsp;'''Panic Reduction''' *&nbsp;</span>
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|2 / 0||3 / 1||5 / 2
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|}
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<nowiki>*</nowiki> <small>Nation panic reduction&nbsp;&nbsp;/&nbsp;&nbsp;Continent-wide panic reduction</small>
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Aborting, failing (rescuing 0 citizens or all soldiers [[wikipedia:Killed in action|KIA]]), or ignoring a Terror Site mission results in the target nation leaving the [[The Council|Council]]; these missions should not be failed or ignored if at all possible.
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== Notes ==
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* If playing with game mods that increase alien pod size, additional enemy units that would focus on XCOM exclusively may target civilians instead. This happens often with [[Cyberdisc]]s.
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==References==
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{{Reflist}}
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{{MissionsEU}}
Failure of the mission results in immediate withdrawal of the affected country from [[the Council]] and a panic increase of the neighboring countries; these missions CANNOT be failed.
 
 
[[Category:Missions (XCOM: Enemy Unknown)]]
 
[[Category:Missions (XCOM: Enemy Unknown)]]

Latest revision as of 04:18, 25 April 2019

XCOM(EU) TerrorSite

Soldiers approach the site of a terror attack.

Terror Site is a mission type in XCOM: Enemy Unknown.

Mission Brief[]

Alien terror attack in progress. Strong civilian presence, take care to avoid civilian casualties. Failure will have severe political consequences for XCOM.

Mission Objectives[]

  • Approach civilians to enable evacuation
  • Minimize civilian casualties
  • Neutralize all hostile targets

Acquisition[]

This mission type first appears during the second month and becomes active as part of the "random event pool" for each month of the game after that. When a terror event is detected, XCOM has 30 hours to start the mission before it is considered ignored and is no longer available.

Mission Site[]

Terror Site missions take place in densely populated urban areas. The layout is randomly chosen from a predetermined pool of 9 maps (11 in XCOM: Enemy Within), which are all available regardless of the nation the mission occurs in. Some of the maps are also shared with Alien Abduction missions.

Urban areas typically consist of tight spaces with a lot of cover and multiple obstructions. This makes them good for mobility and flanking. Some maps also have multi-level buildings. Having soldiers equipped with grappling hooks via Skeleton Suit or Ghost Armor can be very helpful.

Enemy Types[]

Depending on the stage of the alien invasion, this mission type can feature many alien species, including: Berserkers, Chryssalids, Cyberdiscs, Drones (as escorts), Floaters, Heavy Floaters, Mutons (as escorts), Muton Elites, and Sectopods. Due to civilian presence, these are also the only missions in which the player may encounter Zombies in abundance.

A terror mission's difficulty rating is always "Very Difficult," and the number of aliens is determined by the game difficulty. The first Terror Site mission consists of 25-50% fewer enemies than usual, depending on the game difficulty. Each enemy pod may consist of one to three aliens.

  Game Difficulty
Easy Normal Classic Impossible
Pods 3 4 5 5
Total Aliens 8 10 12 15

Tactics[]

Main article: Squad Tactics (XCOM: Enemy Unknown)

At the start of the mission, there are 18 civilians spread across the map, whose survival influences the mission rating and panic reduction reward. Civilians can be rescued by moving a soldier close to them. The civilian flees towards the Skyranger, potentially revealing alien pods along the way. They do not, however, trigger alien reaction fire while fleeing. There is no need to individually rescue all of the civilians, as any that are still alive when the aliens have been eliminated and the mission ends are automatically counted as rescued. Explosives should be used with care, as they kill any civilian caught in the blast.

Alien units actively roam the area, killing any civilian they find. When encountered, most species prioritize a quick and easy civilian kill over tougher XCOM soldiers, even if the soldier is closer. Berserkers, Cyberdiscs and Sectopods only aim for XCOM operatives and ignore civilians; in Enemy Within, Chryssalids often go for the closest target, be it civilian or XCOM. Because the mission is considered a success as long as at least one civilian is saved, it may be advisable to prioritize squad survival over civilian survival.

In Enemy Within, after the Sectoid Commander Autopsy is completed, Mimic Beacons can attract alien pods not in combat away from civilian targets or into traps. Chryssalids are especially prone to falling for the lure.

Chryssalids and Zombies[]

Many Terror Site missions feature Chryssalids, which comes with an additional challenge. Civilians and soldiers killed by a Chryssalid's melee attack may turn into extremely tough Zombies after one turn. To avoid being overrun, it is preferable to make Chryssalids priority targets when encountered on these missions.

The chance that a Chryssalid's kill will result in an implantation during a Terror Site mission is determined by two factors: Whether or not the kill occurred in view of an XCOM soldier, and by the game's difficulty setting.[1] For all difficulties, an observed kill will result in a Zombie. The chance that an unobserved kill results in an implantation depends on the difficulty setting:

Game Difficulty Easy Normal Classic Impossible
Implant Chance 0% 0% 50% 100%

Confident players in a strong position may consider letting Chryssalids kill civilians for a few turns - more Chryssalids means more Chitin Plating and more experience. So long as one civilian is saved the mission will not be considered a failure. Obviously this is only viable when panic reduction in the terrorized continent is not a concern. Note that an implanted victim will not prevent the mission from ending, as long as it has not yet risen up as a Zombie.

Rating[]

The number of citizens rescued determines the mission rating: [2]

Citizens Rescued 1 2 - 8 9 - 13 14 - 18
Rating Terrible Poor Good Excellent

Rewards[]

In addition to alien corpses, weapon fragments, and weapons from aliens captured alive, successful Terror Site missions result in a panic decrease based on the number of civilians rescued: [3]

Citizens Rescued 1 - 8 9 - 13 14 - 18
 Panic Reduction 2 / 0 3 / 1 5 / 2

* Nation panic reduction  /  Continent-wide panic reduction

Aborting, failing (rescuing 0 citizens or all soldiers KIA), or ignoring a Terror Site mission results in the target nation leaving the Council; these missions should not be failed or ignored if at all possible.

Notes[]

  • If playing with game mods that increase alien pod size, additional enemy units that would focus on XCOM exclusively may target civilians instead. This happens often with Cyberdiscs.

References[]

  1. DefaultGameCore.ini settings - XCOM:EU 2012, Nexus Mods forums
  2. XGSummaryUI, XComGame.upk game file, XCOM: Enemy Unknown (2012)
  3. XGStrategyAI, XComStrategyGame.upk game file, XCOM: Enemy Unknown (2012)