It's not running about that raises stamina, but I'm not going to contradict it at the moment as I lack any real evidence to back myself up. (the only stat I am sure about is strength, which can only be raised in the combat gym). But I digress.
One word of advice against stun-raids.
Do NOT over do it.
No no. Not because it's dishonest and exploiting the general stupidity and bottomless pockets of our AI friends (yes, I said bottomless - the balances in the ufopaedia are merely cosmetic and have no real effect) . It's not that. I do it sometimes to steal a power sword in the first week. Guilty as charged.
I mean there's a hidden negative side effect. If you get too many points over a short period due to constant stun-raids, the technology level of the aliens will jump in leaps and bounds the moment the end of the week hits. You might end up facing devestator cannons and entropy launchers way before you are ready to handle them. (the new alien technology rollout is based on your score level).
First time I learnt about stun raids, I overdid it. Before I knew it I was being blasted to shreds with devestator cannons. Being a rookie Apocalypse player, I really wasn't ready for this.
So, stun-raid in moderation. 'kay?
edit: After typing this, I realise that this might apply more to attacking the cult of sirius (who just aren't satisfied with sectoids anymore, by the way) or corporation (insert your favourite enemy here), where the points tend to stack up. It's not so bad for stun-raids, however, there is one other thing you might want to keep in mind.
Any damage done to the building by the organisation's rent-an-idiot's, even though you had nothing to do with it, will be attributed to X-Com. The guards are a bit dim and like to play catch with live munition (often clips, but sometimes the occasional armed proximity mines - you can guess the wackyness that often ensues). Any damage done to the building by the guards will effect the relations of the organisation with X-Com even though it wasn't you that did it. It'll be a very minor effect on your relations, but small things like this can build up to very large consequences in the long run. You can even push the organisation to the point where they no longer accept bribes (although you can still influence them back onto your side with a bit of clever politics)
Now, onto less serious matters. If you've got a morbid sense of humour (or you're just plain evil), one variant of the stun raid to the stun-raid is the mind bender raid. In this one, you have to earn your goods by letting your foes 'kill themselves' by jumping off of buildings (and any left over when the mission ends are yours). Works much better if you have teleporters. Sadly, when you get teleporters, cash problems are often a non-issue.
Random tip of the day: If you're short on money, one method of getting a good bundle of cash is to make use of the game's economic system. Buy a whole bunch of stormdogs, strip them to parts,then sell everything off in bulk at the individual market prices rather than in package prices. This is the best way of getting a generous cash boost at the start of the game without even touching your activity score! Even when selling prices are reduced by 50%, you'll still get a profit off of the Storm dogs if you buy and sell them every week. If you hoard the standard issue anti-airguard bullets for a few weeks and then sell everything off when the sale price is still at 100%, your bank balance will soar, making that extra Hawk Air Warrior with triple Lineage plasma cannons a reality. Of course, later, once you're harvesting devestator cannons, the extra cash is meaningless. But at the start, where every cent counts, it's a real life saver.
Edited by NKF, 10 March 2004 - 04:45 AM.