Difference between revisions of "Hyperworm (Apocalypse)"

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m (→‎See Also: added link to Innate Weapons)
(added note that less than 4 hyperworms may spawn)
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If a Multiworm is engulfed in flames when it dies, the initial damage caused by the fire to the hatching Hyperworms is often sufficient to kill them instantaneously.
 
If a Multiworm is engulfed in flames when it dies, the initial damage caused by the fire to the hatching Hyperworms is often sufficient to kill them instantaneously.
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Sometimes, due to a lack of available unit slots, fewer than four Hyperworms (or none at all) may spawn upon a Multiworm's death.
  
 
==See Also==
 
==See Also==

Revision as of 19:11, 30 June 2020

Hyperworm
Hypwerworm (Alive).jpg

Our studies show that the Hyperworms can consume large quantities of both organic and metallic matter. Its powerful jaws can also be used in close combat. It has a very high metabolic rate and can move at fast speeds with a snake-like action. It has a short life span and only lives for two to five days depending on how much food it can find. At the end of this feeding period it finds a safe place and suddenly inflates into a balloon like structure which is fixed firmly to its surrounding terrain. This structure appears to be some form of Chrysalis, inside which another life form begins to grow.

Source: X-COM Apocalypse Ufopedia
Hyperworm Autopsy
Hyperworm Autopsy.jpg

The Hyperworms' function appears to be little more than feeding. It has powerful jaws and razor sharp teeth designed for ripping and slicing. Its belly appears to be small and the body contains some curious structures containing folds of tough skin. It appears to be quite vulnerable to fire and incendiary ammunition.There is no recognizable brain structure in the Hyperworm and it is well protected from Psionic influence.

Source: X-COM Apocalypse Ufopedia
Hyperworm
Time Units 82-95
Health 44-51
Stamina 25-29
Reactions 30-34
Strength 25
Bravery 0
Psi Energy 0
Psi Attack 0
Psi Defense 90-100
Accuracy 30-42
Hidden Attributes
Head Armor 7-11
Torso Armor 7-11
Arm Armor 7-11
Leg Armor 7-11
Score 5
Size X 10
Size Y 4
Other information
Damage Modifier Group Hyperworm
Inventory no
Innate Weapon Bite
Unique Attributes none

When a Multiworm dies, four Hyperworms emerge from its corpse. They are small, pink, worm-like aliens with only one instinct, and that is to feed as much as they can. They do this by rushing towards their prey and biting it with their powerful, razor-sharp teeth, which is represented in-game as a close-range (1 tile) spit attack with the Armor Piercing damage type.

With the sole exception of the Sleeping Chamber, Hyperworms are not normally deployed on their own. However, they may occasionally be encountered if a Multiworm survives long enough to die of natural causes, or if X-COM agents kill a Multiworm and retreat without killing its progeny.

Hyperworms are capable of infiltrating the buildings of Mega-Primus. Left undisturbed, a Hyperworm may evolve into a Chrysalis.

Hyperworms make snake-like hissing and slithering noises.

Tactical Notes

On their own, Hyperworms are very weak, but make up for this in numbers. As four are created when a Multiworm dies, they swarm towards the nearest target and attack. These attacks are quite dangerous, equivalent to a Megapol Auto Cannon loaded with AP ammo in terms of power and rate of fire. This can quickly overwhelm a lone agent, who can only focus on one worm at a time.

Hyperworms are easily killed by any attack, though extremely resistant to Psionics. They are the only alien that takes additional damage (150%) from certain types of sources (Explosives and Incendiary). Indeed, since they are often bunched-up, these attacks are highly effective against them. If the situation is desperate, such as when surrounded by Hyperworms, an armored agent can often save him- or herself by throwing a stun or AP grenade right next to themselves. An Auto Cannon loaded with HE ammo may be employed in a similar manner.

If a Multiworm is engulfed in flames when it dies, the initial damage caused by the fire to the hatching Hyperworms is often sufficient to kill them instantaneously.

Sometimes, due to a lack of available unit slots, fewer than four Hyperworms (or none at all) may spawn upon a Multiworm's death.

See Also


Apocalypse InsigniaX-COM: Apocalypse All Units
X-Com: AgentsTechnical Personnel
Aliens

BrainsuckerMultiworm EggMultiwormHyperwormChrysalisAnthropodSpitterPopperSkeletoidMicronoid AggregateMegaspawnPsimorphQueenspawnOverspawn

Population PoliceCultistGangstersBuilding SecurityCorporate HoodCivilians
Others Sectoid
Reference Attributes Of All Units