Difference between revisions of "Alien Weapon Loadouts"

From UFOpaedia
Jump to navigation Jump to search
m (typo)
m (Revised the end of the article)
Line 102: Line 102:
 
:'''16-20''' (x10-x14): Late game loadout
 
:'''16-20''' (x10-x14): Late game loadout
  
NOTE!!! : Certain aliens are restricted from being certain ranks. For instance, Mutons are not allowed to be Medics, Leaders or Commanders. What will happen is that the game assigns a certain number of each type of rank normally assigned to each UFO, based on difficulty. These aliens will then be outfitted based on this INITIAL rank... so a few mutons on a supply ship will be destinied to become medics, and will be equipped with Small Launchers. BUT, these medic wannabes are then demoted back to Soldier, but will hang onto the Medic loadout. (similiarly, those muton soldiers carrying blaster launchers used to be leader/commander material)
+
'''Note''': Certain aliens are restricted from being certain ranks. For instance, Mutons are not allowed to be Medics, Leaders or Commanders. When the game populates a map, all of the ranks appropriate to the mission type and difficulty level are created regardless of the race type. The aliens will then be armed according to their rank. Finally the game will then demote any alien with a rank that is not allowed by its race. Demoted aliens will keep the weapons they are assigned prior to the demotion.
 
 
----
 
 
 
 
 
These loadouts are useful to know, ESPECIALLY once you have psi, OR if you happen to get lucky and make the enemy forces panic... knowing which enemies can carry grenades, and which enemies do not carry grenades makes a lot of difference sometimes! An alien with its hands empty and standing on a Blaster Launcher or Small Launcher can be given low priority... shoot the more dangerous aliens first. However, a Heavy Plasma toting alien that dropped its weapons is HIGHLY dangerous, since it has just finished panicking, has gained 15 morale and has nothing in its armament except for an alien grenade... BOOM.
 
 
 
Also makes it much easier to capture that alien rank you were looking for! No more mind probing needed, just spot the alien carrying the Blaster Launcher!
 

Revision as of 07:16, 26 February 2013

1E2E3E4E5E1M2M3M4M5M1L2L3L4L5L
Small Scout
SoldierPPPPCPPCMP0PRPRC
PPC
MP0HPHPCMP00
Medium Scout
SoldierPPPPCPPC00PRPRCPRC00HPHPCAG00
NavigatorPPPPCMP00PRPRC000HPHPC000
Large Scout
SoldierPPPPCPPC00PRPRCPRC00HPHPCHPC00
NavigatorPPPPCMP00PRPRCPRC00HPHPCAGHPC0
EngineerPPPPCMP00PRPRCMPPRC0SLSBSBSB0
Harvester
SoldierPPPPC000PRPRCPRC00HPHPCAG00
NavigatorPPPPC000PRPRCAG00HPHPCHPC00
MedicSLSBSBSB0SLSBSBSB0SLSBSBSBSB
EngineerPPPPCPPC00PRPRCPRC00HPHPC000
LeaderPPPPCAGPPC0PRPRCAGPRC0HPHPCAGAGHPC
Abductor
SoldierPPPPC000PRPRCPRC00HPHPCAGHPC0
NavigatorPPPPCPPC00PRPRCPRC00HPHPCAGHPC0
MedicPPPPCPPC00PRPRCAGPRC0HPHPCHPCHPC0
EngineerPPPPCPPC00PRPRCPRC00HPHPCAGHPC0
Leader
PRC
PP
PP
00PRPRCPRC00HPHPCAGHPC0
Terror Ship
SoldierPPPPCPPC00PRPRCAGPRC0HPHPCAGHPC0
NavigatorPPPPCPPC00PRPRCPRC00HPHPCHPC00
MedicPPPPCAGPPC0PRPRCAGPRC0SLSBSBSB0
EngineerPPPPCPPC00PRPRCPRC00HPHPCAGHPC0
LeaderPPPPCPPC00PRPRCPRC00HPHPCAGHPC0
Terrorist 1000000000000000
Terrorist 2000000000000000
Battleship
SoldierPPPPCPPC00PRPRCPRC00HPHPCAGHPC0
NavigatorPPPPCPPC00PRPRCPRC00HPHPCAGHPC0
MedicPPPPCPPC00SLSBSBSB0HPHPCAGHPC0
EngineerPPPPCPPC00PRPRCPRC00BLBBBBBBBB
LeaderPRPRCPRC00HPHPCAGHPC0BLBBBBBBBB
CommanderHPHPCAGAGHPCHPHPCAGAGHPCBLBBBBBBBB
Terrorist 1000000000000000
Terrorist 2000000000000000
Supply Ship
SoldierPPPPCPPC00PRPRCPRC00HPHPCAGHPC0
NavigatorPPPPCPPC00PRPRCPRC00HPHPCAGHPC0
MedicPPPPCPPC00PRPRCPRC00SLSBSBSB0
EngineerPPPPCPPC00PRPRCPRC00HPHPCAGHPC0
LeaderPPPPCPPC00PRPRCPRC00HPHPCAGHPC0
Base Missions
Terrorist 1000000000000000
Terrorist 2000000000000000
SoldierPPPPCPPC00PRPRCPRC00HPHPCAGHPC0
NavigatorPPPPCPPC00PRPRCPRC00HPHPCAGHPC0
MedicPPPPCPPC00PRPRCPRC00SLSBSBSB0
EngineerPPPPCPPC00PRPRCPRC00BLBBBBBBBB
LeaderPRPRCPRC00HPHPCAGHPC0BLBBBBBBBB
CommanderHPHPCAGHPC0HPHPCAGHPC0HPHPCAGHPC0
Mars 1
Sect. SoldiersPPPPC000PRPRC000HPHPCAG00
Sect. LeadersPPPPC000PRPRC000HPHPCAG00
Sect. Comm.PPPPC000PRPRC000HPHPCAG00
Cyberdiscs000000000000000
Mars 2
Eth. SoldiersBLBBBBBBBBBLBBBBBBBBBLBBBBBBBB
Eth. LeadersHPHPCAGHPC0HPHPCAGHPC0HPHPCAGHPC0
Eth. Comm.HPHPCAGHPC0HPHPCAGHPC0HPHPCAGHPC0
Chryssalids000000000000000
Silacoids000000000000000
Celatids000000000000000
Sectopods000000000000000


Table Key

Red entries indicate an error in loadout.
E=Early
M=Middle
L=Late
PP = Plasma Pistol
PPC = Plasma Pistol Clip
PR = Plasma Rifle
PRC = Plasma Rifle Clip
HP = Heavy Plasma
HPC = Heavy Plasma Clip
SL = Small Launcher
SB = Stun Bomb
BL = Blaster Launcher
BB = Blaster Bomb
AG = Alien Grenade
MP = Mind Probe

(all weapons start loaded)

DOS v1.4 data starts at byte 367014 in GEOSCAPE.EXE; entries are 21 bytes and correspond to the following (borrowed from Zombie's post here):

00: Mission type (starts from 05 = Small Scout; goes to 15 (x0F) for Mars 2)
01: Alien rank
02: Base number of aliens on Beginner / Experienced
03: Base number of aliens on Superhuman (Veteran / Genius is the average of these two)
04: A random number from 0 to this number will be added to the above number of aliens
05: Unknown
06-10 (x06-x0A): Early game loadout
11-15 (x0B-x0F): Mid game loadout
16-20 (x10-x14): Late game loadout

Note: Certain aliens are restricted from being certain ranks. For instance, Mutons are not allowed to be Medics, Leaders or Commanders. When the game populates a map, all of the ranks appropriate to the mission type and difficulty level are created regardless of the race type. The aliens will then be armed according to their rank. Finally the game will then demote any alien with a rank that is not allowed by its race. Demoted aliens will keep the weapons they are assigned prior to the demotion.