Difference between revisions of "Brainsucker (Apocalypse)"

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[[Image:Brainsucker_(Alive).jpg|thumb|right|The Brainsucker UFOpaedia entry, if captured alive.]]
 
[[Image:Brainsucker_(Alive).jpg|thumb|right|The Brainsucker UFOpaedia entry, if captured alive.]]
 
[[Image:Brainsucker_Autopsy.jpg|thumb|right|The Brainsucker Autopsy report from the UFOpaedia.]]
 
[[Image:Brainsucker_Autopsy.jpg|thumb|right|The Brainsucker Autopsy report from the UFOpaedia.]]
The Brainsucker will probably be the first alien creature you ever see. They tend to run straight towards your men (similar to [[Popper (Apocalypse)|Poppers]]), and it is because of this that [[Megapol Stun Grenade|Stun Grenades]] usually don't work against them. [[Megapol Stun Grapple|Stun Grapples]] are suggested against these agile creatures, though it's usually best to finish them off to prevent them regaining conciousness.
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The Brainsucker will often be the first alien creature you ever see in combat. They resemble a small orange ball with eyes, thin appendages and a large proboscis. They are very weak but make up for this by having great speed and can jump very high. They have no ranged weaponry, but have a lethal melee attack. Their primary means of attack is the element of surprise and carelessness.  
  
Brainsuckers are fairly harmless in realtime mode (where even amateur soldiers can take them out with a single bullet of nearly any kind), but considered a serious hazard in turn based (where they're much more likely to succeed in attacking your units, which potentially turns them against you permanently). They can leap several stories in the air to reach flying soldiers (''Maybe even all the way to the top of the map, not sure on this...''), and once they get a grip on their victims head, only an accompanying soldier can remove them before it's too late.
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Their sole purpose in combat is to jump onto the head of an X-COM agent, bite the agent's throat and inject [[Micronoid Aggregate (Apocalypse) | Micronoid Aggregates]] directly into the host and seize control of the brain permanently. The Brainsucker are short lived creatures and will promptly die immediately after this procedure. There is a small chance that this attempt may fail.  
  
Although Brainsuckers are primitive creatures, they seem to know not to attack non-X-COM units (such as civilians and any human enemy combatants). That said, they will follow your [[Androids (Apocalypse)|Androids]] around without attacking them, and they are also incapable of attaching themselves to units lying prone.
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Be aware that [[Personal Disruptor Shield|shields]], the agent's psionic defense and helmet type do not play a part in defending against a Brainsucker attack. Even Android agents are not exempt from this, but still maintain a form of Brainsucker immunity. Brainsuckers do not actively launch attacks on Androids.  
  
Bipedal aliens will sometimes use a [[Brainsucker Launcher]] to fire [[Brainsucker Pod|Brainsucker Pods]] at your units. Pods on the ground near your agents will usually hatch into fullgrown Suckers on the spot, so pay attention to where they land and keep your distance from the corpses of aliens who wielded launchers.
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Brainsuckers are carried into combat by way of [[Brainsucker Pod|Brainsucker Pods]] and are launched from a [[Brainsucker Launcher]]. The pods will only hatch if left on the ground. If agents quickly scoop up and hold onto the pod, or even store the pod in their backpack, the pods will remain inert. This is a most effective strategy for agents to control the propagation of new brainsuckers. They can later be manually thrown out and dispatched at the agents' leisure. Recovering the pods also allow access to all bio-chemistry research topics on the Brainsucker.  
  
 
'''''Official Entry (Captured Alive):''''' "The life span of a Brainsucker is very short, eight hours at most. It has no reproduction or feeding system. Instead it attacks human victims by grasping the head with its claws and inserting its proboscis into the victims throat. The Brainsucker dies immediately after a successful attack, but our tests reveal that the victim is subsequently transformed into an Alien controlled entity. We will not understand the mechanism which causes this until we have completed studies on the full Alien life cycle."
 
'''''Official Entry (Captured Alive):''''' "The life span of a Brainsucker is very short, eight hours at most. It has no reproduction or feeding system. Instead it attacks human victims by grasping the head with its claws and inserting its proboscis into the victims throat. The Brainsucker dies immediately after a successful attack, but our tests reveal that the victim is subsequently transformed into an Alien controlled entity. We will not understand the mechanism which causes this until we have completed studies on the full Alien life cycle."
  
 
'''''Official Entry (Autopsy):''''' "This life form appears to have a simple structure with no distinguishable organs apart from an efficient heart and cardiovascular system. There appears to be no means of ingesting food or separate brain structure rendering it immune from Psionic influence. It seems that this creature has little purpose in life except that it is known to attack humans and seems to be designed to do only that. Its complex organic structure may be useful for developing toxins to counter any threat to our race."
 
'''''Official Entry (Autopsy):''''' "This life form appears to have a simple structure with no distinguishable organs apart from an efficient heart and cardiovascular system. There appears to be no means of ingesting food or separate brain structure rendering it immune from Psionic influence. It seems that this creature has little purpose in life except that it is known to attack humans and seems to be designed to do only that. Its complex organic structure may be useful for developing toxins to counter any threat to our race."
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== Notes ==
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* An agent in mid-suck cannot access his or her inventory directly. To get around this, access the inventory of another agent and click on the victims portrait to access the inventory screen. 
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* The best way to defend against a Brainsucker in mid-suck is to have all nearby companions shoot the brainsucker off ''post-haste''! 
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** Another option when wearing a full suit of armor is to get the victim to use a light explosive. Either by way of an AP grenade or firing an HE Autocannon shell at the adjacent tile or wall.
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* Brainsuckers always stun themselves silly when they attempt to jump onto an agent that is lying prone. This works in both RT and TB combat.
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* Brainsuckers may have trouble jumping on agents in low doorways.
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* On maps with very high elevations, flying can put agents out of the reach of brainsuckers. They can still jump fairly high, so fly as high as the map will allow.
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* As mentioned in the description, brainsucker pods will not hatch if held.
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**The battlescape trick of combining clips can be used to create a composite pod out of many for easier storage in case your agent does not have enough room.
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***Note that as with the clip combination trick, you will still be carrying the same amount of weight as the number of pods you've combined. They only take up less inventory space. 
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***Empty (0 ammo) pods won't hatch, but to be safe you can make them vanish by loading them into a brainsucker launcher.
  
 
==See Also==
 
==See Also==

Revision as of 07:06, 18 November 2009

The Brainsucker UFOpaedia entry, if captured alive.
The Brainsucker Autopsy report from the UFOpaedia.

The Brainsucker will often be the first alien creature you ever see in combat. They resemble a small orange ball with eyes, thin appendages and a large proboscis. They are very weak but make up for this by having great speed and can jump very high. They have no ranged weaponry, but have a lethal melee attack. Their primary means of attack is the element of surprise and carelessness.

Their sole purpose in combat is to jump onto the head of an X-COM agent, bite the agent's throat and inject Micronoid Aggregates directly into the host and seize control of the brain permanently. The Brainsucker are short lived creatures and will promptly die immediately after this procedure. There is a small chance that this attempt may fail.

Be aware that shields, the agent's psionic defense and helmet type do not play a part in defending against a Brainsucker attack. Even Android agents are not exempt from this, but still maintain a form of Brainsucker immunity. Brainsuckers do not actively launch attacks on Androids.

Brainsuckers are carried into combat by way of Brainsucker Pods and are launched from a Brainsucker Launcher. The pods will only hatch if left on the ground. If agents quickly scoop up and hold onto the pod, or even store the pod in their backpack, the pods will remain inert. This is a most effective strategy for agents to control the propagation of new brainsuckers. They can later be manually thrown out and dispatched at the agents' leisure. Recovering the pods also allow access to all bio-chemistry research topics on the Brainsucker.

Official Entry (Captured Alive): "The life span of a Brainsucker is very short, eight hours at most. It has no reproduction or feeding system. Instead it attacks human victims by grasping the head with its claws and inserting its proboscis into the victims throat. The Brainsucker dies immediately after a successful attack, but our tests reveal that the victim is subsequently transformed into an Alien controlled entity. We will not understand the mechanism which causes this until we have completed studies on the full Alien life cycle."

Official Entry (Autopsy): "This life form appears to have a simple structure with no distinguishable organs apart from an efficient heart and cardiovascular system. There appears to be no means of ingesting food or separate brain structure rendering it immune from Psionic influence. It seems that this creature has little purpose in life except that it is known to attack humans and seems to be designed to do only that. Its complex organic structure may be useful for developing toxins to counter any threat to our race."

Notes

  • An agent in mid-suck cannot access his or her inventory directly. To get around this, access the inventory of another agent and click on the victims portrait to access the inventory screen.
  • The best way to defend against a Brainsucker in mid-suck is to have all nearby companions shoot the brainsucker off post-haste!
    • Another option when wearing a full suit of armor is to get the victim to use a light explosive. Either by way of an AP grenade or firing an HE Autocannon shell at the adjacent tile or wall.
  • Brainsuckers always stun themselves silly when they attempt to jump onto an agent that is lying prone. This works in both RT and TB combat.
  • Brainsuckers may have trouble jumping on agents in low doorways.
  • On maps with very high elevations, flying can put agents out of the reach of brainsuckers. They can still jump fairly high, so fly as high as the map will allow.
  • As mentioned in the description, brainsucker pods will not hatch if held.
    • The battlescape trick of combining clips can be used to create a composite pod out of many for easier storage in case your agent does not have enough room.
      • Note that as with the clip combination trick, you will still be carrying the same amount of weight as the number of pods you've combined. They only take up less inventory space.
      • Empty (0 ammo) pods won't hatch, but to be safe you can make them vanish by loading them into a brainsucker launcher.

See Also