Difference between revisions of "Chryssalid"

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m (somewhere... somehow.... there is a lost exploit!!)
(Zombification)
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Their lack of ranged attack or flying ability makes them easy meat once you have flying armor.  AP works but you may want to skip the rifles and go straight to Autocannons or better.
 
Their lack of ranged attack or flying ability makes them easy meat once you have flying armor.  AP works but you may want to skip the rifles and go straight to Autocannons or better.
  
A HORRIBLE way to meet one is shooting a zombie with reaction fire as it shambles in for melee... then a Chryssalid pops out and SPRINTS at you, turning your squad into more zombies. The only known way to prevent the Chrys hatching is to kill the zombie with [[Incendiary]] rounds.
+
A HORRIBLE way to meet one is shooting a zombie with reaction fire as it shambles in for melee... then a Chryssalid pops out and SPRINTS at you, turning your squad into more zombies. The only known way to prevent a Chrys hatching is to land killing blows zombies with [[Incendiary]] rounds.
  
''[[User:Jasonred|Jasonred]]: Only works if the KILLING BLOW was Incendiary. Good luck hoping your reaction shots used Incendiary ammo. ... In other words, while it's nice knowing about the Incendiaries not birthing Chryssalids, I don't think it's actually all that useful. Chrys are in fact LESS dangerous than most aliens during X-com's turn, since they only have melee and can't reaction fire. If you have enough TU to kill a zombie with Incendiary, it's more practical to auto-shot him with Lasers or Plasma. ... Just don't kill Zombies with Grenades. During Aliens turn, reaction fired Incendiaries aren't a safe technique.''
+
Usually Chryssalids are unarmed, and so sitting ducks during X-Com's turn. If you have a chance to kill one you should take it before it's too late.
 
 
''[[User:Papa Legba|Papa Legba]]: Jason's got a valid point about the incendiaries, but I disagree with him about the danger of Chryssalids' melee attacks.  Due to their freakishly high reactions and hard armor, I've seen them waltz up to one of my troops in full view, suck up a snap shot or two, and still take the troop down.  Especially in alien bases, don't get too confident about eliminating Chryssalids with reaction fire.''
 
 
 
'' [ [[User:NKF|NKF]]: I'm of the personal opinion that incendiaries should be used actively to disable chryssalid zombies - not reactively. Waste of time otherwise. Also, reaction shots do have the unusual side effect of detouring charging melee aliens temporarily - until the next reaction shot, in which case they go back to their original target. Then repeat ad nauseum for every reaction shot thereafter. The detour may look like they're running in the other direction, but it can sometimes be a brief switch target if there's a closer target nearby at the time of the opportunity shot.] ''
 
 
 
'' [[User:abraxas|abraxas]]: actually, some chryssalids CAN reaction fire. i think it's a bug, but on my version at least, if they infect an X-com member, he occasionaly keeps his weapons, and the chryssalid gets them too. they can't use them normally, but can reaction fire.''
 
  
 
==Statistics==
 
==Statistics==
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  '''Damage:'''                110-118
 
  '''Damage:'''                110-118
 +
'''Damage Type:'''          <i>???</i>
 
  '''Close Combat Accuracy:''' 80%
 
  '''Close Combat Accuracy:''' 80%
  '''TUs:'''                  15
+
  '''TUs:'''                  15  
 +
                        <i>I set a Chryss's current/max TU to 15, and it still had time to turn after
 +
                        attacking. Percentage maybe? - [[User:Bomb Bloke|Bomb Bloke]] 15:54, 10 February 2008 (PST)</i>
  
 
==Live Specimen==
 
==Live Specimen==
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* They can perform 7 attacks per turn max at Beginner difficulty and 8 at Superhuman difficulty.
 
* They can perform 7 attacks per turn max at Beginner difficulty and 8 at Superhuman difficulty.
 
*Chryssalid Damage Modifiers: Fire 80%, Stun 90%. They aren't particularly susceptible to anything, despite the "vulnerability to explosives" mentioned above. [[Unconscious]] chryssies are as vulnerable to ordinary grenades as any other object.  
 
*Chryssalid Damage Modifiers: Fire 80%, Stun 90%. They aren't particularly susceptible to anything, despite the "vulnerability to explosives" mentioned above. [[Unconscious]] chryssies are as vulnerable to ordinary grenades as any other object.  
*Chryssies left on their own with [[civilian]]s in a [[Terror Mission]] can quite quickly raise an army of the undead. This is one of the few tricky situations where you might end up shooting civilians for their own good. And yours, of course.
 
*As commented under [[Zombie]], zombie research teams under controlled conditions have never seen a spontaneous Chrys hatching while the zombie is still mobile and unharmed. So although the zombie packs a wallop in melee, don't shoot them if you aren't prepared to deal with the Chrys immediately afterwards. Run away!
 
 
*If you find yourself in a Chryssalid-infested area without a flying suit, you can try heading upstairs then shooting away the stairs.
 
*If you find yourself in a Chryssalid-infested area without a flying suit, you can try heading upstairs then shooting away the stairs.
 
*[[Heavy Weapons Platforms|HWP]]'s can't be turned into Zombies but a Chryssalid attack can still make a mess of them.
 
*[[Heavy Weapons Platforms|HWP]]'s can't be turned into Zombies but a Chryssalid attack can still make a mess of them.
*Zombie-spawned Chryssalids suffer from a oversight in the game code which means that they will ALWAYS have their core stats, unadjusted by difficulty level.  In difficulties above Beginner, this means that Chryssalids birthed from Zombies will have lower stats than those that spawned at the beginning of the mission, and are thus less dangerous.  '''HOWEVER''', if playing in Beginner mode, armor of units is adjusted to 50% of core for all units.  This means that in Beginner mode, Zombie-spawned Chryssalids will be significantly better armored than mission-start Chryssalids!  So if you're playing on Beginner, make sure you have plenty of TUs before you take down that Zombie!
+
* Chryssalids usually dont have guns; using [[Flying Suit]]s you can just hover in the air and shoot them or drop [[High Explosive]]s down on them.
* Chryssalids dont have guns; using [[Flying Suit]]s you can just hover in the air and shoot them or drop [[High Explosive]]s down on them.
 
 
As with all terror units, they can be encountered in the following mission types:
 
As with all terror units, they can be encountered in the following mission types:
 
* [[Terror Mission]]
 
* [[Terror Mission]]
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* [[Alien Base Assault]]
 
* [[Alien Base Assault]]
 
* [[Cydonia]]
 
* [[Cydonia]]
 +
 +
==Zombification==
 +
 +
If a human unit is hit by a Chryssalid - Even once - It will become a [[Zombie]]. This happens regardless of what the other effects of the attack are.
 +
 +
Zombification is slightly different to death in that it does not cause units to scream or drop their weapons. Armed Zombies can only use their equipment via [[Reaction Fire]], and when killed, change to armed Chryssalids (which have the same limitation).
 +
 +
However, if the damage dealt to the subject was enough to kill it (usually the case), it will scream and drop it's weapons in the usual way before turning. Regardless however there'll be no corpse left behind.
 +
 +
The exception to this is if the attacks ended up [[Stun|stunning]] the unit. The unconcious body will fall in the usual way, but then the victim itself will be turned into a standard Zombie. The result is that the body remains and appears to belong to the (concious) alien.
 +
 +
Zombie-spawned Chryssalids suffer from a oversight in the game code which means that they will ALWAYS have their core stats, unadjusted by difficulty level.  In difficulties above Beginner, this means that Chryssalids birthed from Zombies will have lower stats than those that spawned at the beginning of the mission, and are thus less dangerous.  '''HOWEVER''', if playing in Beginner mode, armor of units is adjusted to 50% of core for all units.  This means that in Beginner mode, Zombie-spawned Chryssalids will be significantly better armored than mission-start Chryssalids!  So if you're playing on Beginner, make sure you have plenty of TUs before you take down that Zombie!
 +
 +
As commented under [[Zombie]], zombie research teams under controlled conditions have never seen a spontaneous Chrys hatching while the zombie is still mobile and unharmed. So although the zombie packs a wallop in melee, don't shoot them if you aren't prepared to deal with the Chrys immediately afterwards. Run away!
 +
 +
Chryssies left on their own with [[civilian]]s in a [[Terror Mission]] can quite quickly raise an army of the undead. This is one of the few tricky situations where you might end up shooting civilians for their own good. And yours, of course.
  
 
==See Also==
 
==See Also==

Revision as of 23:54, 10 February 2008

Chryssalid

Chryssalids are an alien Terror Unit accompanying Snakemen.

Nasty. Toothy. Very very fast. Able to implant an egg (that turns you into a Zombie) with little regard for body armor. The ability of single Chryssalids to multiply and wipe out entire squads makes them more feared than even the tougher Ethereals.

General Information

Their lack of ranged attack or flying ability makes them easy meat once you have flying armor. AP works but you may want to skip the rifles and go straight to Autocannons or better.

A HORRIBLE way to meet one is shooting a zombie with reaction fire as it shambles in for melee... then a Chryssalid pops out and SPRINTS at you, turning your squad into more zombies. The only known way to prevent a Chrys hatching is to land killing blows zombies with Incendiary rounds.

Usually Chryssalids are unarmed, and so sitting ducks during X-Com's turn. If you have a chance to kill one you should take it before it's too late.

Statistics

TUs:                   110-127
Health:                96
Energy:                140-162
Reactions:             70-86
Strength:              110-118
Bravery:               100
Psi Skill:             N/A
Psi Strength:          50-69

Damage:                110-118
Damage Type:           ???
Close Combat Accuracy: 80%
TUs:                   15 
                       I set a Chryss's current/max TU to 15, and it still had time to turn after 
                       attacking. Percentage maybe? - Bomb Bloke 15:54, 10 February 2008 (PST)

Live Specimen

The crab like claws of this creature are a powerful weapon in close combat. The high metabolism and strength of this creature give it speed and dexterity. Instead of killing its victim it impregnates it with an egg and injects a venom which turns it into a walking Zombie. A new Chryssalid will burst from the victim shortly after impregnation. Chryssalids are associated with the Snakeman race.

Autopsy

Chryssalid - Autopsy

The exo-skeleton of this creature is extremely tough, but surprisingly vulnerable to explosive ammunition. The brain is well developed, and its cell growth rate very fast. The creature carries twenty eggs which are laid inside other organisms. This creature is a very effective terror weapon.


[ NKF: Note, the above is taken directly from the game UFOpaedia. Technically, the comment about the vulnerability to explosives is only true when the Chryssalid is unconscious. Chryssalids, in fact, take normal damage from Explosives. To confirm this, refer to the Damage Modifiers.

With the Auto or Heavy Cannon, Chryssalids are more likely to get knocked unconscious with HE rounds while AP rounds often kills them. Make it habit of examining the corpse before moving on if you haven't destroyed the corpse outright. ]

Notes

  • Beginner level Chryssalids have 110TU, and each melee attack costs 15TU. This means they can be out of visual range at the beginning of the turn and cross the 23 intervening tiles and still attack you in the same turn!
  • They can perform 7 attacks per turn max at Beginner difficulty and 8 at Superhuman difficulty.
  • Chryssalid Damage Modifiers: Fire 80%, Stun 90%. They aren't particularly susceptible to anything, despite the "vulnerability to explosives" mentioned above. Unconscious chryssies are as vulnerable to ordinary grenades as any other object.
  • If you find yourself in a Chryssalid-infested area without a flying suit, you can try heading upstairs then shooting away the stairs.
  • HWP's can't be turned into Zombies but a Chryssalid attack can still make a mess of them.
  • Chryssalids usually dont have guns; using Flying Suits you can just hover in the air and shoot them or drop High Explosives down on them.

As with all terror units, they can be encountered in the following mission types:

Zombification

If a human unit is hit by a Chryssalid - Even once - It will become a Zombie. This happens regardless of what the other effects of the attack are.

Zombification is slightly different to death in that it does not cause units to scream or drop their weapons. Armed Zombies can only use their equipment via Reaction Fire, and when killed, change to armed Chryssalids (which have the same limitation).

However, if the damage dealt to the subject was enough to kill it (usually the case), it will scream and drop it's weapons in the usual way before turning. Regardless however there'll be no corpse left behind.

The exception to this is if the attacks ended up stunning the unit. The unconcious body will fall in the usual way, but then the victim itself will be turned into a standard Zombie. The result is that the body remains and appears to belong to the (concious) alien.

Zombie-spawned Chryssalids suffer from a oversight in the game code which means that they will ALWAYS have their core stats, unadjusted by difficulty level. In difficulties above Beginner, this means that Chryssalids birthed from Zombies will have lower stats than those that spawned at the beginning of the mission, and are thus less dangerous. HOWEVER, if playing in Beginner mode, armor of units is adjusted to 50% of core for all units. This means that in Beginner mode, Zombie-spawned Chryssalids will be significantly better armored than mission-start Chryssalids! So if you're playing on Beginner, make sure you have plenty of TUs before you take down that Zombie!

As commented under Zombie, zombie research teams under controlled conditions have never seen a spontaneous Chrys hatching while the zombie is still mobile and unharmed. So although the zombie packs a wallop in melee, don't shoot them if you aren't prepared to deal with the Chrys immediately afterwards. Run away!

Chryssies left on their own with civilians in a Terror Mission can quite quickly raise an army of the undead. This is one of the few tricky situations where you might end up shooting civilians for their own good. And yours, of course.

See Also