Difference between revisions of "Brainsucker Launcher"

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[[Image:Brainsucker_Launcher.jpg|thumb|right|Brainsucker Launcher, image from the UFOpaedia]]
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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''
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. The effectiveness of this weapon (mirroring brainsuckers themselves) varies wildly depending on game mode. In RT the hatched brainsuckers are easily dealt with. In TB however this weapon is monstrously effective, landing brainsucker pods next to your troops, which will hatch immediately and only your agents with good reactions will be able to fire at them before they can suck an agent.
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[[Image:Brainsucker_Launcher.jpg|thumb|right|Brainsucker Launcher]]
 
 
Agents cannot 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 first money maker you'll get from the aliens, but not a very good one, selling for a paltry $200 at full price.
 
 
 
Brainsucker pods will only hatch if on the ground and there is nothing blocking the square to prevent them from spawning. This means that if the aliens are uncharacteristically accurate and land a pod directly at the feet of an agent it won't hatch and he can simply pick it up. A pod that lands on an impassable square will be a dud and will never hatch.
 
 
 
* Grenade any corpses to destroy the pods.
 
* 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.
 
**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.
 
*If all else fails, simply do not approach a dead alien which was armed with a brainsucker launcher, or approach it only with android units.  
 
 
 
Refer to the [[Brainsucker (Apocalypse)|Brainsucker]] page for tips on fighting the launcher's payload.
 
 
 
*Pictures courtesy of XCommand
 
==Stats==
 
 
===Brainsucker Launcher===
 
===Brainsucker Launcher===
 
{|
 
{|
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* Size: 2 × 4
 
* Size: 2 × 4
 
* Weight: 9
 
* Weight: 9
* ROF: 0.5625 r/s
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* Fire Rate: 0.6sec
 
* Accuracy: 10%
 
* Accuracy: 10%
 
* Base Price: $200
 
* Base Price: $200
 
* Battlescape Score: 6
 
* Battlescape Score: 6
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* Style: two-handed
 
|}
 
|}
'''''Official Entry:''''' "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."
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<br clear=all>
 
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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===
 
===Brainsucker Pod===
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[[Image:Brainsucker_Pod.jpg|thumb|right|Brainsucker Pod]]
 
{|
 
{|
 
|[[Image:Brainsucker Pod inventory.png|left]]
 
|[[Image:Brainsucker Pod inventory.png|left]]
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* Size: 2 × 2
 
* Size: 2 × 2
 
* Weight: 3
 
* Weight: 3
* Power: N/A
 
* Damage Type: Brainsucker
 
 
* Ammo: 1
 
* Ammo: 1
 
* Range: 31m
 
* Range: 31m
* Base Price: $200
 
 
* Battlescape Score: 8
 
* Battlescape Score: 8
 
|}
 
|}
'''''Official Entry:''''' "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."
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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>
==Notes==
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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>
*Brainsucker Pods cannot ordinarily be sold, as they are recovered as aliens rather than items (thus requiring a [[Bio-Transport Module (Apocalypse)|Bio-Transport Module]] rather than [[Cargo Module (Apocalypse)|Cargo Module]], and occupying [[Alien Containment (Apocalypse)|Alien Containment]] rather than [[Stores (Apocalypse)|Stores]] space). Considering the nature of their contents, this is eminently reasonable.
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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.
==See Also==
 
* [[Alien Artifacts (Apocalypse)|Alien Artifacts]]
 
* [[Biochemistry]]
 
  
  
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[[Category: Apocalypse]]
 
[[Category: Apocalypse]]
[[Category: Aliens (Apocalypse)]]
 
[[Category: Alien Artifacts (Apocalypse)]]
 
[[Category: Agents Equipment (Apocalypse)]]
 
[[Category: Research (Apocalypse)]]
 

Revision as of 21:40, 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

Brainsucker Launcher

Brainsucker Launcher inventory.png
  • Size: 2 × 4
  • Weight: 9
  • Fire Rate: 0.6sec
  • Accuracy: 10%
  • Base Price: $200
  • Battlescape Score: 6
  • Style: two-handed


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

Brainsucker Pod
Brainsucker Pod inventory.png
  • Size: 2 × 2
  • Weight: 3
  • Ammo: 1
  • Range: 31m
  • Battlescape Score: 8


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.


Apocalypse Insignia X-Com: Apocalypse: Equipment
Weapons:Megapol LawpistolMarsec M4000 Machine GunMegapol Laser Sniper GunMegapol Auto CannonMegapol Plasma GunMarsec Heavy LauncherMarsec MinilauncherMegapol Stun GrapplePower Sword
Megapol AP GrenadeMegapol Stun GrenadeMegapol Smoke GrenadeMarsec Proximity MineMarsec High ExplosiveDiablo Incendiary Grenade
ToxigunAlien Gas Grenade
Equipment:ArmorMind ShieldMind BenderMedi-KitMotion ScannerPsicloneElerium
Alien Artifacts:Disruptor GunDevastator CannonBoomeroidBrainsucker LauncherEntropy LauncherDimension Missile LauncherVortex MinePersonal Disruptor ShieldPersonal TeleporterPersonal Cloaking Field
Other:Innate/Grown-In Weapons