Difference between revisions of "Alien Overview (Apocalypse)"

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(→‎Queenspawn: I was misinformed when I wrote this; the Queenspawn's spit attack is extremely powerful and can even destroy reinforcement pads.)
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This section gives a brief description of the various aliens in X-COM Apocalypse and groups them by threat levels towards ''human'' agents, with the exception of the Overspawn as it is a Cityscape-only enemy.  
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This section gives a brief description of the various aliens in X-COM Apocalypse and the threats posed by each. Enemies are sorted by their general order of appearance.
  
'''Note:'''
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==[[Brainsucker]]==
  
As different players will have varying comfort levels fighting against the different aliens based on their own experience levels, these groupings are not final and should be treated as estimates.  
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One of the most memorable and iconic of Apocalypse's many aliens, the Brainsucker is also likely the first you'll encounter. Reminiscent of the facehugger from ''Alien'', these annoying, fast little critters will jump onto the heads of your Agents and "brainsuck" them, dying in the process. A brainsucked Agent is under permanent alien control; they must be subdued to complete the mission, and cannot be recovered. Brainsuckers will not target [[Androids (Apocalypse)|Androids]] or the defense guns of [[Security Station (Apocalypse)|Security Stations]].
  
= Low threat =
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The low health of Brainsuckers makes them only a minor threat in real-time mode, as your soldiers will probably be able to shoot them before they can complete their attack. However, in turn-based mode, only reaction fire can save Agents from charging Brainsuckers and they are as such a serious menace.
  
== [[Multiworm Egg (Apocalypse) | Multiworm Egg]]==
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Note that there are two ways for Brainsuckers to appear; some are simply spawned at mission start like any other alien, but Brainsuckers can also be brought into battle by other aliens as [[Brainsucker Pod]]s, which are fired at your troops with a [[Brainsucker Launcher]].
The multiworm egg is the first phase of the multiworm life cycle. It is armed with a weak short ranged spit attack but is otherwise harmless if left alone. They do not require any direct intervention and are recovered automatically at the end of the mission.  
 
  
== [[Chrysalis (Apocalypse)| Chrysalis]] ==  
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==[[Anthropod]]==
The chrysalis is the final stage of the multiworm life cycle, and serves as a universal egg of sorts that turns into any one of the aliens you will face. It is completely defenceless. Serving as ideal targets for shooting practice, they pose no threat and are automatically recovered the end of a mission.
 
  
== [[Spitter (Apocalypse) | Spitter]]==
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The blue, bipedal Anthropod is the mainstay of the alien army, and functions as the alien equivalent to X-Com's soldiers. Anthropods have mediocre health and speed, and no innate attacks, but make up for it with the ability to use weapons and equipment. At the beginning of the game, Anthropods will only be equipped with [[Brainsucker Launcher]]s and cannot directly damage your troops, but as the war progresses and the aliens begin to take X-Com more seriously they will be equipped with [[Disruptor Gun|disruptor]] weapons, grenades and eventually missile launchers, while gaining access to [[Personal Disruptor Shield|shields]] and [[Personal Cloaking Field|cloaking devices]]. As such, the threat posed by Anthropods is entirely dependent on their equipment loadout, and steadily grows throughout the game.
Spitters are pink humanoids without a head. They spit acid at enemy targets from the funnel at the end of their neck.  
 
  
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.
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Unlike most aliens, Anthropods are quite vulnerable to psionic attacks with a [[Mind Bender]].
  
=Medium threat =
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==[[Multiworm Egg]]==
  
== [[Brainsucker (Apocalypse) | Brainsucker]] ==
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Also referred to simply as "Alien Egg", these pink blobs are the first stage of the alien [[The Alien Life Cycle (Apocalypse)|life-cycle]]. They cannot move and simply spit acid at X-Com Agents that enter the same room. Their spit attack is not particularly powerful and their health not particularly high, making them largely harmless; moreover, simply leaving Multiworm Eggs alone will result in their automatic live capture once all mobile aliens are subdued.
Brainsuckers are small basketball-like aliens with limbs. They function purely to take over the bodies of X-COM agents. 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|Brainsucker Launchers]].  
 
  
They have a very short lifespan that only lasts long enough for a single attack after they have hatched from their pods.
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==[[Multiworm]]==
  
With their speed and ability to jump great heights, they pose a fairly dangerous threat to agents that are not vigilant.  
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Another early stage of the alien life-cycle, Multiworms are large, green blobs of protoplasm that slowly amble about while spitting acid at your Agents. Their acid attacks are somewhat dangerous in the early game due to their decent accuracy and high rate of fire, but the Multiworms' biggest strengths are their high health (more than three times that of any other alien until the Megaspawn) and their death throes; when a Multiworm is killed, a swarm of four Hyperworms emerges from its corpse.
  
Brainsuckers will aim at the target with the weakest Psi Defence. This means they usually avoid X-COM Android agents. If you only sent in 1 android into battle, the brainsucker will jump on but will fail.
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It is generally recommended that X-Com agents stun Multiworms rather than killing them outright; stunned Multiworms do not release Hyperworms, and at least one live Multiworm is required to access Toxin B. Note that a Multiworm must be brought to approximately 50% health before a Stun Grapple can subdue it.
  
== [[Psimorph (Apocalypse)| Psimorph]]==  
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==[[Hyperworm]]==
Primorphs are a psionic being that resemble a collection of large green tentacles as large as a Megaspawn. They hover slowly through the air. They only attack with psionics.
 
  
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 agents weak in psionics and even turn them against their companions. Like X-COM agents, they do suffer from the same limitations of having a psi-energy bar. They can easily be overwhelmed by many agents.  
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Hyperworms are tiny, fast, weak aliens that slither up to your soldiers and whittle down their health with a constant stream of bite attacks. Their low health and lack of ranged attack makes them easy pickings at range, but if your soldiers are near a Multiworm when it bursts open it can be difficult to kill all four Hyperworms before they inflict serious damage. Fire and explosives are particularly effective against Hyperworms, due to both a damage-type vulnerability and these weapons' ability to hit all Hyperworms at once.
  
Against androids and skilled hybrids, the psimorph pose a non-existent threat.  
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It is very rare to encounter a Hyperworm other than via killing a Multiworm, as they're not included in the standard alien rosters for UFO crews or infiltration teams; however, an alien force that's been hiding in a building for a while may include some.
  
==[[Micronoid Aggregate (Apocalypse) |Micronoid Aggregate]]==
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Note that it is not necessary to actually capture a Hyperworm; while a live Hyperworm is an important research topic, four live Hyperworms are automatically obtained upon researching a live Multiworm.
The masterminds behind the alien threat. They are a minute species of psionic alien that, when grouped toegher, 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 with larger numbers (of puddles).
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==[[Spitter]]==
  
They can only be found in the [[Sleeping Chamber]] and the Type 7 [[Alien Bomber (Apocalypse) | Alien Bomber]].  
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Spitters are pink, headless bipeds that spit acid out of their open throats. Unlike Multiworms, Spitters are not particularly durable nor their attacks particularly fast or accurate, and as such they are simply fodder for an even moderately-equipped Agent.
  
They share all the limitations of the Psimorph and are no threats to androids.
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==[[Popper]]==
  
== [[Hyperworm (Apocalypse)|Hyperworm]]==
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Poppers are very fast, blue-green creatures that will run up to the nearest Agent and then self-destruct in a powerful explosion. This explosion can kill a full-health rookie through [[Megapol Armor]], and as such Poppers are considered one of the most dangerous aliens in the game (particularly in turn-based mode, as you cannot simply focus your entire squad on the Popper as you can in real-time). Poppers will also detonate if killed by bullets, explosives, or bleeding out; this can be a bad thing if the Popper is almost on top of your soldiers, or a good thing if it's among other aliens. Another hazard from Poppers is that they leave a trail of smoke behind them as they run; this smoke is thick enough to provide concealment to whatever's following the Popper (including, potentially, other Poppers).
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.  
 
  
The individual Hyperworms are relatively weak and have a short ranged bite attack that do minor to moderate damage. Their strength comes from their speed an numbers.  
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Fortunately, Poppers have low health and will go down in one hit from powerful weapons such as the [[Megapol Stun Grapple]], [[Devastator Cannon]] and Toxin B.
  
Setting fire to the Multiworm just before it dies or use of high explosives are easy methods for quickly handling hyperworm swarms.
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==[[Chrysalis]]==
  
=High threat=
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An intermediate stage of the alien life-cycle, between Hyperworms and mature aliens, the Chrysalis cannot move or attack. As such, these pose no threat whatsoever. Like the Multiworm Egg, they are recovered alive automatically if simply left alone.
  
== [[Multiworm (Apocalypse)|Multiworm]]==  
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==[[Skeletoid]]==
  
The Multiworm is the mature stage of the multiworm life cycle. It is a very tough large worm that is able to launch a powerful and rapid spit attack against nearby agents. The large 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.
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These yellow, spindly aliens are basically alien special forces, and will be seen in increasing numbers as UFOs become more advanced. Like Anthropods, they use equipment, but they are much faster, have significantly-better accuracy, and can fly. Skeletoids with [[Personal Cloaking Field]]s are particularly deadly, as their mobility makes them hard to find. They share Anthropods' weakness to psionics to some extent, though not fully.
  
Multiworms are a very highly valued [[Biochemistry]] project.
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==[[Micronoid Aggregate]]==
  
== [[Popper (Apocalypse) | Popper]]==
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The Micronoid Aggregate is a puddle of green slime made up of billions of psionic micro-organisms. Due to their anatomy - or lack thereof - they have a very low profile and are resistant to many forms of weaponry. They also have no means of physical attack; their only threat is their psionic abilities. As such, the threat posed by Micronoids is entirely dependent on what X-Com brings to fight them; a squad armed with [[Toxigun]]s has very little to fear, as does a squad of [[Androids (Apocalypse)|Androids]] or trained [[Hybrids (Apocalypse)|Hybrids]], while a human squad that's heavily-armed but poorly-armoured will have some problems.
  
The Popper is a bomb with legs. 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. Though they have no ranged attacks, they will explode when they are next to an X-COM agent.
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Micronoid Aggregates are only found on board the [[Alien Bomber (Apocalypse)|Alien Bomber]] and in the [[Sleeping Chamber]]. Note that Stun Grenades have no effect on Micronoids, so Stun Grapples are the preferred method of taking one alive (psi-stun can also work, but requires a ''highly''-trained Hybrid thanks to Micronoids' high psi-defence).
  
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 (Apocalypse) | motion scanner]] for rapid moving blips can save many lives.
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==[[Megaspawn]]==
  
Poppers will also explode when killed by solid round projectiles, explosions or from blood loss. They will not explode from energy weapons or gas.  
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This behemoth of a creature is functionally an alien tank. Megaspawn are heavily armoured and have two inbuilt weapons: a high powered disruptor beam and a missile launcher with infinite ammunition. Due to the homing and area-effect nature of their missiles, Megaspawn are exceptionally dangerous enemies until [[X-COM Disruptor Armor]] is deployed late in the war. Fortunately, these will only be encountered when assaulting the last few UFO types or later alien buildings.
  
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One quirk of Megaspawn behaviour is that they won't use their missiles at point-blank range (presumably to avoid killing themselves with splash damage). As such, an agent right next to a Megaspawn is often paradoxically the safest.
  
== [[Anthropod]] ==  
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==[[Psimorph]]==
The Anthropod is the basic foot soldier of the alien invasion. They look like blue veiny blobs with elephantine limbs. Despite their almost comical appearance, their ability to make use of a variety of armaments and tools makes them very deadly foes.
 
  
The Anthropod is one of the two aliens available to the aliens that are capable of wielding tools.  
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Another very large alien, the Psimorph is essentially a stronger, flying version of the Micronoid Aggregate. They have no exceptional resistance to weaponry, but don't need it as their health is the highest of any generic alien. They are also somewhat better at making psionic attacks. The same tactical advice applies as for Micronoids: deny them an opening by avoiding giving dangerous weapons to human Agents.
  
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Psimorphs will only appear on the [[Alien Mothership (Apocalypse)|Alien Mothership]] and in certain alien buildings.
  
== [[Skeletoid]] ==  
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==[[Overspawn]]==
The skeletoid is boney yellow a patchwork man. They are identical to the Anthropod in threat and function with the addition of a hovering ability. This means that they are able to attack from the air and reach places that Anthropods can not go to.
 
  
== [[Queenspawn]] ==
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A much larger version of the Megaspawn, the Overspawn is not fought in the Battlescape but rather in the main Cityscape when it is dropped into Mega-Primus. It has no ranged attacks, and is thus a sitting duck for aircraft, but will rapidly tear down any buildings it encounters. This damages X-Com's score, but the extreme negative PR suffered by the aliens for such wanton destruction makes X-Com rather popular in the aftermath.
The ultimate form and mother of the Multiworms. It is the largest creature that you will face. It is immobile but makes up for this by having an incredibly powerful and fast firing ranged attack that can easily best even the most heavily protected agent.  
 
  
Although the Queenspawn can only attack directly in front of it and it is immobile, the major portion of its perceived difficulty stems from its environment. 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.  
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Obviously, an Overspawn near one of X-Com's bases warrants an immediate and forceful response, but otherwise the various corporation fleets that launch when it attacks their buildings are quite capable of fending it off.
  
Capture of this alien allows for progression of the [[Alien Gas (Apocalypse) | Alien Gas]] toxin weapon research.  
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The Overspawn cannot be captured alive.
  
The queen can only be found in the [[Spawning Chamber]].
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==[[Queenspawn]]==
  
== [[Megaspawn (Apocalypse) | Megaspawn]] ==
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The Queenspawn (there's only one) is the source of Multiworm Eggs and, therefore, all non-Micronoid aliens. She cannot move, but has a powerful acid spit attack and 600 health, as well as many, many guards.
  
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.  
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Capturing or killing the Queenspawn is the objective of the [[Spawning Chamber]] mission. As there is only one Queenspawn, capturing her alive is generally preferred (and will unlock [[Alien Gas (Apocalypse)|Anti-Alien Gas]] weaponry).
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==Human forces==
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Obviously, these are not aliens, but you may end up fighting them anyway (specifically, if you investigate a building owned by a hostile organisation, if you raid a building, or if an organisation raids an X-Com base). As with Anthropods and Skeletoids, these are tool-users (obviously) and their threat level depends entirely on their gear - most human guns are fairly ineffective against [[Megapol Armor]], but humans with [[Marsec Heavy Launcher]]s or [[Devastator Cannon]]s are a very different kettle of fish (note that human enemies are more accurate than Anthropods or Skeletoids). In the final stretch, they'll even acquire [[Personal Disruptor Shield]]s and [[Personal Cloaking Field]]s, which given their resistance to the Toxigun makes them among the most resilient of opponents (they also tend to be found in huge numbers). On the plus side, they cannot fly and will never get access to the horrifying [[Entropy Launcher]].
  
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.
 
  
 
[[Category: Apocalypse]]
 
[[Category: Apocalypse]]
 
[[Category: Aliens (Apocalypse)]]
 
[[Category: Aliens (Apocalypse)]]

Revision as of 10:49, 16 September 2019

This section gives a brief description of the various aliens in X-COM Apocalypse and the threats posed by each. Enemies are sorted by their general order of appearance.

Brainsucker

One of the most memorable and iconic of Apocalypse's many aliens, the Brainsucker is also likely the first you'll encounter. Reminiscent of the facehugger from Alien, these annoying, fast little critters will jump onto the heads of your Agents and "brainsuck" them, dying in the process. A brainsucked Agent is under permanent alien control; they must be subdued to complete the mission, and cannot be recovered. Brainsuckers will not target Androids or the defense guns of Security Stations.

The low health of Brainsuckers makes them only a minor threat in real-time mode, as your soldiers will probably be able to shoot them before they can complete their attack. However, in turn-based mode, only reaction fire can save Agents from charging Brainsuckers and they are as such a serious menace.

Note that there are two ways for Brainsuckers to appear; some are simply spawned at mission start like any other alien, but Brainsuckers can also be brought into battle by other aliens as Brainsucker Pods, which are fired at your troops with a Brainsucker Launcher.

Anthropod

The blue, bipedal Anthropod is the mainstay of the alien army, and functions as the alien equivalent to X-Com's soldiers. Anthropods have mediocre health and speed, and no innate attacks, but make up for it with the ability to use weapons and equipment. At the beginning of the game, Anthropods will only be equipped with Brainsucker Launchers and cannot directly damage your troops, but as the war progresses and the aliens begin to take X-Com more seriously they will be equipped with disruptor weapons, grenades and eventually missile launchers, while gaining access to shields and cloaking devices. As such, the threat posed by Anthropods is entirely dependent on their equipment loadout, and steadily grows throughout the game.

Unlike most aliens, Anthropods are quite vulnerable to psionic attacks with a Mind Bender.

Multiworm Egg

Also referred to simply as "Alien Egg", these pink blobs are the first stage of the alien life-cycle. They cannot move and simply spit acid at X-Com Agents that enter the same room. Their spit attack is not particularly powerful and their health not particularly high, making them largely harmless; moreover, simply leaving Multiworm Eggs alone will result in their automatic live capture once all mobile aliens are subdued.

Multiworm

Another early stage of the alien life-cycle, Multiworms are large, green blobs of protoplasm that slowly amble about while spitting acid at your Agents. Their acid attacks are somewhat dangerous in the early game due to their decent accuracy and high rate of fire, but the Multiworms' biggest strengths are their high health (more than three times that of any other alien until the Megaspawn) and their death throes; when a Multiworm is killed, a swarm of four Hyperworms emerges from its corpse.

It is generally recommended that X-Com agents stun Multiworms rather than killing them outright; stunned Multiworms do not release Hyperworms, and at least one live Multiworm is required to access Toxin B. Note that a Multiworm must be brought to approximately 50% health before a Stun Grapple can subdue it.

Hyperworm

Hyperworms are tiny, fast, weak aliens that slither up to your soldiers and whittle down their health with a constant stream of bite attacks. Their low health and lack of ranged attack makes them easy pickings at range, but if your soldiers are near a Multiworm when it bursts open it can be difficult to kill all four Hyperworms before they inflict serious damage. Fire and explosives are particularly effective against Hyperworms, due to both a damage-type vulnerability and these weapons' ability to hit all Hyperworms at once.

It is very rare to encounter a Hyperworm other than via killing a Multiworm, as they're not included in the standard alien rosters for UFO crews or infiltration teams; however, an alien force that's been hiding in a building for a while may include some.

Note that it is not necessary to actually capture a Hyperworm; while a live Hyperworm is an important research topic, four live Hyperworms are automatically obtained upon researching a live Multiworm.

Spitter

Spitters are pink, headless bipeds that spit acid out of their open throats. Unlike Multiworms, Spitters are not particularly durable nor their attacks particularly fast or accurate, and as such they are simply fodder for an even moderately-equipped Agent.

Popper

Poppers are very fast, blue-green creatures that will run up to the nearest Agent and then self-destruct in a powerful explosion. This explosion can kill a full-health rookie through Megapol Armor, and as such Poppers are considered one of the most dangerous aliens in the game (particularly in turn-based mode, as you cannot simply focus your entire squad on the Popper as you can in real-time). Poppers will also detonate if killed by bullets, explosives, or bleeding out; this can be a bad thing if the Popper is almost on top of your soldiers, or a good thing if it's among other aliens. Another hazard from Poppers is that they leave a trail of smoke behind them as they run; this smoke is thick enough to provide concealment to whatever's following the Popper (including, potentially, other Poppers).

Fortunately, Poppers have low health and will go down in one hit from powerful weapons such as the Megapol Stun Grapple, Devastator Cannon and Toxin B.

Chrysalis

An intermediate stage of the alien life-cycle, between Hyperworms and mature aliens, the Chrysalis cannot move or attack. As such, these pose no threat whatsoever. Like the Multiworm Egg, they are recovered alive automatically if simply left alone.

Skeletoid

These yellow, spindly aliens are basically alien special forces, and will be seen in increasing numbers as UFOs become more advanced. Like Anthropods, they use equipment, but they are much faster, have significantly-better accuracy, and can fly. Skeletoids with Personal Cloaking Fields are particularly deadly, as their mobility makes them hard to find. They share Anthropods' weakness to psionics to some extent, though not fully.

Micronoid Aggregate

The Micronoid Aggregate is a puddle of green slime made up of billions of psionic micro-organisms. Due to their anatomy - or lack thereof - they have a very low profile and are resistant to many forms of weaponry. They also have no means of physical attack; their only threat is their psionic abilities. As such, the threat posed by Micronoids is entirely dependent on what X-Com brings to fight them; a squad armed with Toxiguns has very little to fear, as does a squad of Androids or trained Hybrids, while a human squad that's heavily-armed but poorly-armoured will have some problems.

Micronoid Aggregates are only found on board the Alien Bomber and in the Sleeping Chamber. Note that Stun Grenades have no effect on Micronoids, so Stun Grapples are the preferred method of taking one alive (psi-stun can also work, but requires a highly-trained Hybrid thanks to Micronoids' high psi-defence).

Megaspawn

This behemoth of a creature is functionally an alien tank. Megaspawn are heavily armoured and have two inbuilt weapons: a high powered disruptor beam and a missile launcher with infinite ammunition. Due to the homing and area-effect nature of their missiles, Megaspawn are exceptionally dangerous enemies until X-COM Disruptor Armor is deployed late in the war. Fortunately, these will only be encountered when assaulting the last few UFO types or later alien buildings.

One quirk of Megaspawn behaviour is that they won't use their missiles at point-blank range (presumably to avoid killing themselves with splash damage). As such, an agent right next to a Megaspawn is often paradoxically the safest.

Psimorph

Another very large alien, the Psimorph is essentially a stronger, flying version of the Micronoid Aggregate. They have no exceptional resistance to weaponry, but don't need it as their health is the highest of any generic alien. They are also somewhat better at making psionic attacks. The same tactical advice applies as for Micronoids: deny them an opening by avoiding giving dangerous weapons to human Agents.

Psimorphs will only appear on the Alien Mothership and in certain alien buildings.

Overspawn

A much larger version of the Megaspawn, the Overspawn is not fought in the Battlescape but rather in the main Cityscape when it is dropped into Mega-Primus. It has no ranged attacks, and is thus a sitting duck for aircraft, but will rapidly tear down any buildings it encounters. This damages X-Com's score, but the extreme negative PR suffered by the aliens for such wanton destruction makes X-Com rather popular in the aftermath.

Obviously, an Overspawn near one of X-Com's bases warrants an immediate and forceful response, but otherwise the various corporation fleets that launch when it attacks their buildings are quite capable of fending it off.

The Overspawn cannot be captured alive.

Queenspawn

The Queenspawn (there's only one) is the source of Multiworm Eggs and, therefore, all non-Micronoid aliens. She cannot move, but has a powerful acid spit attack and 600 health, as well as many, many guards.

Capturing or killing the Queenspawn is the objective of the Spawning Chamber mission. As there is only one Queenspawn, capturing her alive is generally preferred (and will unlock Anti-Alien Gas weaponry).

Human forces

Obviously, these are not aliens, but you may end up fighting them anyway (specifically, if you investigate a building owned by a hostile organisation, if you raid a building, or if an organisation raids an X-Com base). As with Anthropods and Skeletoids, these are tool-users (obviously) and their threat level depends entirely on their gear - most human guns are fairly ineffective against Megapol Armor, but humans with Marsec Heavy Launchers or Devastator Cannons are a very different kettle of fish (note that human enemies are more accurate than Anthropods or Skeletoids). In the final stretch, they'll even acquire Personal Disruptor Shields and Personal Cloaking Fields, which given their resistance to the Toxigun makes them among the most resilient of opponents (they also tend to be found in huge numbers). On the plus side, they cannot fly and will never get access to the horrifying Entropy Launcher.