Difference between revisions of "Floater (EU2012)"

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{{OriginalVersion (EU2012)}}
 
{{OriginalVersion (EU2012)}}
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[[Image:Floater 2 (EU2012).png|right|300px|Floater]]
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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.
  
{{Ref Open | title = Floater Interrogation}}[[Image:Floater 2 (EU2012).png|right|thumb|Floater]]
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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.
As far as we can tell, the specimen known as the Floater is barely sentient, at least in any discernible fashion that would imply intelligence. Perhaps this was an intentional move on the part of the aliens, but in any case, the floater was extremely aggressive throughout the interrogation process. The most interesting aspect of its bizarre physique is the propulsion module integrated into the remaining portion of its upper torso. During controlled flight testing within the labs, we were able to observe how the Floater is capable of controlling and modulating the flow of power into the propulsion system itself. This was a significant discovery, one that will surely benefit our ongoing research into the alien technology as we attempt to adapt these concepts for our own purposes.
 
{{Ref Close | source = XCOM: Enemy Unknown (2012) Research Archives}}
 
  
{{Ref Open | title = Floater Autopsy}}[[Image:Floater 3 (EU2012).png|right|thumb|Floater Autopsy]]
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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.
As frightening and vicious as this species is on the battlefield, it is hard not to feel some sympathy for them on the dissection table. The specimen has been subjected to extensive biomedical modifications, some of which were undoubtedly quite painful and intrusive. The combination of living tissue and mechanical components gives the creature the look of a cruel, half-finished experiment. Most of the subject's internal organs have been replaced with a mechanical life support system that mimics their original functionality. A rather conventional propulsion system has been grafted onto the subject's torso, although the power cells supplying the necessary thrust are extremely advanced by our own standards. I have removed a number of neural implants from the subject that appear to aid in the evasion of incoming projectile fire. The engineering team has already suggested several ways in which this technology might benefit our soldiers. You may find additional information about the combat capabilities of this species by targeting one in the field using the Unit Analysis View.
 
{{Ref Close | source = XCOM: Enemy Unknown (2012) Research Archives}}
 
 
 
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.
 
 
 
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 (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]]
 +
|appears=April
 
|hp=4/4/4/6
 
|hp=4/4/4/6
|aim=50
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|aim=50/50/60/60
 
|defense=0
 
|defense=0
 
|will=10
 
|will=10
 
|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). 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 Dodge Boost module for your 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
 
|- 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 Light Plasma Rifle]]|| 4-6 || 7 or 9 || 10
 
|-
 
|-
 
|}
 
|}
  
'''Abilities:'''
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{| class="wikitable" width="70%"
* '''Launch''': The Floater can launch to any point on the map (ends its turn).
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|-
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|+ Floater Abilities
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|-
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! width=""50px" align="center" | Ability !! Description
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|- style="vertical-align:top;"
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|- align="center"
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| [[File:HEAVY SUPPRESSION.png|24px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.''
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|- align="center"
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| [[File:ABILITY_FLIGHT.png|24px]]<br>'''Flight''' || ''Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.''<br>Floaters have 35 fuel.
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|- align="center"
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| [[File:ALIEN_LAUNCH.png|24px]]<br>'''Launch''' || ''Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.''<br> Will end the Floater's turn.
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|- align="center"
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| [[File:ABILITY_EVASION.png|24px]]<br>'''Evasion'''|| ''Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.''
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|}
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'''Notes'''
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* Floaters start appearing on April.
 
* 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.
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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.
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*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.
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*Does not count as robotic enemy for purposes of HEAT Ammo.
  
== Notes ==
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== Trivia ==
* These Floaters use jet packs to travel around, unlike the gravball units used by the Floaters of the original.
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* These Floaters use jet packs to travel around, unlike the gravball units used by the [[Floater]]s of the original.
* Floaters may be back, but the same cannot be said for their signature terror units from the original, the Reapers.
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* Floaters may be back, but the same cannot be said for their signature terror units from the original, the [[Reaper]]s.
* According to this link [http://www.escapistmagazine.com/articles/view/editorials/interviews/10609-XCOM-Enemy-Within-Lead-Designer-Talks-MELD], Floaters we created via the [[Ethereal (EU2012)|Ethereals]] using [[XCOM: Enemy Within DLC (EU2012)#The Meld|Meld]] to fuse organic and inorganic materials together.
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* According to this link [http://www.escapistmagazine.com/articles/view/editorials/interviews/10609-XCOM-Enemy-Within-Lead-Designer-Talks-MELD], Floaters were created via the [[Ethereal (EU2012)|Ethereals]] using [[XCOM: Enemy Within DLC (EU2012)#The Meld|Meld]] (present in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] expansion) to fuse organic and inorganic materials together.
 
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<br>
 
 
 
{{Aliens (EU2012)}}
 
{{Aliens (EU2012)}}
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Aliens (EU2012)]]
 
[[Category: Aliens (EU2012)]]

Latest revision as of 14:25, 10 September 2017

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 April
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
Floater Light Plasma Rifle 4-6 7 or 9 10
Floater Abilities
Ability Description
HEAVY SUPPRESSION.png
Suppression
Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty.
ABILITY FLIGHT.png
Flight
Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.
Floaters have 35 fuel.
ALIEN LAUNCH.png
Launch
Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.
Will end the Floater's turn.
ABILITY EVASION.png
Evasion
Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.

Notes

  • Floaters start appearing on April.
  • 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.
  • 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