Difference between revisions of "Floater (EU2012)"

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{{OriginalVersion (EU2012)}}
 
{{OriginalVersion (EU2012)}}
 
[[Image:Floater 2 (EU2012).png|right|300px|Floater]]
 
[[Image:Floater 2 (EU2012).png|right|300px|Floater]]
A twisted ball of airborne agony, the Floater provides close air support for the Alien forces. Unlike their older cousins from the the original, these Floaters fly with powerful jet powered packs integrated into their bodies.
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A twisted ball of airborne agony, the Floater provides close air support for the Alien forces. Unlike their older cousins from the original, these Floaters fly with powerful jet powered packs integrated into their bodies. They have pretty weak armour but they are very fast and agile. Their mobility makes them ideal for flanking.
  
They take advantage of their superior mobility and evasiveness to outflank even the strongest defensive positions. They can also use their launch ability to drop down anywhere they wish on the battlefield. They cannot fire after launching though, leaving them defenseless if they drop into the middle of your squad. Be wary of your snipers though, they can be caught unable to fire if a Floater launches down to them.
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They take advantage of their superior mobility and evasiveness to outflank even the strongest defensive positions. They can also use their Launch ability to drop down anywhere they wish on the battlefield. They cannot fire after launching though, leaving them defenseless if they drop into the middle of your squad. Be wary of your snipers though, they can be caught unable to fire if a Floater launches down to them.
  
 
Floater groups may be easy to dispatch by themselves but in the middle of a heated firefight they can drop in unexpectedly, catching your soldiers off guard and leaving them flanked. Their flanking maneuvers can sometimes leading to disastrous situations for your operatives.
 
Floater groups may be easy to dispatch by themselves but in the middle of a heated firefight they can drop in unexpectedly, catching your soldiers off guard and leaving them flanked. Their flanking maneuvers can sometimes leading to disastrous situations for your operatives.
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 +
You may want to keep a stock of their corpses on hand, as they are used for the useful one-use-each [[Defense Matrix (Dodge) (EU2012)|Defense Matrix]] module for your [[Interceptor (EU2012)|Interceptors]].
 
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<br clear="all">
  
==Stats==
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==Info==
 
{{Unit Stat Box (EU2012)
 
{{Unit Stat Box (EU2012)
 
|picture=[[File:Floater 1 (EU2012).png|150px]]
 
|picture=[[File:Floater 1 (EU2012).png|150px]]
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|move=12
 
|move=12
 
}}
 
}}
These standard flying soldiers are the mainstay of the Floater forces. They are usually the fourth or fifth aliens you will encounter (depending on whether you've encountered an [[Outsider (EU2012)|Outsider]]). They have pretty weak armour but they are very fast and agile. Their mobility makes them ideal for flanking. Accuracy is average but they gain bonuses because of their height advantage. As mentioned above keep your snipers safe and watch out for their surprise flank attacks. You may want to keep a stock of their corpses on hand, as they are used for the useful one-use-each [[Defense Matrix (Dodge) (EU2012)|Defense Matrix]] module for your [[Interceptor (EU2012)|Interceptors]].
 
 
  
 
{| class="wikitable" width="70%"  
 
{| class="wikitable" width="70%"  
 
|+ Floater Armaments
 
|+ Floater Armaments
 
|-  
 
|-  
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Abilities
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! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities
 
|- style="vertical-align:top;"
 
|- style="vertical-align:top;"
| align="center" |[[Floater Light Rifle (EU2012)|Floater Plasma Light Rifle]]|| align="center" | || align="center" | 10 || align="center" |Suppression 20%
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|- align="center"  
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| |[[Floater Light Rifle (EU2012)|Floater Plasma Light Rifle]]|| 4-6 || 7 or 9 || 10 || Suppression 20%
 
|-
 
|-
 
|}
 
|}
  
'''Abilities:'''
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'''Abilities'''
 
* '''Launch''': The Floater can launch to any point on the map (ends its turn).
 
* '''Launch''': The Floater can launch to any point on the map (ends its turn).
 
* '''Flight''': Has 35 fuel.  
 
* '''Flight''': Has 35 fuel.  
 
* Floaters are always considered to have at least half cover even in the open or when flying, unless in proper cover and flanked. This bonus ''does not'' stack with existing cover bonuses - they only receive the best cover.
 
* Floaters are always considered to have at least half cover even in the open or when flying, unless in proper cover and flanked. This bonus ''does not'' stack with existing cover bonuses - they only receive the best cover.
  
==Notes==
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'''Notes'''
*If killed during a successful mission a [[Floater Corpse (EU2012)|Floater Corpse]] will be recovered.  
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* Floaters start appearing on April.
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*If killed during a successful mission a [[Floater Corpse (EU2012)|Floater Corpse]] will be recovered.
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* After finishing [[Floater Autopsy (EU2012)|Floater Autopsy]] research, their corpses can be used to create [[Defense Matrix (Dodge) (EU2012)|Defense Matrix]] modules to be used by interceptor craft.  
 
*If [[Arc Thrower (EU2012)|captured]] during a mission and [[Interrogate Floater (EU2012)|interrogated]] afterwards they will provide a [[Research (EU2012)#Research Credits|reduction]] in the time required to research Basic Armor ([[Carapace Armor (EU2012)|Carapace Armor]] and [[Skeleton Suit (EU2012)|Skeleton Suit]]).
 
*If [[Arc Thrower (EU2012)|captured]] during a mission and [[Interrogate Floater (EU2012)|interrogated]] afterwards they will provide a [[Research (EU2012)#Research Credits|reduction]] in the time required to research Basic Armor ([[Carapace Armor (EU2012)|Carapace Armor]] and [[Skeleton Suit (EU2012)|Skeleton Suit]]).
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** Capturing a Floater will also recover intact its Light Plasma Rifle, which can be used later by your troops after it's researched.
 
*Does not count as robotic enemy for purposes of HEAT Ammo.
 
*Does not count as robotic enemy for purposes of HEAT Ammo.
  

Revision as of 16:49, 20 March 2014

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

A twisted ball of airborne agony, the Floater provides close air support for the Alien forces. Unlike their older cousins from the original, these Floaters fly with powerful jet powered packs integrated into their bodies. They have pretty weak armour but they are very fast and agile. Their mobility makes them ideal for flanking.

They take advantage of their superior mobility and evasiveness to outflank even the strongest defensive positions. They can also use their Launch ability to drop down anywhere they wish on the battlefield. They cannot fire after launching though, leaving them defenseless if they drop into the middle of your squad. Be wary of your snipers though, they can be caught unable to fire if a Floater launches down to them.

Floater groups may be easy to dispatch by themselves but in the middle of a heated firefight they can drop in unexpectedly, catching your soldiers off guard and leaving them flanked. Their flanking maneuvers can sometimes leading to disastrous situations for your operatives.

You may want to keep a stock of their corpses on hand, as they are used for the useful one-use-each Defense Matrix module for your Interceptors.

Info

Floater 1 (EU2012).png
1st Appearance {{{appears}}}
HP 4/4/4/6
Aim 50/50/60/60
Defense 0
Will 10
Movement 12
Easy/Normal/Classic/Impossible


Floater Armaments
Weapon Base Damage Critical Damage Critical Chance Abilities
Floater Plasma Light Rifle 4-6 7 or 9 10 Suppression 20%

Abilities

  • Launch: The Floater can launch to any point on the map (ends its turn).
  • Flight: Has 35 fuel.
  • Floaters are always considered to have at least half cover even in the open or when flying, unless in proper cover and flanked. This bonus does not stack with existing cover bonuses - they only receive the best cover.

Notes

  • Floaters start appearing on April.
  • If killed during a successful mission a Floater Corpse will be recovered.
  • After finishing Floater Autopsy research, their corpses can be used to create Defense Matrix modules to be used by interceptor craft.
  • If captured during a mission and interrogated afterwards they will provide a reduction in the time required to research Basic Armor (Carapace Armor and Skeleton Suit).
    • Capturing a Floater will also recover intact its Light Plasma Rifle, which can be used later by your troops after it's researched.
  • Does not count as robotic enemy for purposes of HEAT Ammo.

Trivia

  • These Floaters use jet packs to travel around, unlike the gravball units used by the Floaters of the original.
  • Floaters may be back, but the same cannot be said for their signature terror units from the original, the Reapers.
  • According to this link [1], Floaters were created via the Ethereals using Meld (present in the Enemy Within DLC expansion) to fuse organic and inorganic materials together.


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