Базовые Пришельцы (Long War)
Данные соответствуют версии b15f3. Актуальная версия: 1.0. |
- Пояснение к таблицам
Каждый отряд противника состоит из нескольких юнитов, среди которых может быть только 1 Лидер, но количество Навигаторов не ограничено.
- Навигатор
- Вероятность получения уровня навигатора отображена в столбце Навигатор. Расчет производится для каждого юнита отдельно.
- Лидер
- Уровень лидера определяется случайным образом в зависимости от текущего уровня развития Пришельцев. Все повышения Лидера кумулятивны (т.е. Лидер 9-го уровня обладает всеми способностями предшествующих уровней). В рядовых миссиях встречаются Лидеры не выше 7-го уровня.
Табличные данные взяты из файла DefaultGameCore.ini
Базовые Единицы
Сектоид
Сектоиды похожие на Сектоидов оригинальной игры; они слабые, медленные, и неметкие. У них неотличная воля, но теперь умеют использовать тупоумие и пси-паника (кроме обычного слияния разумов.) К счастью, тупоумие в Long War наносит только 1 ед. урона (а не 5.) Хотя Сектоиды используют пистолеты, никогда нет штрафа к меткости из-за далности (как у солдатов ХСОМ.)
Экипировка: Плазмопистолет пришельцев.
Базовые характеристики и модификаторы сложности | |||||||
---|---|---|---|---|---|---|---|
Сложность |
Метк. |
Урон |
Крит.% |
ОЗ |
Защ. |
Моб. |
Воля |
Base | 65 | 0 | 0 | 3 | 0 | 12 | 5 |
Обычная | -10 | ||||||
Классическая | -5 | ||||||
Жестокая | +5 | ||||||
Невозможная | +1 | +10 |
Базовые способности и свойства | ||||||||
---|---|---|---|---|---|---|---|---|
Способности | ||||||||
Свойства |
Дрон
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.
Rewards: Drones primarily drop Drone Wrecks, the autopsy of which (10 required) grants access to the SHIV Repair Foundry project and the Holo-Targeter. Later-game, Drone Wrecks are required for several Foundry projects including Drone Capture and Improved Arc Thrower.
Экипировка: Лучемет дрона.
Базовые характеристики и модификаторы сложности | |||||||
---|---|---|---|---|---|---|---|
Сложность |
Метк. |
Урон |
Крит.% |
ОЗ |
Защ. |
Моб. |
Воля |
Base | 60 | 0 | 0 | 3 | 0 | 12 | 0 |
Обычная | -10 | -5 | |||||
Классическая | -5 | ||||||
Жестокая | +1 | ||||||
Невозможная | +1 |
Базовые способности и свойства | ||||||||
---|---|---|---|---|---|---|---|---|
Способности | ||||||||
Свойства |
Прогресс параметров лидера | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Очки Исследований |
Метк. |
Урон |
ОЗ |
Воля |
Способность | Уровень | Псевдоним | |||||
0 | 1 | |||||||||||
0 | +2 | +2 | 3 | |||||||||
0 | +15 | +3 | +15 | 7 | ||||||||
0 | 8 | |||||||||||
0 | +10 | +3 | +30 | 9 |
Изгой
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 10 HP and 3 HP regeneration per turn, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, usually holed up on the bridge, but not always. In Long War, they will occasionally patrol. You should be careful not to activate a UFO's Outsider until you're ready for it, since their HP regen means they can easily take on 1 or 2 XCOM soldiers without even taking damage. On larger UFOs Outsiders spawn in larger groups than in vanilla. On larger ships and later encounters, Outsiders spawn in pods of 3 to 5.
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with flashbangs and suppression while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.
Rewards: Outsiders captured alive grant Outsider Shards, which can be fashioned into Skeleton Keys. These are essential for initiating Base Assault missions, a requirement for ending the game. They also carry Alien Carbines.
Экипировка: Лёгкий плазмер пришельцев.
Базовые характеристики и модификаторы сложности | |||||||
---|---|---|---|---|---|---|---|
Сложность |
Метк. |
Урон |
Крит.% |
ОЗ |
Защ. |
Моб. |
Воля |
Base | 75 | 0 | 0 | 10 | 0 | 12 | 100 |
Обычная | -10 | ||||||
Классическая | |||||||
Жестокая | +10 | +10 | |||||
Невозможная | +10 | +1 | +25 |
Базовые способности и свойства | ||||||||
---|---|---|---|---|---|---|---|---|
Способности | ||||||||
Свойства |
Прогресс параметров лидера | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Очки Исследований |
Метк. |
Урон |
ОЗ |
Воля |
Способность | Уровень | Псевдоним | |||||
0 | +5 | 1 | ||||||||||
0 | +10 | 2 | ||||||||||
0 | +5 | +10 | 3 | |||||||||
0 | +5 | +10 | 4 | |||||||||
0 | +5 | +10 | +10 | 5 | ||||||||
0 | +5 | +10 | 6 | |||||||||
0 | +10 | 7 | ||||||||||
0 | +20 | +10 | 9 |
Дохляк
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low will. The main change is that their poison has been replaced with acid, which lowers aim (flat -20%) and mobility (25%) as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage. A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with Medikits or sealed armor are immune to the mobility effects of acid and won't take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.
Rewards: Thin Men carry Alien Carbines (with the standard dead-man switch) and leave corpses. These can be spent on the Improved Medikit Foundry project (10x) after completing an autopsy (10x). The Thin Man interrogation gives a 25% research credit towards laser weaponry.
Экипировка: Легкий плазмер пришельцев.
Базовые характеристики и модификаторы сложности | |||||||
---|---|---|---|---|---|---|---|
Сложность |
Метк. |
Урон |
Крит.% |
ОЗ |
Защ. |
Моб. |
Воля |
Base | 70 | 0 | 0 | 5 | 0 | 14 | 25 |
Обычная | -10 | ||||||
Классическая | |||||||
Жестокая | +5 | +10 | |||||
Невозможная | +5 | +25 |
Базовые способности и свойства | ||||||||
---|---|---|---|---|---|---|---|---|
Способности | ||||||||
Свойства |
Летун
Floaters behave identically to vanilla Floaters. Floater squad leaders often gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular Floaters.
Rewards:: Floaters leave corpses and carry Alien Carbines. Floater interrogation provides aerospace research credit.
Экипировка: Легкий плазмер пришельцев.
Базовые характеристики и модификаторы сложности | |||||||
---|---|---|---|---|---|---|---|
Сложность |
Метк. |
Урон |
Крит.% |
ОЗ |
Защ. |
Моб. |
Воля |
Base | 65 | 0 | 0 | 5 | 0 | 13 | 20 |
Обычная | -10 | -5 | |||||
Классическая | -5 | -5 | |||||
Жестокая | +1 | +10 | |||||
Невозможная | +1 | +25 |
Базовые способности и свойства | ||||||||
---|---|---|---|---|---|---|---|---|
Способности | ||||||||
Свойства |
Искатель
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn't much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.
Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. They have a habit of going into overwatch while in stealth, so if you're waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Ground-hugging Seekers can also be 'detected' by scanning for seemingly empty tiles that cannot be moved into; any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an 'IMMUNE' popup will still appear) that catch an invisible Seeker in their area will force them to decloak.
If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armors and items grant immunity also), they will most often go into overwatch (which will not decloak them until they have fired), or attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. A Seeker who does not cloak on pod activation will usually try for this approach. Like Sectoids, Seekers possess the Gunslinger perk and suffer no range penalties for their plasma shots, but do not deal extra damage from base. In terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a Terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on the squad instead.
Rewards: As robotic units, Seekers cannot be captured. Upon destruction, they leave wrecks, which are needed for autopsy (5) and UFO Countermeasures Foundry project (10).
Экипировка: Плазмопистолет пришельцев, Щупальца Искателя.
Базовые характеристики и модификаторы сложности | |||||||
---|---|---|---|---|---|---|---|
Сложность |
Метк. |
Урон |
Крит.% |
ОЗ |
Защ. |
Моб. |
Воля |
Base | 65 | 0 | 0 | 4 | 0 | 16 | 0 |
Обычная | -10 | ||||||
Классическая | -5 | ||||||
Жестокая | |||||||
Невозможная | +1 |
Базовые способности и свойства | ||||||||
---|---|---|---|---|---|---|---|---|
Способности | 92 | 93 | ||||||
Свойства |
Прогресс параметров рядовых и навигаторов | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Очки Исследований |
Метк. |
Урон |
Крит.% |
ОЗ |
СУ |
Защ. |
Моб. |
Воля |
Реген. | Способность | Навигатор | Псевдоним |
0 | +2 | |||||||||||
1 | Элериумное топливо | 67% | ||||||||||
75 | +1 | |||||||||||
150 | +1 | +5 | ||||||||||
210 | +2 | +1 | ||||||||||
240 | +2 | +1 | +5 | +1 | ||||||||
300 | +1 | +1 | +1 | |||||||||
420 | +1 | +5 | ||||||||||
540 | +2 | +1 | +1 | |||||||||
700 | +2 | +1 | ||||||||||
800 | +2 | +3 | +1 | |||||||||
900 | +6 | +1 | +5 | +1 | +5 | +3 |
Прогресс параметров лидера | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Очки Исследований |
Метк. |
Урон |
ОЗ |
Воля |
Способность | Уровень | Псевдоним | |||||
0 | ||||||||||||
0 | Элериумное топливо | 1 | ||||||||||
0 | +2 | +3 | 2 | |||||||||
0 | +2 | +3 | 3 | |||||||||
0 | +2 | +1 | +5 | 4 | ||||||||
0 | +2 | +5 | 5 | |||||||||
0 | +2 | +5 | 6 | |||||||||
0 | +2 | +1 | +10 | 7 | ||||||||
0 | +2 | +1 | +10 | 9 |
Криссалид
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid's claw poison has been replaced with acid.
AP/HE grenades are an effective early counter to Chryssalids, since they'll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don't benefit from cover. Similarly, flashbangs can debilitate a whole group of Chryssalids by reducing their move by 40%, which brings it considerably under the range a flashbang can be thrown. Chryssalids are immune to acid, so Chem Grenades won't reduce their mobility. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the Jellied Elerium upgrade) it can cause the Chryssalids to panic, and they may then run away from your soldiers instead of towards them.
Chryssalids on a terror mission will always spawn Zombies from civilians they kill off-screen - normally, this only occurred on higher difficulties in vanilla. As such, expect to have to deal with many additional Zombies during terror missions that focus on the deployment of Chryssalids. Additionally, Chryssalid pods may occasionally contain a number of Zombie units regardless of the mission type.
Some Chryssalid squad leaders may be particularly large. Beware, as these monsters often have upwards of 40-50 health on top of the fact they are escorted by several more Chryssalids and have augmented damage.
Rewards: 5 Chryssalid Carcasses are needed for autopsy, 10 for Chitin Plating.
Экипировка: Коготь Криссалида.
Базовые характеристики и модификаторы сложности | |||||||
---|---|---|---|---|---|---|---|
Сложность |
Метк. |
Урон |
Крит.% |
ОЗ |
Защ. |
Моб. |
Воля |
Base | 0 | 0 | 0 | 8 | 10 | 20 | 50 |
Обычная | -10 | ||||||
Классическая | -5 | ||||||
Жестокая | +10 | ||||||
Невозможная | +1 | +25 |
Базовые способности и свойства | ||||||||
---|---|---|---|---|---|---|---|---|
Способности | ||||||||
Свойства |
Зомби
Not even Zombies are immune to getting tweaked in Long War - At first, they become faster, and later tougher, whilst their melee damage steadily ramps up over time. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions, in which four to five identical zombies will spawn in a group. Unlike regular Zombies, the members of this Zombie 'pack' do not seem to spawn Chryssalids if left to their own devices for too long.
Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a "baby" Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken.
Rewards: None.
Экипировка: Кулак зомби.
Базовые характеристики и модификаторы сложности | |||||||
---|---|---|---|---|---|---|---|
Сложность |
Метк. |
Урон |
Крит.% |
ОЗ |
Защ. |
Моб. |
Воля |
Base | 0 | 0 | 0 | 12 | 0 | 9 | 120 |
Обычная | -10 | ||||||
Классическая | -5 | ||||||
Жестокая | +3 | +10 | |||||
Невозможная | +1 | +3 | +20 |
Базовые способности и свойства | ||||||||
---|---|---|---|---|---|---|---|---|
Способности | ||||||||
Свойства |
Прогресс параметров лидера | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Очки Исследований |
Метк. |
Урон |
ОЗ |
Воля |
Способность | Уровень | Псевдоним |
Мутон
Mutons are similar to vanilla Mutons, and will start with Alien Carbines and later upgrade to Alien Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of overwatch enhancing perks. Before 105 days of alien research, Mutons use Alien Carbines, which modifies their base damage and aim to be 6 and 76 respectively. The stats in the table are for when Mutons use Alien Rifles.
Rewards: Either Alien Carbine or Alien Rifle when Captured, and also Alien Grenade if Alien Grenades Foundry project isn't completed. Muton Corpses are required for autopsy (10) and Ammo conservation Foundry project (20).
Экипировка: Легкий плазмер пришельцев, Граната пришельцев.
Экипировка: Плазмер пришельцев, Граната пришельцев.
Базовые характеристики и модификаторы сложности | |||||||
---|---|---|---|---|---|---|---|
Сложность |
Метк. |
Урон |
Крит.% |
ОЗ |
Защ. |
Моб. |
Воля |
Base | 70 | 0 | 0 | 8 | 10 | 12 | 30 |
Обычная | -10 | ||||||
Классическая | -5 | ||||||
Жестокая | +2 | +10 | |||||
Невозможная | +1 | +2 | +25 |
Базовые способности и свойства | ||||||||
---|---|---|---|---|---|---|---|---|
Способности | ||||||||
Свойства |