Difference between revisions of "Brainsucker Launcher"

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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.
 
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.
  
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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* Grenade any corpses to destroy the pods.
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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.  
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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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*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.  
  
* 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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Refer to the [[Brainsucker (Apocalypse)|Brainsucker]] page for tips on fighting the launcher's payload.  
  
  

Revision as of 20:19, 1 December 2012

Brainsucker Launcher, image from the 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 Brainsuckers) 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.

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.

  • 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 page for tips on fighting the launcher's payload.


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."


  • Pictures courtesy of XCommand

See Also


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