Difference between revisions of "Alien Overview (Apocalypse)"

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== [[Brainsucker (Apocalypse) | Brainsucker]] ==  
 
== [[Brainsucker (Apocalypse) | Brainsucker]] ==  
Brainsuckers are small aliens that resemble a basketball with a proboscis nose and small finger-like legs. They are small and fast and can leap great heights. They are transported in an inert state in small pods and can be launched from [[Brainsucker Launcher (Apocalypse) | Brainsucker Launcher]]s.  
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Brainsuckers are small aliens that resemble a basketball with a proboscis nose and small finger-like legs. They are small and fast and can leap great heights. They are transported in an inert state in small pods and can be launched from [[Brainsucker Launcher (Apocalypse) |Brainsucker_Launcher]]s.  
  
 
Once they hatch from their pods, they have a very short lifespan that only lasts long enough for them to inject an amount of Micronoids into a host's throat in order to seize complete control. They generally latch their proboscis onto the host's face and inject the micronoid directly into the host. The Brainsucker dies immediately after the Micronoid Aggregates invade the host. With their speed and ability to jump great heights, they pose a fairly dangerous threat to agents that are not vigilant.  
 
Once they hatch from their pods, they have a very short lifespan that only lasts long enough for them to inject an amount of Micronoids into a host's throat in order to seize complete control. They generally latch their proboscis onto the host's face and inject the micronoid directly into the host. The Brainsucker dies immediately after the Micronoid Aggregates invade the host. With their speed and ability to jump great heights, they pose a fairly dangerous threat to agents that are not vigilant.  

Revision as of 06:31, 31 January 2010

Note, the threat ratings for some aliens will differ against Androids or hybrids. These will be duly noted. Also the Overspawn is not a battlescape alien so is not included in the analysis.


Low threat

Multiworm Egg

The mutliworm egg is the first phase of the multiworm life cycle. It is armed with a weak short ranged spit attack that allows it to defend itself against any would be attackers. They are recovered automatically at the end of the mission.

Chrysalis

The chrysalis is the second stage of the multiworm after its egg phase, and is completely defenceless. Serving as ideal targets for shooting practice, they pose no threat and are automatically recovered the end of a mission.

Spitter

Spitters are pink humanoids without a head. They spit acid directly from the funnel at the end of their neck towards their targets.

Spitters are relatively easy enemies to fight, but their spit attack can be very dangerous if underestimated. They generally do their worst when fighting in groups or when they are lucky enough to score several critical hits in a short amount of time.

Medium threat

Brainsucker

Brainsuckers are small aliens that resemble a basketball with a proboscis nose and small finger-like legs. They are small and fast and can leap great heights. They are transported in an inert state in small pods and can be launched from Brainsucker_Launchers.

Once they hatch from their pods, they have a very short lifespan that only lasts long enough for them to inject an amount of Micronoids into a host's throat in order to seize complete control. They generally latch their proboscis onto the host's face and inject the micronoid directly into the host. The Brainsucker dies immediately after the Micronoid Aggregates invade the host. With their speed and ability to jump great heights, they pose a fairly dangerous threat to agents that are not vigilant.

Brainsuckers also have a small mental flaw that causes them to stun themselves if they attempt to jump on an agent that is lying prone on the ground. They may also have difficulty jumping on enemies in small doorways.

Against Androids, Brainsuckers are a non-existent threat since they are not capable of actively targeting androids - unless they somehow land on the android by mistake.

Psimorph

Primorphs are a psionic being that resemble a collection of large green tentacles the size of a Megaspawn. They float slowly through the air.

By itself a psimorph is a low threat and makes for a very easy target due to its large size. Its psionic attacks however can disrupt your agents and turn them against themselves.

Against androids and skilled hybrids, the psimorph poses a non-existent threat. As they also suffer from the same psi energy limitations as your agents, they can be easily overwhelmed if a large numbers of agents blitz them before their psionics can do much damage.

Micronoid Aggregate

The masterminds behind the alien threat. They are a minute species of psionic alien that resemble a puddle of slime. Their only means of attack is through powerful psionic attacks.

Though more powerful than the Psimoprh, their physiques are weak. They make up for this by having large numbers.

They can only be found in the Sleeping Chamber and the Type 7 Alien Bomber.

As with the Psimorph, the Micronoid is a non-existent threat to androids and well trained hybrids.


Hyperworm

The hyperworm is the small offspring of a deceased Multiworm. When the Multiworm dies, four Hyperworms spring from its body to deal one last blow to the multiworm's attackers.

Hyperworms are relatively weak and have a short ranged bite attack that do minor to moderate damage. They can do significant damage when they fight in swarms, as is often the case. Setting fire to the Multiworm just before it dies ensures that the Hyperworms get fried almost the moment they appear. Any explosives are capable of dealing with one or several Hyperworms fairly easily, especially just as they emerge from a dying Multiworm.

High threat

Multiworm

The Multiworm is the mature stage of the multiworm life cycle. It is a very tough large worm that is able to launch a rapid fire spit attack against nearby agents. This short to medium ranged attack is very powerful, and the massive amount of health that the Multiworm has allows it withstand a fair beating before it goes down. On its death it releases four Hyperworms that attempt to swarm towards the nearest attacker. This makes melee or short ranged combat against them a risky practice.

Multiworms are a very highly valued Biochemistry project.

Popper

The Popper is a bomb with legs. It's a sad looking blue veiny creature that lives its life carrying a veritable chemical plant inside of its body. As soon as it finds its prey, it gets excited and the chemicals react and cause a powerful explosion. This blows the popper away and everything near it.

The Popper is very agile and can move at an amazing pace across the battlefield. Its body heat causes it to leave wafts of smoke wherever it runs. The only way to defend against these enemies is to constantly be on alert, or to be flying well out of its reach. In Real Time combat, actively scanning the area with a motion scanner for rapid moving blips can save many lives.

Other explosions or hard bullets from any conventional firearm will cause the Popper to explode. Gas and energy weapons like the Megapol Stun Grapple, Marsec Power Sword, Megapol Plasma Gun, Disruptor Gun and Devastator Cannon are able to safely disable the Popper without causing it to explode. A popper dying from blood loss will explode.


Anthropod

The Anthropod is the basic foot soldier of the alien invasion. They look like blue veiny blobs of plasticine with elephantine limbs. Despite their almost comical appearance, they are very deadly depending on their armament.

The Anthropod is one of the two aliens available to the aliens that are capable of wielding tools.


Skeletoid

The skeletoid is a patchwork man that looks like yellow material stretched across a framework of bones stuck together in a very haphazard manner. Some form of mechanism inside them allows them to hover in the air.

They are identical to the Anthropod in threat and function. This is heightened with their hovering ability.

Queenspawn

The ultimate form and mother of the Multiworms. It is the largest creature that you will face. Due to its size, it is immobile. It makes up for this by having an incredibly corrosive long ranged acid attack that can kill even the most heavily protected agent.

Although the Queenspawn can only attack directly in front of it, it is placed on a dais that is surrounded by a solid organic alien building wall on one side, and laser curtains are provided on each of its sides to protect its vulnerable sides. This means that it can only be approached from the front. Four re-enforcement teleport pads beyond the dias provide additional troops for it.

Capture of this alien allows for progression of the Alien Gas toxin weapon research.

The queen can only be found in the Spawning Chamber.

Megaspawn

The Megaspawn is an alien built like a tank that is armed with a built-in Disruptor beam that is as powerful as a Devastator cannon and a seemingly endless supply of dimension missiles. One Megaspawn can easily lay waste to an unprepared team of agents.

They are not without their faults, and their size is one of them. Their larger size makes them easier targets to hit. While it is not always the case, they appear to have some reluctance to fight agents that are right up next to them and will turn and run.