Difference between revisions of "Chryssalid"

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m (Adding TU info and NKF's AP vulnerability note)
m (OSG damage modifiers)
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Note though that their lack of ranged attack or flying ability makes them easy meat once you have flying armor. They accompany [[Snakemen]] on Terror and Base missions.
 
Note though that their lack of ranged attack or flying ability makes them easy meat once you have flying armor. They accompany [[Snakemen]] on Terror and Base missions.
  
Weak against explosives, says the OSG. Nu-uh, they're weak against AP, says NKF.
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Weak against explosives, says the USG. Nu-uh, they're weak against AP, says NKF. Chryssalid Damage Modifiers: Fire-80%, Stun-90%, says the OSG.
  
 
A HORRIBLE way to meet one is shooting a relatively harmless zombie with reaction fire as it shambles in for melee... then a Chryssalid pops out and SPRINTS at you, turning your squad into cheese. Always bring [[Incendiary]] rounds to Snakemen sites to take out the Zombie, as this will prevent the Chrys hatching.
 
A HORRIBLE way to meet one is shooting a relatively harmless zombie with reaction fire as it shambles in for melee... then a Chryssalid pops out and SPRINTS at you, turning your squad into cheese. Always bring [[Incendiary]] rounds to Snakemen sites to take out the Zombie, as this will prevent the Chrys hatching.

Revision as of 14:52, 10 August 2005

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.

Note though that their lack of ranged attack or flying ability makes them easy meat once you have flying armor. They accompany Snakemen on Terror and Base missions.

Weak against explosives, says the USG. Nu-uh, they're weak against AP, says NKF. Chryssalid Damage Modifiers: Fire-80%, Stun-90%, says the OSG.

A HORRIBLE way to meet one is shooting a relatively harmless zombie with reaction fire as it shambles in for melee... then a Chryssalid pops out and SPRINTS at you, turning your squad into cheese. Always bring Incendiary rounds to Snakemen sites to take out the Zombie, as this will prevent the Chrys hatching.

Chryssalids have 110TU, and each melee attack costs 14TU. This means they can be out of visual range at the beginning of the turn and cross the 21 intervening tiles and still attack you in the same turn!

They can perform 7 attacks per turn max at Beginner difficulty and 9 at Superhuman difficulty.