Difference between revisions of "Brainsucker Launcher"
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− | [[Image:Brainsucker_Launcher.jpg|thumb|right|Brainsucker Launcher |
+ | [[Image:Brainsucker_Launcher.jpg|thumb|right|Brainsucker Launcher]] |
− | The Brainsucker launcher is the first alien weapon X-COM agents usually encounter on the battlefield. As its name implies, this weapon is used to fire Brainsucker Pods (which hatch into [[Brainsucker]]s) in a manner similar to a grenade launcher. A measure of caution should still be used when facing them - a well-placed Brainsucker Pod can result in an unwary agent being taken over, letting this weapon effectively 1-shot agents all game long. An alien armed with this weapon will drop any spare pods when killed, which may hatch if agents approach the corpse (Note that a pod loaded into a launcher will not hatch). Most missions will have at least one or two launchers with ammo, and they can always take over an agent if you're not careful. Always keep countermeasures on hand. |
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+ | ===Brainsucker Launcher=== |
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+ | {| |
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− | Agents can not bring Brainsucker pods into battle, but may use the launcher to fire pods on the field. This isn't very useful as the Brainsuckers are always hostile and are much safer to keep in the inventory. Brainsucker ammo can not be sold, as it is instead sent off to alien containment for research and incineration. The launcher is the very first money maker you'll get from the aliens, selling for a paltry $200 at full price. |
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+ | |[[Image:Brainsucker Launcher inventory.png|left]] |
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− | Pods can be safely approached in turn-based mode and picked up to prevent hatching. Real time agents must kill the wielder up close or use the [[Personal Teleporter]] to grab pods. Refer to the [[Brainsucker (Apocalypse)|Brainsucker]] page for tips on fighting its payload. |
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+ | * Size: 2 × 4 |
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+ | * Weight: 9 |
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− | * If you get a chance during combat, dispose of the pods by throwing them out one at a time and defeating the Brainsucker as it hatches. Think of it as a high stakes brainsucker skeet-shoot. |
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+ | * Fire Rate: 0.6sec |
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+ | * Accuracy: 10% |
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+ | * Base Price: $200 |
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+ | * Battlescape Score: 6 |
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+ | * Style: two-handed |
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+ | |} |
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+ | <br clear=all> |
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− | *Pictures courtesy of XCommand |
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+ | The pod has a hard and extremely tough skin, this peels back in the presence of human beings. A creature popularly referred to as a "Brainsucker" then emerges fully formed and active. Our conclusion is that these pods are a genetically engineered device designed to attack only human life forms. ''From: Apocalypse Ufopaedia'' |
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− | == |
+ | ===Brainsucker Pod=== |
+ | [[Image:Brainsucker_Pod.jpg|thumb|right|Brainsucker Pod]] |
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− | * [[Alien Artifacts (Apocalypse)|Alien Artifacts]] |
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+ | {| |
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− | * [[Biochemistry]] |
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+ | |[[Image:Brainsucker Pod inventory.png|left]] |
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+ | | |
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+ | * Size: 2 × 2 |
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+ | * Weight: 3 |
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+ | * Ammo: 1 |
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+ | * Range: 31m |
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+ | * Battlescape Score: 8 |
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+ | |} |
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+ | <br clear=all> |
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+ | This exotic weapon is commonly the first piece of alien technology recovered by X-Com. An oddly shaped apparatus which launches Brainsucker Pods in a wildly inaccurate arcing trajectory. Once researched, this weapon can be sold but since it is useless, its sale price is very low. Pods recovered cannot be sold since they are classed as [[Bio-Transport_Module_(Apocalypse)|alien lifeforms]] and cannot be bought. This weapon and pods are used only by aliens against humans or human hybrids.<br> |
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+ | Pods can be picked up on the battlescape (since it is an item and not a lifeform, yet) and thrown, or fired from the launcher once researched, to cautiously allow unhatched pods to break open which can then be used to gain some combat experience. Any remaining in your agent's inventory will be discarded at mission end unless a bio-transport module is available.<br> |
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+ | Android X-Com agents will not cause the pod to hatch, be targeted by a live brainsucker nor will they be fired upon by aliens which carry this weapon.<br> |
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+ | Pods will only break open if there is room for the brainsucker to appear on the battlescape and if there is a reason to do so (human hosts are near). A loaded launcher will not allow a pod to hatch. Any unconscious anthropod or skeletoid with loose pods in their inventory will not allow their 'ammunition' to hatch, but loose brainsucker pods on any dead alien may do so if approached by any human (including security and civilians) or hybrid. |
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[[Category: Apocalypse]] |
[[Category: Apocalypse]] |
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− | [[Category: Aliens (Apocalypse)]] |
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− | [[Category: Alien Artifacts (Apocalypse)]] |
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− | [[Category: Agents Equipment (Apocalypse)]] |
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− | [[Category: Research (Apocalypse)]] |
Revision as of 22:40, 7 August 2022
This weapon is an organic launcher for Brainsucker Pods. If the pod lands within the vicinity of a human target it will burst open and the Brainsucker will attack the victim. It is not a useful weapon for us to replicate, even if it were possible. From: Apocalypse Ufopaedia
Brainsucker Launcher
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The pod has a hard and extremely tough skin, this peels back in the presence of human beings. A creature popularly referred to as a "Brainsucker" then emerges fully formed and active. Our conclusion is that these pods are a genetically engineered device designed to attack only human life forms. From: Apocalypse Ufopaedia
Brainsucker Pod
|
This exotic weapon is commonly the first piece of alien technology recovered by X-Com. An oddly shaped apparatus which launches Brainsucker Pods in a wildly inaccurate arcing trajectory. Once researched, this weapon can be sold but since it is useless, its sale price is very low. Pods recovered cannot be sold since they are classed as alien lifeforms and cannot be bought. This weapon and pods are used only by aliens against humans or human hybrids.
Pods can be picked up on the battlescape (since it is an item and not a lifeform, yet) and thrown, or fired from the launcher once researched, to cautiously allow unhatched pods to break open which can then be used to gain some combat experience. Any remaining in your agent's inventory will be discarded at mission end unless a bio-transport module is available.
Android X-Com agents will not cause the pod to hatch, be targeted by a live brainsucker nor will they be fired upon by aliens which carry this weapon.
Pods will only break open if there is room for the brainsucker to appear on the battlescape and if there is a reason to do so (human hosts are near). A loaded launcher will not allow a pod to hatch. Any unconscious anthropod or skeletoid with loose pods in their inventory will not allow their 'ammunition' to hatch, but loose brainsucker pods on any dead alien may do so if approached by any human (including security and civilians) or hybrid.