Megaspawn (Apocalypse)

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Revision as of 13:45, 15 July 2020 by Darkpast (talk | contribs) (removed as per discussion on Talk:Capturing Live Aliens (Apocalypse))
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General Information

Megaspawn
Megaspawn (Alive).jpg

It is difficult to disable the Megaspawn's weapon systems because they are an intrinsic part of its structure. One weapon uses energy beams while the other fires a powerful organic missile, which is generated by specialized organs. Our tests also conclude that the Megaspawn is protected from Psionic attacks.

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

The Megaspawn is essentially a huge organic weapons platform. It has two distinct weapons systems grown into its body. Although these must be added artificially, the nervous system is directly connected to them, suggesting that the creature is solely a genetically engineered combat unit.

Source: X-COM Apocalypse Ufopedia
Megaspawn
Time Units 50-58
Health 260-301
Stamina 27.5-31.5
Reactions 15-17
Strength 220
Bravery 100
Psi Energy 0
Psi Attack 0
Psi Defense 100
Accuracy 50-58
Hidden Attributes
Head Armor 28-45
Torso Armor 37-60
Arm Armor 30-49
Leg Armor 34-55
Score 30
Size X 70
Size Y 19
Other information
Damage Modifier Group Megaspawn
Inventory no
Innate Weapon Disruptor &
Launcher
Unique Attributes none


The Megaspawn is a very large and heavily armed enemy that towers over your agents. Though they are called "weapons platforms" and can easily fit the terror unit classifications of the past wars, Megaspawn are primarily used as defenders on some UFOs and are found in many buildings in the Alien Dimension.

Megaspawn have a lot of health and have two built-in modes of attack: a disruptor beam with identical effect to the Devastator Cannon (though a slower fire rate) and a missile launcher midway between the Marsec Heavy Launcher and Dimension Missile Launcher in power. The missile launcher is the main threat due to its long range, perfect accuracy (like all launchers) and splash damage, although Disruptor Armor weathers the blasts well. Neither weapon will ever run out of ammunition.

The large size of the Megaspawn precludes them entering small spaces, and they appear to have some difficulty climbing slopes.

Notes/Tips

  • Megaspawn, like many other aliens, are not affected by psionic attacks but can be probed to check their vital statistics. This is useful for determining how much damage they must be dealt for a capture.
  • If agents are too close to a Megaspawn, it will usually attempt to retreat in order to use its missile launcher without damaging itself.

Megaspawn are notoriously difficult to capture. See Capturing Live Aliens for tips on how to accomplish this.

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