Difference between revisions of "Chryssalid (EU2012)"

From UFOpaedia
Jump to navigation Jump to search
m (Typo)
 
(23 intermediate revisions by 6 users not shown)
Line 1: Line 1:
{{Ref Open | title = Autopsy}}[[Image: Chryssalid 3 (EU2012).png|right|thumb|Chryssalid Autopsy]]
+
{{OriginalVersion (EU2012)}}
Even after years of research and study, until now I had never encountered something that is quite as beautiful, yet equally as deadly, as this species. Unlike the other aliens we've encountered thus far, it is arthropodal in nature, plated in a sleek, black exoskeleton. The "Chryssalids," as we're calling them, based on their reproductive habits, measure over three meters long from nose to tail, and stand almost two meters high when perched on their hind legs. Their attack is not only extremely deadly, but also necessary for their reproduction, as the intended victim is not immediately killed, but instead turned into what can only be described as a mindless shell, akin to a zombie, which serves as host to its offspring. When a human is bitten, an embryo is injected into the host and immediately begins to gestate. Once gestation is complete, which remarkably lasts only minutes, a newborn Chryssalid will emerge, destroying its host in the process. One can only wonder why the aliens would utilize what appears to be a savage, unpredictable creature... in any case, this is certainly not a creature to be trifled with, and our troops would do well to exercise extreme caution when engaging this species. Targeting another example in the field through the Unit Analysis View may provide additional information as to its combat capabilities.
 
{{Ref Close | source = XCOM: Enemy Unknown (2012) Research Archives}}  
 
  
 +
[[Image:Chryssalid 2 (EU2012).png|300px|right|Chryssalid]]
 +
The Chryssalid is a savage murderous insect. Standing at about 5 feet, Chryssalids serve the [[alien Life Forms (EU2012)|alien]] forces as terror agents and are found are mainly found on [[Alien Terror (EU2012)|Terror]] sites, though sometimes they can be seen defending larger UFOs or structures of importance to the aliens. They are one of the fastest ground units in the game and they use their deadly claws to  attack any humans present (either XCOM or civilians) and kill or poison them. If the attacked human dies then a [[Zombie (EU2012)|Zombie]] will be produced, from which a new Chryssalid will burst after a few turns. 
  
The Chryssalid is a savage murderous insect. Standing at about 5 feet, Chryssalids serve the [[alien Life Forms (EU2012)|alien]] forces as terror agents, though sometimes they can be seen defending structures of importance to the aliens. They are the fastest ground units in the game and they use their deadly claws to tear up your [[Soldiers (EU2012)|squad members]]. [[Image: Chryssalid 2 (EU2012).png|right|thumb|Chryssalid]]
+
Upon activation, Chryssalids will dash towards any humans on their vicinity. On Terror Sites, this means that they'll usually spread themselves out but on missions where no civilians are present the entire group will swarm towards your soldiers, which can work for your advantage by using explosives to weaken several of them. Their increased movement (about 12 tiles or squares) and their ability to leap to higher ground also means that there is no safety on heights or behind obstacles.
 
+
<br clear="all">
==Stats==
+
==Info==
 
{{Unit Stat Box (EU2012)
 
{{Unit Stat Box (EU2012)
|picture=[[File:Chryssalid.png|125px]]
+
|picture=[[File:Chryssalid 1 (EU2012).png|150px]]
 +
|appears=April (Terror mission)<br>Alien Base
 
|hp=8/8/8/8
 
|hp=8/8/8/8
 
|aim=Melee
 
|aim=Melee
Line 16: Line 17:
 
}}
 
}}
  
'''Abilities:'''
+
{| class="wikitable" width="70%"
* '''Impregnate Unit''' - Perhaps the worst thing about them is that they can inject a venom into your operatives that effectively zombifies them, turning them into a [[zombie (EU2012)|thrall]] for the aliens, though that is not all. They also inject the victim with a Chryssalid egg. After 3 turns the egg will hatch and the new, fully adult Chryssalid will tear its way out of the zombie ready to inject more of your soldiers. (Or civilians where present.)
+
|-
* '''Leap''' - Chryssalids are able to jump to higher locations at their leisure. This is quite unlike the original game, where it was possible to blow up the stairs and shoot at them from above.
+
|+ Chryssalid Abilities
 +
|-
 +
! width=""50px" align="center" | Ability !! Description
 +
|- style="vertical-align:top;"
 +
|- align="center"
 +
| [[File:ALIEN_IMPLANT.png|24px]]<br>'''Implant''' || ''Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid's attack (not from poison caused by Poisonous Claws).''
 +
|- align="center"
 +
| [[File:ALIEN_POISON.png|24px]]<br>'''Poisonous Claws''' || ''Poison enemies wounded with melee attacks.''
 +
|-align="center"
 +
| [[File:ALIEN_LEAP.png|24px]]<br>'''Leap''' || ''Allows vertical leaps onto elevated surfaces during movement.''
 +
|-align="center"
 +
| |[[File:ABILITY_HARDENED.png|24px]]<br> '''Hardened''' || ''Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.''
 +
|-
 +
|}
  
== Tactical Advice ==
+
'''Notes'''
A priority when facing Chryssalids is to stay well away. If your [[Soldiers (EU2012)|squad]] members can hear Chryssalids running around you should put your squad on [[Overwatch (EU2012)|Overwatch]]. If a Chryssalid or two moves within your range a few extra hits before your turn will really help you in the fight.
+
*Chryssalid's melee attack deals 6 damage. On Classic and Impossible difficulties this value is increased by +2.
 
+
*Chryssalids first appear in April during the 1st terror mission. They can also be encountered first in the Alien Base if you assault it before your first terror mission.
They appear on Terror Missions, later UFOs, the Alien Base (if you've already had the first Terror Mission: if not, they will not appear) --- and fortunately NOT on Council Missions, like VIP Escort (save for one when escorting Zhang and another on the special Battleship, both in the Slingshot DLC).
+
*They can inject a venom into your operatives that effectively zombifies them, turning them into a [[Zombie (EU2012)|thrall]] for the aliens, though that is not all. They also inject the victim with a Chryssalid egg. After 3 turns the egg will hatch and the new, fully adult Chryssalid will tear its way out of the [[Zombie (EU2012)|zombie]] ready to inject more of your soldiers or any  civilians were present.
 
+
*If the Chryssalid's attack doesn't kill your soldier, it will poison it instead, which requires usage of a [[Medikit (EU2012)|Medikit]] to counter the poison.
Chryssalids have heavy armour but they usually charge at your squad out in the open, sometimes the fact that they often ignore cover is enough to negate their large amounts of health. However you should be sure you have enough firepower to take down the whole group, keeping up with [[Research (EU2012)|technology]] will surely help you in this regard.
+
* Chryssalids are immune to stun.
 
+
*If killed during a successful mission a [[Chryssalid Corpse (EU2012)|Chryssalid Corpse]] will be recovered.
However, for all their dangers there is one game mechanic that really makes Chryssalids suffer. Dashing. Chryssalids will often often completely ignore the moving and action mechanics of the game, dashing straight up to your [[Soldiers (EU2012)|soldiers]] without considering whether they can still attack in that turn. This reduces the power of the Chryssalid dramatically, as they have a habit of dashing up to point blank range and ending turn, giving you easy hits. They have no long-range attacks, so as long as you are out of attack range, you might risk getting out of cover to get a clear shot, if it means downing it that much faster.
+
**But you don't get the corpse from Chryssalid spawned from [[Zombie (EU2012)|Zombies]].
 
+
*After finishing [[Chryssalid_Autopsy_(EU2012)|Chryssalid Autopsy]] research, their corpses can be used to create [[Chitin Plating (EU2012)|Chitin Plating]], which protects against melee damage, this can help against Chryssalids a lot. Unfortunately it has no visual effects on the soldier wearing it, wearing Chryssalid shells would probably look really cool.
As always, keep a [[Sniper (EU2012)|sniper]] or two around to quickly finish them off when they appear.
+
** On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], completing the research will also unlock the [[Gene Mods (EU2012)#Bioelectric Skin|Bioelectric Skin]] gene mod and the [[Needle Grenade (EU2012)|Needle Grenade]].  
 
+
*Mind-Controlled Chryssalids that kill an enemy alien do not produce a zombie afterwards.
Concentrated attacks will be your tactic for their first appearance (which fortunately only has 3, and will stay that way if you move fast). Snipers with Headshot, Assaults with shotgun-type weapons (especially when at point-blank with Rapid Fire), and Heavies (especially with bullet storm, just in case) can kill them in one move, and a Heavy with a Blaster Launcher can 1-Hit Kill a whole squad. Your Support troopers are thus most at risk, as their best weapon, the Plasma Rifle, may leave Chryssalids at 1 health (still 1 too many). For them, Ghost Armor's Ghost mode is the best bet, as either it will kill with a critical hit, or a miss lets them remain invisible (in which case, at least a cloaked Support will remain unharmed, allow you to monitor the Chryssalid's actions, and they can spot for Snipers with Squadsight).
+
**Same applies in [[Multiplayer (EU2012)|multiplayer]] where your own Chryssalids can't make a Zombie from opponent alien units.
 
+
* As seen in the [[Site Recon (EU2012)|Site Recon]] Council mission, Chryssalids can infest any creature large enough to support them, human or otherwise. They can also form hives which allow them to rapidly produce large numbers of Chryssalids within larger creatures.
If you're clever and lucky, what you can do is if an activated squad of them stays in proximity to each other, is whittle them down with regular attacks, and have a low-ranking soldier finish them all off with a(n alien) grenade; certainly worth a promotion.
+
** From the same council mission it is evident that Chryssalids can infest and overrun towns with extreme ease if left to their own devices.
 
 
As a note, Chryssalids have no artifacts of value save for their cold dead bodies. Therefore, you should not hesitate to use explosives on them, and this can be a lifesaver if you've been a little neglectful on your research and find yourself facing down a host of Chryssalids with sub-par weaponry.
 
 
 
Note that killing [[Zombie (EU2012)|zombified]] soldiers or civilians no longer hatches a Chryssalid. They will only hatch after 3 turns. Chryssalids hatch at the beginning of the aliens' turn and can move and attack immediately after emerging. This can be a nasty surprise if you've not been keeping track when a slow, lumbering zombie you thought you were a safe distance from suddenly turns in to a 20 move chryssalid and covers the distance easily. You are given warning at the end of the Zombie's third move: if it ends with vomiting a massive amount of blood, then that is the tell that it will burst into a Chryssalid at the start of the next Alien Action.
 
 
 
Chryssalids are at their most dangerous in terror [[Missions (EU2012)|missions]], where they can convert civilians in to [[Zombie (EU2012)|zombies]] and if you advance too slowly you can find yourself overwhelmed by sheer numbers. In fact, some Commanders find it worthwhile to use explosives to kill ''the civilians'' within a Chryssalid's range, rather than risk a zombie, with powerful melee, that may survive long enough to form another Chryssalid. And, since civilians have only 1 HP, a Chryssalid may ignore a trooper that may survive an attack, and prioritize attacking civillians (as do most aliens during Terror Missions). So if there are equal or more civilians than Chryssalids between you and these insectoid horrors, opening fire is the most worthwhile action.
 
 
 
During missions such as larger UFO assaults or the alien base, where enemies are activated only when you get within sight range, Chryssalids can be extremely dangerous, as instead of falling back to cover, they will take their free move to surround your closest [[Soldiers (EU2012)|soldier]], and then attack as soon as the alien turn begins.  
 
 
 
[[Chitin Plating (EU2012)|Chitin Plating]], made from dead Chryssalid bodies, is the best defense against their melee attacks, providing 4 HP as well as 50% reduced melee damage. In larger terror missions it is an almost essential piece of equipment for your front-line assault soldiers. Titan Armor further reduces risk of death (and another zombie to your now-reduced forces), as well as prevents poisioning.
 
 
 
Chryssalids have high will so they are resistant to psionic attacks. Avoid using psionic powers against them.
 
  
== Notes ==
+
==Trivia==
*Chryssalid corpses can be used to create [[Chitin Plating (EU2012)|Chitin Plating]], which protects against melee damage, this can help against Chryssalids a lot. Unfortunately it has no visual effects on the soldier wearing it, wearing Chryssalid shells would probably look really cool.
 
 
*The removal of time units have severely crippled Chryssalids as they can no longer rely on their movement speed alone. This has slightly hurt their reputation as the most iconic alien of X-COM as they are very foolhardy and defiant of the new movement mechanics. They are at their [[Chryssalid|full glory]] in the 1994 original X-COM.
 
*The removal of time units have severely crippled Chryssalids as they can no longer rely on their movement speed alone. This has slightly hurt their reputation as the most iconic alien of X-COM as they are very foolhardy and defiant of the new movement mechanics. They are at their [[Chryssalid|full glory]] in the 1994 original X-COM.
*Mind-Controlled Chryssalids that kill an enemy alien do not produce a zombie afterwards.
+
<br>
 
 
== External Links ==
 
 
{{Aliens (EU2012)}}
 
{{Aliens (EU2012)}}
  
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Aliens (EU2012)]]
 
[[Category: Aliens (EU2012)]]

Latest revision as of 11:19, 8 March 2020

For the original UFO: Enemy Unknown (1994) version, see Chryssalid
Chryssalid

The Chryssalid is a savage murderous insect. Standing at about 5 feet, Chryssalids serve the alien forces as terror agents and are found are mainly found on Terror sites, though sometimes they can be seen defending larger UFOs or structures of importance to the aliens. They are one of the fastest ground units in the game and they use their deadly claws to attack any humans present (either XCOM or civilians) and kill or poison them. If the attacked human dies then a Zombie will be produced, from which a new Chryssalid will burst after a few turns.

Upon activation, Chryssalids will dash towards any humans on their vicinity. On Terror Sites, this means that they'll usually spread themselves out but on missions where no civilians are present the entire group will swarm towards your soldiers, which can work for your advantage by using explosives to weaken several of them. Their increased movement (about 12 tiles or squares) and their ability to leap to higher ground also means that there is no safety on heights or behind obstacles.

Info

Chryssalid 1 (EU2012).png
1st Appearance April (Terror mission)
Alien Base
HP 8/8/8/8
Aim Melee
Defense 10
Will 120
Movement 20
Easy/Normal/Classic/Impossible


Chryssalid Abilities
Ability Description
ALIEN IMPLANT.png
Implant
Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid's attack (not from poison caused by Poisonous Claws).
ALIEN POISON.png
Poisonous Claws
Poison enemies wounded with melee attacks.
ALIEN LEAP.png
Leap
Allows vertical leaps onto elevated surfaces during movement.
ABILITY HARDENED.png
Hardened
Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.

Notes

  • Chryssalid's melee attack deals 6 damage. On Classic and Impossible difficulties this value is increased by +2.
  • Chryssalids first appear in April during the 1st terror mission. They can also be encountered first in the Alien Base if you assault it before your first terror mission.
  • They can inject a venom into your operatives that effectively zombifies them, turning them into a thrall for the aliens, though that is not all. They also inject the victim with a Chryssalid egg. After 3 turns the egg will hatch and the new, fully adult Chryssalid will tear its way out of the zombie ready to inject more of your soldiers or any civilians were present.
  • If the Chryssalid's attack doesn't kill your soldier, it will poison it instead, which requires usage of a Medikit to counter the poison.
  • Chryssalids are immune to stun.
  • If killed during a successful mission a Chryssalid Corpse will be recovered.
    • But you don't get the corpse from Chryssalid spawned from Zombies.
  • After finishing Chryssalid Autopsy research, their corpses can be used to create Chitin Plating, which protects against melee damage, this can help against Chryssalids a lot. Unfortunately it has no visual effects on the soldier wearing it, wearing Chryssalid shells would probably look really cool.
  • Mind-Controlled Chryssalids that kill an enemy alien do not produce a zombie afterwards.
    • Same applies in multiplayer where your own Chryssalids can't make a Zombie from opponent alien units.
  • As seen in the Site Recon Council mission, Chryssalids can infest any creature large enough to support them, human or otherwise. They can also form hives which allow them to rapidly produce large numbers of Chryssalids within larger creatures.
    • From the same council mission it is evident that Chryssalids can infest and overrun towns with extreme ease if left to their own devices.

Trivia

  • The removal of time units have severely crippled Chryssalids as they can no longer rely on their movement speed alone. This has slightly hurt their reputation as the most iconic alien of X-COM as they are very foolhardy and defiant of the new movement mechanics. They are at their full glory in the 1994 original X-COM.


Head red 2.png XCOM: Enemy Unknown (2012): Aliens
Aliens:SectoidFloaterThin ManOutsiderMutonChryssalidZombieSectoid CommanderCyberdiscHeavy FloaterBerserkerSectopodDroneMuton EliteEtherealUber Ethereal (*Spoilers*)Mechtoid (EW DLC)Seeker (EW DLC)
Alien Corpses:Sectoid CorpseFloater CorpseThin Man CorpseMuton CorpseChryssalid CorpseDrone WreckCyberdisc WreckSectoid Commander CorpseHeavy Floater CorpseBerserker CorpseMuton Elite CorpseSectopod WreckEthereal CorpseSeeker Wreck (EW DLC)Mechtoid Core (EW DLC)
Data:Overview of AliensAlien StatsAlien ObjectivesAlien Deployment