Difference between revisions of "Multiworm (Apocalypse)"
m (repeated word) |
|||
(22 intermediate revisions by 6 users not shown) | |||
Line 1: | Line 1: | ||
− | [[Image:Multiworm_(Alive).jpg |
+ | {{Ref Open | title = Multiworm}}[[Image:Multiworm_(Alive).jpg|right|]] |
⚫ | The Multiworm is clearly a crucial stage in the complex Alien life cycle. It is capable of attacking by propelling a fluid from pores along the side of the body containing a complex mix of micro-organisms that use enzymes and acids to break down the molecular structure of the target. Fortunately the range of the propellant is fairly short. The Multiworm is slow moving, but care should be taken in combat because it may release its offspring in the throes of death, creating an even greater threat. |
||
− | [[Image:Multiworm_Autopsy.jpg|thumb|right|The Multiworm Autopsy report fromt the UFOpaedia.]] |
||
+ | {{Ref Close | source = X-COM Apocalypse Ufopedia}} |
||
− | This is one of the first units you will meet. It can be dangerous, as it does spit a weak acid at you, but it's main advantage is that when you kill it, more often than not, it spawns four [[Hyperworm (Apocalypse)|hyperworms]], which can be a bit of a pickle for your troops to shoot all four before your troops get critically injured. Otherwise, a weak, slow-moving unit which is pretty weak if faced by more than two or more guys. It's just those darn hyperworms you gotta watch out for... |
||
+ | {{Ref Open | title = Multiworm Autopsy}}[[Image:Multiworm_Autopsy.jpg|right]] |
||
− | For capturing one alive, I suggest stun grapples. Heck, unless I was trying to capture an alien in a bottleneck area such as a ship's doors, I don't think I ever used anything other than stun grapples. Get in close enough, and then just fire until you can't fire anymore. Leave one person to watch the multiworm, so that your man shoots it the moment it wakes up. Otherwise, they are pretty easy to capture. |
||
⚫ | This creature is a rapacious carnivore whose feeding frenzy contributes to the rapid growth of younger lifeforms called "Hyperworms" which are reared inside its body. The gestation period for the Hyperworms is about three days and each Multiworm gives birth to four offspring. The birth process is lethal for the parent - the Hyperworms explode from the Multiworms body and consume it within a matter of seconds. The brain structure of the Multiworm is undeveloped and it is unlikely to be affected by Psionic attacks. The tissue analysis from the autopsy will provide an invaluable contribution to our biological warfare research. |
||
+ | {{Ref Close | source = X-COM Apocalypse Ufopedia}} |
||
+ | {{Infobox open}} |
||
⚫ | |||
+ | {{Apocalypse Statbox Module |
||
+ | | name = Multiworm |
||
+ | | time_units = 45-52 |
||
+ | | health = 340-394 |
||
+ | | stamina = 35-40.5 |
||
+ | | reactions = 25-29 |
||
+ | | strength = 60 |
||
+ | | bravery = 0 |
||
+ | | psi_energy = 0 |
||
+ | | psi_attack = 0 |
||
+ | | psi_defense = 75-86 |
||
+ | | accuracy = 50-58 |
||
+ | }} |
||
+ | {{Apocalypse Statbox Module/Hidden |
||
+ | | armor_head = 3-4 |
||
+ | | armor_torso = 8-13 |
||
+ | | armor_arms = 8-13 |
||
+ | | armor_legs = 7-11 |
||
+ | | score = 8 |
||
+ | | size_X = 16 |
||
+ | | size_Y = 10 |
||
+ | }} |
||
+ | {{Apocalypse Statbox Module/Unique Stats |
||
+ | | damage_modifier_group = Multiworm |
||
+ | | inventory = no |
||
+ | | innate_weapon = Spit |
||
+ | | unique_attributes = carries 4 Hyperworms |
||
+ | }} |
||
+ | {{Infobox close}} |
||
+ | |||
+ | A Multiworm resembles a large green worm- or slug-like blob of protoplasm. It slowly ambles around by alternately contracting and stretching, occupying two tiles when it is stretched out. Possessing an animal-level intelligence, it is less inclined than most aliens to seek out X-COM Agents, but will ferociously attack (and pursue) any in its vicinity, spitting acid at them. Note that it can spit in any direction, not just the one it is facing. |
||
+ | |||
+ | An early stage of the alien life cycle, it grows from a [[Multiworm Egg]], and four [[Hyperworm|Hyperworms]] will burst from its body upon its death. It is one of the most valuable [[Biochemistry]] research specimens, and early capture of a live specimen is recommended. |
||
+ | |||
+ | Multiworms are among the earliest aliens fought, as they are encountered during recovery missions of [[Alien_Transporter_(Apocalypse)|Alien Transporters]] and often deployed during [[Alien_Infiltration_(Apocalypse)|infiltration missions]]. |
||
+ | |||
+ | The Multiworms' movements sound like something big and gooey being dragged along the floor. In addition, they will sometimes make hawking noises. |
||
+ | |||
+ | ==Tactical Notes== |
||
+ | |||
+ | Multiworms can be dangerous enemies early in the game, particularly when fighting in cramped quarters. Their spitting attack is short-ranged and moderately powerful (about on par with a [[Megapol Plasma Gun]]), but has good accuracy and a fairly rapid rate of fire. Multiworms can also absorb a lot of damage due to their very high Health stat. The greatest threat, however, stems from the four Hyperworms that will be released from a Multiworm's body upon its death, as they can quickly overwhelm any unprepared X-COM Agent. They are especially dangerous in turn-based mode as they spawn with high TUs and enough reaction time to wound or kill Agents. It is therefore prudent to engage Multiworms from a safe distance. |
||
+ | |||
+ | It is generally recommended that X-Com agents stun Multiworms rather than killing them outright; stunned Multiworms do not release Hyperworms, and at least one live Multiworm is required to access Toxin B. Note that a Multiworm must be brought to approximately 50% health before a [[Megapol Stun Grapple|Stun Grapple]] can subdue it. If necessary, an Agent can stand on top of the stunned Multiworm to prevent it from reviving. |
||
+ | |||
+ | Setting fire to the Multiworm before killing it is also a good way to ensure that the Hyperworms are damaged or even killed instantly when they hatch. Failing that, explosives are the best option for getting rid of the Hyperworms. |
||
⚫ | |||
==See Also== |
==See Also== |
||
* [[Aliens (Apocalypse)|Aliens]] |
* [[Aliens (Apocalypse)|Aliens]] |
||
+ | * [[Alien Life Forms (Apocalypse)|Alien Life Forms]] |
||
+ | * [[The Alien Life Cycle (Apocalypse) | The Alien Life Cycle ]] |
||
+ | ** [[Multiworm Egg (Apocalypse) | Multiworm Egg ]] |
||
+ | ** [[Multiworm (Apocalypse) | Multiworm ]] |
||
+ | ** [[Hyperworm (Apocalypse) | Hyperworm ]] |
||
+ | ** [[Chrysalis (Apocalypse) | Chrysalis]] |
||
+ | * [[Innate_Weapons_(Apocalypse)|Innate Weapons]] |
||
+ | |||
+ | |||
+ | {{Unit Navbar (Apocalypse)}} |
||
+ | [[Category: Apocalypse]] |
||
+ | [[Category: Aliens (Apocalypse)]] |
||
+ | [[Category: Research (Apocalypse)]] |
Revision as of 14:38, 2 July 2020
Multiworm |
The Multiworm is clearly a crucial stage in the complex Alien life cycle. It is capable of attacking by propelling a fluid from pores along the side of the body containing a complex mix of micro-organisms that use enzymes and acids to break down the molecular structure of the target. Fortunately the range of the propellant is fairly short. The Multiworm is slow moving, but care should be taken in combat because it may release its offspring in the throes of death, creating an even greater threat. |
Source: X-COM Apocalypse Ufopedia
|
Multiworm Autopsy |
This creature is a rapacious carnivore whose feeding frenzy contributes to the rapid growth of younger lifeforms called "Hyperworms" which are reared inside its body. The gestation period for the Hyperworms is about three days and each Multiworm gives birth to four offspring. The birth process is lethal for the parent - the Hyperworms explode from the Multiworms body and consume it within a matter of seconds. The brain structure of the Multiworm is undeveloped and it is unlikely to be affected by Psionic attacks. The tissue analysis from the autopsy will provide an invaluable contribution to our biological warfare research. |
Source: X-COM Apocalypse Ufopedia
|
Multiworm | ||
---|---|---|
Time Units | 45-52 | |
Health | 340-394 | |
Stamina | 35-40.5 | |
Reactions | 25-29 | |
Strength | 60 | |
Bravery | 0 | |
Psi Energy | 0 | |
Psi Attack | 0 | |
Psi Defense | 75-86 | |
Accuracy | 50-58 | |
Hidden Attributes | ||
Head Armor | 3-4 | |
Torso Armor | 8-13 | |
Arm Armor | 8-13 | |
Leg Armor | 7-11 | |
Score | 8 | |
Size X | 16 | |
Size Y | 10 | |
Other information | ||
Damage Modifier Group | Multiworm | |
Inventory | no | |
Innate Weapon | Spit | |
Unique Attributes | carries 4 Hyperworms |
A Multiworm resembles a large green worm- or slug-like blob of protoplasm. It slowly ambles around by alternately contracting and stretching, occupying two tiles when it is stretched out. Possessing an animal-level intelligence, it is less inclined than most aliens to seek out X-COM Agents, but will ferociously attack (and pursue) any in its vicinity, spitting acid at them. Note that it can spit in any direction, not just the one it is facing.
An early stage of the alien life cycle, it grows from a Multiworm Egg, and four Hyperworms will burst from its body upon its death. It is one of the most valuable Biochemistry research specimens, and early capture of a live specimen is recommended.
Multiworms are among the earliest aliens fought, as they are encountered during recovery missions of Alien Transporters and often deployed during infiltration missions.
The Multiworms' movements sound like something big and gooey being dragged along the floor. In addition, they will sometimes make hawking noises.
Tactical Notes
Multiworms can be dangerous enemies early in the game, particularly when fighting in cramped quarters. Their spitting attack is short-ranged and moderately powerful (about on par with a Megapol Plasma Gun), but has good accuracy and a fairly rapid rate of fire. Multiworms can also absorb a lot of damage due to their very high Health stat. The greatest threat, however, stems from the four Hyperworms that will be released from a Multiworm's body upon its death, as they can quickly overwhelm any unprepared X-COM Agent. They are especially dangerous in turn-based mode as they spawn with high TUs and enough reaction time to wound or kill Agents. It is therefore prudent to engage Multiworms from a safe distance.
It is generally recommended that X-Com agents stun Multiworms rather than killing them outright; stunned Multiworms do not release Hyperworms, and at least one live Multiworm is required to access Toxin B. Note that a Multiworm must be brought to approximately 50% health before a Stun Grapple can subdue it. If necessary, an Agent can stand on top of the stunned Multiworm to prevent it from reviving.
Setting fire to the Multiworm before killing it is also a good way to ensure that the Hyperworms are damaged or even killed instantly when they hatch. Failing that, explosives are the best option for getting rid of the Hyperworms.
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 |