Difference between revisions of "Micronoid Aggregate (Apocalypse)"
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{{Ref Close | source = X-COM Apocalypse Ufopedia}} | {{Ref Close | source = X-COM Apocalypse Ufopedia}} | ||
− | + | {{Infobox open}} | |
+ | {{Apocalypse Statbox Module | ||
+ | | name = Micronoid | ||
+ | | time_units = 30-34 | ||
+ | | health = 80-92 | ||
+ | | stamina = 40-46 | ||
+ | | reactions = 30-34 | ||
+ | | strength = 30 | ||
+ | | bravery = 0 | ||
+ | | psi_energy = 75-81 | ||
+ | | psi_attack = 65-67 | ||
+ | | psi_defense = 85-96 | ||
+ | | accuracy = 60-67 | ||
+ | }} | ||
+ | {{Apocalypse Statbox Module/Hidden | ||
+ | | armor_head = 0 | ||
+ | | armor_torso = 0 | ||
+ | | armor_arms = 0 | ||
+ | | armor_legs = 0 | ||
+ | | score = 15 | ||
+ | | size_X = 8 | ||
+ | | size_Y = 5 | ||
+ | }} | ||
+ | {{Apocalypse Statbox Module/Unique Stats | ||
+ | | damage_modifier_group = Micronoid Aggregate | ||
+ | | inventory = no | ||
+ | | innate_weapon = Mind Bender | ||
+ | | unique_attributes = none | ||
+ | }} | ||
+ | {{Infobox close}} | ||
− | Micronoid | + | The Micronoid Aggregate, appearing to be a small puddle of slime, is in fact a collection of highly intelligent microscopic organisms with powerful Psionic powers. Though they do not have physical offensive capabilities, their Psionic attacks are sufficient to disable or turn human agents against their own comrades. They are the true antagonists of the game. See: [[The Real Alien Threat (Apocalypse)|The Real Alien Threat]]. |
+ | Micronoid Aggregates are quire rare, and will not be encountered before Week 5. They are only found in [[Alien Bomber (Apocalypse)|Alien Bomber]]s and the [[Sleeping Chamber]] building in the Alien Dimension. They are never dropped as part of Infiltration missions. | ||
+ | |||
+ | ==Tactical Notes== | ||
+ | |||
+ | Micronoids will most likely be the first Psi-capable enemy encountered by X-COM, which can present a nasty surprise for an unprepared player. They are slow-moving and unarmored but, unlike most aliens, possess substantial resistances to many human weapons (Armor Piercing, Laser, Plasma), plus complete immunity to [[Megapol_Stun_Grenade|Stun Gas]]. They also have a very low profile, making them harder to hit. | ||
+ | |||
+ | Micronoids are best engaged by Androids, who are immune to their attacks, highly Psi-trained Hybrids, or Human/Hybrid Agents armed with [[Toxigun|Toxiguns]], which have very little effect if turned against other X-COM Agents. Note, however, that the Micronoids are completely immune to Toxin A. If the appropriate toxins are unavailable, explosives or alien Disruptor weaponry used by Androids or highly-trained Hybrids are the best methods of disposal. If forced to fight them using Human Agents, use low-powered weapons or the [[Megapol Stun Grapple]] and patience. | ||
== Capture == | == Capture == | ||
− | The easy way to capture a Micronoid Aggregate is to assault a Bomber with a squad that includes a few | + | The easy way to capture a Micronoid Aggregate is to assault a Bomber with a squad that includes a few Androids with Stun Grapples (not Stun Grenades; Micronoids are immune to stun gas). Micronoids are very slow, so wait for the other aliens to exit the UFO, then send in your Androids (and ONLY your Androids). As Androids are immune to Psionics, they have nothing to fear from Micronoid Aggregates, and can slowly wear them down with Stun Grapples (it takes about three or four hits, as they have moderately-high health). Make sure to pin each puddle to the floor as it's stunned (by placing one of the Androids on top of it), as they will wake up fairly quickly. |
+ | |||
+ | Psionic stun is an alternative, but requires an extremely-skilled Hybrid to overcome the Micronoids' Psi Defense and resist the Micronoids' own Psionic attacks. | ||
+ | |||
+ | ==Deployment Bug== | ||
− | + | According to the game files, Micronoids are supposed to appear during recovery missions of [[Alien Battleship (Apocalypse)|Battleships]] and [[Alien Mothership (Apocalypse)|Motherships]], but they do not. This appears to have something to do with the game trying to spawn too many different types and/or "squads" of aliens at once (see the Talk page for more information). | |
==See Also== | ==See Also== |
Revision as of 17:16, 5 July 2020
Micronoid Aggregate |
The capture of a Micronoid Aggregate is an essential step in the advancement of our knowledge. This formless mass of micro-organisms is found inside the bloodstream of other Alien forms. Each microscopic organism is an independent and intelligent life form. They communicate with each other using Psionic projection, but they are unresponsive to human Psionics. It is unclear whether these creatures are parasites or an integral part of the Alien spawn. |
Source: X-COM Apocalypse Ufopedia
|
Micronoid Aggregate Autopsy |
This is not one single creature but billions of micro-organisms. These organisms have been found in the cardiovascular systems of other Aliens, but until now we were unaware of their extraordinary capability to act independently. It is clear that our research must concentrate on these unusual life forms. |
Source: X-COM Apocalypse Ufopedia
|
Micronoid | ||
---|---|---|
Time Units | 30-34 | |
Health | 80-92 | |
Stamina | 40-46 | |
Reactions | 30-34 | |
Strength | 30 | |
Bravery | 0 | |
Psi Energy | 75-81 | |
Psi Attack | 65-67 | |
Psi Defense | 85-96 | |
Accuracy | 60-67 | |
Hidden Attributes | ||
Head Armor | 0 | |
Torso Armor | 0 | |
Arm Armor | 0 | |
Leg Armor | 0 | |
Score | 15 | |
Size X | 8 | |
Size Y | 5 | |
Other information | ||
Damage Modifier Group | Micronoid Aggregate | |
Inventory | no | |
Innate Weapon | Mind Bender | |
Unique Attributes | none |
The Micronoid Aggregate, appearing to be a small puddle of slime, is in fact a collection of highly intelligent microscopic organisms with powerful Psionic powers. Though they do not have physical offensive capabilities, their Psionic attacks are sufficient to disable or turn human agents against their own comrades. They are the true antagonists of the game. See: The Real Alien Threat.
Micronoid Aggregates are quire rare, and will not be encountered before Week 5. They are only found in Alien Bombers and the Sleeping Chamber building in the Alien Dimension. They are never dropped as part of Infiltration missions.
Tactical Notes
Micronoids will most likely be the first Psi-capable enemy encountered by X-COM, which can present a nasty surprise for an unprepared player. They are slow-moving and unarmored but, unlike most aliens, possess substantial resistances to many human weapons (Armor Piercing, Laser, Plasma), plus complete immunity to Stun Gas. They also have a very low profile, making them harder to hit.
Micronoids are best engaged by Androids, who are immune to their attacks, highly Psi-trained Hybrids, or Human/Hybrid Agents armed with Toxiguns, which have very little effect if turned against other X-COM Agents. Note, however, that the Micronoids are completely immune to Toxin A. If the appropriate toxins are unavailable, explosives or alien Disruptor weaponry used by Androids or highly-trained Hybrids are the best methods of disposal. If forced to fight them using Human Agents, use low-powered weapons or the Megapol Stun Grapple and patience.
Capture
The easy way to capture a Micronoid Aggregate is to assault a Bomber with a squad that includes a few Androids with Stun Grapples (not Stun Grenades; Micronoids are immune to stun gas). Micronoids are very slow, so wait for the other aliens to exit the UFO, then send in your Androids (and ONLY your Androids). As Androids are immune to Psionics, they have nothing to fear from Micronoid Aggregates, and can slowly wear them down with Stun Grapples (it takes about three or four hits, as they have moderately-high health). Make sure to pin each puddle to the floor as it's stunned (by placing one of the Androids on top of it), as they will wake up fairly quickly.
Psionic stun is an alternative, but requires an extremely-skilled Hybrid to overcome the Micronoids' Psi Defense and resist the Micronoids' own Psionic attacks.
Deployment Bug
According to the game files, Micronoids are supposed to appear during recovery missions of Battleships and Motherships, but they do not. This appears to have something to do with the game trying to spawn too many different types and/or "squads" of aliens at once (see the Talk page for more information).
See Also
X-COM: Apocalypse All Units | |
X-Com: | Agents • Technical Personnel |
Aliens |
Brainsucker • Multiworm Egg • Multiworm • Hyperworm • Chrysalis • Anthropod • Spitter • Popper • Skeletoid • Micronoid Aggregate • Megaspawn • Psimorph • Queenspawn • Overspawn • |
Population | Police • Cultist • Gangsters • Building Security • Corporate Hood • Civilians |
Others | Sectoid |
Reference | Attributes Of All Units |