Muton (EU2012)

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Mutons are among the most deadly alien creatures that X-COM will encounter. Tough, clever and loyal to their cause, do not expect a Muton to fall easily. They work with a pack mentality and can use their Blood Call ability to strengthen the group. In many ways the Mutons are the bane of X-COM and you would do well to exercise extreme caution wherever Muton soldiers may be present.

Muton firepower is some of the best plasma weaponry X-COM can encounter, their grenades can wreck tight-knit groups in a heartbeat and their Elite variant carries a heavy plasma that can really tear up your operatives if you are not careful. Be advised, some Mutons prefer more primal methods in order to brutalise your squad...


Tactical Advice

Mutons are tough brutes that should never be underestimated. Keep your wits (and your snipers) about you. Your squad should never be seperated where Mutons are involved. You will notice that they are very accurate compared to your troops when you first meet them but keeping one or two snipers handy can certainly tip the balance in your favour. Never keep your soldiers clustered as most Muton variants carry grenades that can shred weakened or clustered troops.

Keeping up with technology is essential when facing Mutons. Try to research Beam Weaponry (Including Heavy Lasers and Precision Lasers) and also Carapace Armor as you will likely need both in order to survive attacks from Mutons. You should also research Titan Armour and at least Light Plasma Rifles in order to properly adapt to the Muton Elite variants. Keep research going to make sure Mutons cannot overwhelm you.

Once you have access to Psionic powers Mutons become very useful puppets to soldiers capable of performing mind control.

Muton Soldier

Muton (EU2012).png
1st Appearance {{{appears}}}
HP 8/8/10/10
Aim 70
Defense 10
Will 10
Movement 12
Easy/Normal/Classic/Impossible

The very first Muton variant you will encounter, these brutal beasts can destroy the often ill equipped XCOM squads near the beginning of the game. You can quickly adapt with Laser weapons and Carapace armour. Be warned, as time goes on these Mutons in particular will move on from Light Plasma rifles to medium Plasma Rifles and will appear far more frequently in tactical missions. Apply tactics mentioned above.

Muton Armaments
Weapon Damage Critical Chance Terrain Damage Range Reaction Angle Reaction Range Size Abilities
Muton Plasma Light Rifle 6 10 125 27 200 NA Large Suppression 20%
Muton Plasma Rifle 8 10 125 27 200 NA Large Suppression 20%
Alien Grenade 5 0 Any 250 17 240 Small

Abilities:

  • 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.
  • Blood Call: Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turn cooldown.
  • Intimidate: Reacts unpredictably when wounded, provoking panic in enemies.
  • Mutons carry Alien Grenades, allowing them to injure multiple troops at once and destroy cover.
  • They carry light rifles on first month they appear, and rifles after that month.


Muton Berserker

Muton Berserker (EU2012).jpg
1st Appearance {{{appears}}}
HP 20/20/20/25
Aim Melee
Defense 20
Will 80
Movement 17
Easy/Normal/Classic/Impossible


A hulking monstrosity, Muton Berserkers are Mutons who are consumed by a constant seething rage and hatred for all things human. They are given very tough armour in order to survive focus fire that usually comes their way.

Instead of a gun these Mutons are given fist mounted blades that can tear even the toughest soldiers to shreds. Instead of reaction fire, Muton Berserkers will run (during your turn) after the last unit that shot them, ready to shear them up next turn. Kill them quickly, as an instant death at their hands is a looming occurance for any soldiers that stand in their way. They do tend to run straight into ambushes though, keeping your squad on overwatch can severely weaken or even kill Berserkers as soon as they are within firing range. Laser weapons are often enough to kill Berserkers but you will need extremely tough armour (Titan armour is enough to barely survive their blades) or Chitin Plating in order to survive surprise attacks from these titanic terrors.

These guys should be your priority in a firefight with Mutons but the final decisions are up to you. Their distinctive Bloodlust ability is a double edged sword, and "managing" it is essential to beating them. On the one hand, attacking a Berserker but not killing it can be deadly, because the free movement it gets from Bloodlust will almost certainly allow it to melee you in its next turn. On the other hand the predictability of it allows you to easily draw the Berserker in to a killing zone where your whole squad can gun it down at point blank range.

Note that Berserkers are actually incredibly resistant to psionic attacks. Do not expect much success when trying to flay their minds.

Mister Angry Red Suit is no longer a lie!

Berserker Armaments
Weapon Damage Critical Chance Terrain Damage Range Reaction Angle Reaction Range Size Abilities
Muton Blade 10 33 125 2 NA Small No reaction shot

Abilities:

  • Bull Rush: Charges through cover and causes damage to any units within a small radius.
  • Blood Lust: Allows the Berserker to charge an enemy that wounds it.
  • Hardened: Hardened units receive extra protection against critical hits (-60% chance to score a critical hit.)
  • Intimidate: Reacts unpredictably when wounded, provoking panic in enemies.

Muton Elite

(no picture available)
1st Appearance {{{appears}}}
HP 14/14/14/18
Aim 80
Defense 20
Will 20
Movement 12
Easy/Normal/Classic/Impossible


Muton Elites serve primarily as guards to Alien command units. However they are sent out on abduction and terror missions as much as any other alien creature. They are clad in a red suit of armour and a helmet that protect them from heavier damage levels than that of a regular Muton.

They use devastating heavy plasma rifles and carry grenades like regular Mutons. They also have a special ability that reduces the accuracy of any shots fired at them. It pays to have a sniper nearby to provide accurate fire upon them. Having a heavy nearby can also tear them up. Be warned that they are often encountered in groups of three and they also guard incredibly tough units in UFO assaults, so sometimes the main threat does not come from the Elites themselves. Apply the same tactics against Elites as you would against regular Mutons but expect a tougher battle.

Note that Elites are not actually any more resistant to psionic attaks than normal Muton troopers, so feel free to add their strength to your own through mind control.

Weapons Used
Weapon Damage Critical Chance Terrain Damage Range Reaction Angle Reaction Range Size Abilities
Muton Heavy Plasma 10 10 125 27 200 27 Large Suppression 35%
Alien Grenade 5 0 Any 250 17 240 Small

Abilities:

  • Suppression: Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.
  • Bombard: Throw or launch grenades over exceptionally long distances.
  • Enemy Defense: -20% Hit

Notes

  • Mutons are back, but Silacoids and Celatids, their terror units of the original, are nowhere to be found.