Difference between revisions of "Overviews of Aliens"

From UFOpaedia
Jump to navigation Jump to search
m
Line 8: Line 8:
 
Sectoids are very weak in combat, with generally poor accuracy and reaction time. They have mediocre mobility, no armor worth mentioning, and will easily fall under standard rifle fire, grenades, or even a glancing shot from heavier weapons.  Without their more devious Sectoid Leaders, can be overcome with minimal risk.
 
Sectoids are very weak in combat, with generally poor accuracy and reaction time. They have mediocre mobility, no armor worth mentioning, and will easily fall under standard rifle fire, grenades, or even a glancing shot from heavier weapons.  Without their more devious Sectoid Leaders, can be overcome with minimal risk.
  
However, on any mission that doesn't involve a small-sized UFO ([[Small Scout]], [[Medium Scout]],  or [[Large Scout]]), the Sectoids will have a Sectoid Leader in their ranks.  This Leader is capable of [[Psionics|Psionic]] attacks that can panic your troops or even bring them under alien control, to be used against you.  In the early game when Sectoid sightings are common, this can be devastating-- XCom has not yet researched [[Psionics]], and so is wide open to psionic warfare.
+
However, on any mission that doesn't involve a small-sized UFO ([[Small Scout]], [[Medium Scout]],  or [[Large Scout]]), the Sectoids will have a Sectoid Leader in their ranks.  This Leader is capable of [[Psionics|Psionic]] attacks that can panic your troops or even bring them under alien control, to be used against you.  In the early game when Sectoid sightings are common, this can be devastating-- X-Com has not yet researched [[Psionics]], and so is wide open to psionic warfare.
  
 
Furthermore, on any [[Missions (UFO Defense)|Mission]] involving terror units, the Sectoids will be accompanied by the formidable Cyberdisc, which adds another degree of complexity to the situation.
 
Furthermore, on any [[Missions (UFO Defense)|Mission]] involving terror units, the Sectoids will be accompanied by the formidable Cyberdisc, which adds another degree of complexity to the situation.
Line 24: Line 24:
 
===Low Threat: Reaper - Terror Unit===
 
===Low Threat: Reaper - Terror Unit===
 
[[Image:reaper.gif|right|Reaper]]
 
[[Image:reaper.gif|right|Reaper]]
Reapers are the dedicated [[Terror Units (UFO Defense)|Terror Units]] support of the Floater.  It is a large, furry mammalian biped of size comperable to an X-Com [[Heavy Weapons Platforms (UFO Defense)|HWP]].  It is armed only with its bite, which obviously can be used only when the alien is directly adjacent to its foe.  It is arguably the least threatening alien in the game. Since they are so large, reapers ey are generally easy to spot and easy to hit. While they can absorb more damage than a floater or a sectoid, they are resistant only to armor-piercing fire and make a large target.  They are particularly vulnerable to incediary fire, but almost any heavy weapon fire will dispatch them quickly.  Their only real asset is their above-average mobility.   
+
The Reaper is the dedicated Terror Unit of the Floater.  It is a large, furry mammalian biped of size comparable to an X-Com [[Heavy Weapons Platforms (UFO Defense)|HWP]].  It is armed only with its bite, which obviously can be used only when the alien is directly adjacent to its foe.  It is arguably the least threatening alien in the game. Since they are so large, reapers are generally easy to spot and easy to hit. While they can absorb more damage than a floater or a sectoid, they are resistant only to armor-piercing fire and make a large target.  They are particularly vulnerable to incendiary fire, but almost any heavy weapon fire will dispatch them quickly.  Their only real asset is their above-average mobility.   
  
 
  See also: [[Reaper]], [[Overviews of Aliens#Low Threat: Floater|Low Threat: Floater]]
 
  See also: [[Reaper]], [[Overviews of Aliens#Low Threat: Floater|Low Threat: Floater]]
Line 36: Line 36:
  
 
==Medium Threat==
 
==Medium Threat==
 +
 +
===Medium Threat: Celatid - Terror Unit===
 +
[[Image:celatid.gif|right|Celatid]]
 +
The Celatid is one of the two Terror Unit types deployed with Mutons.  It resembles a large, pink kidney bean that hovers along slowly at ground level.  It attacks by spitting venom at its target, and can do so with great accuracy.  This venom is extremely dangerous to unarmored units, while somewhat less threatening to armored troops and [Heavy Weapons Platforms (UFO Defense)|HWP]]s.  It can only project its venom over a short range (perhaps 7 squares), and has relatively low mobility.  It has negligible armor and can be destroyed with standard weapon fire, or glancing fire from heavier weapons.
 +
 +
The Celatid is capable of tracking units outside of its line of sight.  It is at home in close quarters, particularly indoors where it can pop out from around corners.  However, its low mobility, short attack range and vulnerability to fire means that, with proper care taken, it is only a moderate threat on the battlefield.
 +
 +
See also: [[Celatid]], [[Overviews of Aliens#High Threat:Muton|High Threat: Muton]]
 +
 +
===Medium Threat: Cyberdisc===
 +
[[Image:cyberdisc.gif|right|Cyberdisc]]
 +
The Cyberdisc is the dedicated Terror Unit of the Sectoid.  It is a mechanical floating, disc comparable in size to our [[Heavy Weapons Platforms (UFO Defense)|HWP]], though it has a lower profile. It has moderate mobility, and can float at any level above the ground.  It attacks with a devastating plasma shot, capable of firing up to three snap shots in a round with good accuracy and reactions superior to our HWPs. 
 +
 +
It is resistant to armor-piercing weapons, and holds up well against psionic manipulation.  Its slim profile can make it a difficult target for an object of its size.  Worse, when it is destroyed, it usually explodes with a ferocity comparable to [[Alien Grenade]] or worse.  New commanders often have difficulty destroying it with Terran weapons; it is advised to direct as much firepower as is available against one.  Alien weapon technology is far more suitable for destroying it.
 +
 +
Commanders should remember that any mission involving Cyberdiscs will also involve Sectoids with [[Psionics|Psionic]] capability.  However, not all missions with psionic Sectoids will involve Cyberdiscs.
 +
 +
See Also [[Cyberdisc]] | [[Overviews of Aliens#High Threat: Sectoid|High Threat: Sectoid]]
  
 
===Medium Threat: Snakeman===
 
===Medium Threat: Snakeman===
 
[[Image:snakeman.gif|right|Snakeman]]
 
[[Image:snakeman.gif|right|Snakeman]]
Snakemen usually won't show up for at least two or three months into the game.  As their name suggests, they are reptilian, resembling snakes with arms, slithering along on their lower bodies.  They have noticeably better armor than floaters or sectoids, and are capable of absorbing signifigantly more fire than either. Their combat stats are at least comperable to Floaters, possibly slightly better. They seem a litle more willing to use grenades than Sectoids or Floaters, too. Their key flaw, however, is low mobility. They are not able to move very quickly, slower even than Sectoids.
+
Snakemen usually won't show up for at least two or three months into the game.  As their name suggests, they are reptilian, resembling snakes with arms, slithering along on their lower bodies.  They have noticeably better armor than floaters or sectoids, and are capable of absorbing significantly more fire than either. Their combat stats are at least comparable to Floaters, possibly slightly better. They seem a little more willing to use grenades than Sectoids or Floaters, too. Their key flaw, however, is low mobility. They are not able to move very quickly, slower even than Sectoids.
  
However, larger Snakeman missions involving [[Terror Units]] can be truly fearsome, with the their terrifying [[Overviews of Aliens#Chryssalid|Chrssalid]].
+
However, larger Snakeman missions involving Terror Units can be truly fearsome, with the inclusion of their devastating Chryssalid support units.
  
  See Also [[Snakeman]] | [[Overviews of Aliens#High Threat: Chryssalid|High Threat: Chryssalid - Terror Unit]]
+
  See Also [[Snakeman]] | [[Overviews of Aliens#High Threat: Chryssalid - Terror Unit|High Threat: Chryssalid - Terror Unit]]
  
''More to come ----[[User:Papa Legba|Papa Legba]] 20:25, 11 December 2005 (PST)''
+
''More to come ----[[User:Papa Legba|Papa Legba]]''
  
  

Revision as of 05:04, 12 December 2005

All aliens are not, of course, equal. While a novice may be overwhelmed at any manifestation of Alien presence, he will soon learn to cope, and discern the abilities of his enemy. For those who aren't yet well-versed in such things, here's a rundown on how mean each of these beasties can be in a fight.

Low Threat

Low Threat: Sectoid

Sectoid

The Sectoids are possibly the first alien you'll see. They resemble the "Greys" spoken of by New Age types and the X-Files television show.

Sectoids are very weak in combat, with generally poor accuracy and reaction time. They have mediocre mobility, no armor worth mentioning, and will easily fall under standard rifle fire, grenades, or even a glancing shot from heavier weapons. Without their more devious Sectoid Leaders, can be overcome with minimal risk.

However, on any mission that doesn't involve a small-sized UFO (Small Scout, Medium Scout, or Large Scout), the Sectoids will have a Sectoid Leader in their ranks. This Leader is capable of Psionic attacks that can panic your troops or even bring them under alien control, to be used against you. In the early game when Sectoid sightings are common, this can be devastating-- X-Com has not yet researched Psionics, and so is wide open to psionic warfare.

Furthermore, on any Mission involving terror units, the Sectoids will be accompanied by the formidable Cyberdisc, which adds another degree of complexity to the situation.

See also: Sectoid | Medium Threat: Cyberdisc - Terror Unit

Low Threat: Floater

Floater

The Floaters are the other variety of aliens you'll see early in the game, possibly before Sectoids. They are purple humanoid shapes clad in capes, floating perpetually above the ground. They are more formidable in combat than the Sectoid. They have better firing accuracy and reactions, along with a modicum of armor. They have somewhat better mobility than the Sectoid, and they are capable of floating in mid-air. They use this ability only rarely (almost never on lower difficulty settings), but it does mean that, at game start, you will see them more frequently on rooftops and other elevated positions. They rarely make good use of cover while floating above ground level. Floaters may be more likely than Sectoids to throw grenades, but hard data here is lacking.

While Floaters, by themselves, are more fearsome than Sectoids, they lack the Sectoids' two advantages: Floaters have no Psionic capability, and their terror unit, the Reaper, is mediocre at best.

See also: Floater | Low Threat: Reaper - Terror Unit

Low Threat: Reaper - Terror Unit

Reaper

The Reaper is the dedicated Terror Unit of the Floater. It is a large, furry mammalian biped of size comparable to an X-Com HWP. It is armed only with its bite, which obviously can be used only when the alien is directly adjacent to its foe. It is arguably the least threatening alien in the game. Since they are so large, reapers are generally easy to spot and easy to hit. While they can absorb more damage than a floater or a sectoid, they are resistant only to armor-piercing fire and make a large target. They are particularly vulnerable to incendiary fire, but almost any heavy weapon fire will dispatch them quickly. Their only real asset is their above-average mobility.

See also: Reaper, Low Threat: Floater

Low Threat: Silacoid - Terror Unit

Silacoid

The Silacoid is one of the two varieties of Terror Unit deployed with Mutons. It resembles a large pink rock that slowly rumbles along the ground, often leaving a trail of burnt terrain in its path. Their only combat ability is to make a moderately damaging melee attack, presumably involving the burning heat of its body. Its mobility is lacklustre, and the burnt trail it leaves makes it easy to track. They are somewhat well armored and can absorb a moderate amount of fire. Considering that they are usually only encountered in the mid- to late-game, the sight of this underwhelming combat unit comes as a pleasant surprise to Commanders accustomed to more fearsome prey.

See also: Silacoid, High Threat: Muton


Medium Threat

Medium Threat: Celatid - Terror Unit

Celatid

The Celatid is one of the two Terror Unit types deployed with Mutons. It resembles a large, pink kidney bean that hovers along slowly at ground level. It attacks by spitting venom at its target, and can do so with great accuracy. This venom is extremely dangerous to unarmored units, while somewhat less threatening to armored troops and [Heavy Weapons Platforms (UFO Defense)|HWP]]s. It can only project its venom over a short range (perhaps 7 squares), and has relatively low mobility. It has negligible armor and can be destroyed with standard weapon fire, or glancing fire from heavier weapons.

The Celatid is capable of tracking units outside of its line of sight. It is at home in close quarters, particularly indoors where it can pop out from around corners. However, its low mobility, short attack range and vulnerability to fire means that, with proper care taken, it is only a moderate threat on the battlefield.

See also: Celatid, High Threat: Muton

Medium Threat: Cyberdisc

Cyberdisc

The Cyberdisc is the dedicated Terror Unit of the Sectoid. It is a mechanical floating, disc comparable in size to our HWP, though it has a lower profile. It has moderate mobility, and can float at any level above the ground. It attacks with a devastating plasma shot, capable of firing up to three snap shots in a round with good accuracy and reactions superior to our HWPs.

It is resistant to armor-piercing weapons, and holds up well against psionic manipulation. Its slim profile can make it a difficult target for an object of its size. Worse, when it is destroyed, it usually explodes with a ferocity comparable to Alien Grenade or worse. New commanders often have difficulty destroying it with Terran weapons; it is advised to direct as much firepower as is available against one. Alien weapon technology is far more suitable for destroying it.

Commanders should remember that any mission involving Cyberdiscs will also involve Sectoids with Psionic capability. However, not all missions with psionic Sectoids will involve Cyberdiscs.

See Also Cyberdisc | High Threat: Sectoid

Medium Threat: Snakeman

Snakemen usually won't show up for at least two or three months into the game. As their name suggests, they are reptilian, resembling snakes with arms, slithering along on their lower bodies. They have noticeably better armor than floaters or sectoids, and are capable of absorbing significantly more fire than either. Their combat stats are at least comparable to Floaters, possibly slightly better. They seem a little more willing to use grenades than Sectoids or Floaters, too. Their key flaw, however, is low mobility. They are not able to move very quickly, slower even than Sectoids.

However, larger Snakeman missions involving Terror Units can be truly fearsome, with the inclusion of their devastating Chryssalid support units.

See Also Snakeman | High Threat: Chryssalid - Terror Unit

More to come ----Papa Legba


See Also

Alien Life Forms (UFO Defense) | Terror Units (UFO Defense)