Difference between revisions of "Overviews of Aliens"

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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 creatures can be in a fight.  For more details, look at aliens' specific pages or [[Alien Stats (UFO Defense)]].
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Any budding X-Com commander should be aware of the basic details of the threat facing the Earth, to this end an '''Overview of Aliens''' can act as a first step in preparing the novice for their first clashes on the battlefield. Once the commander is conversant with this information further details can be found by looking at aliens' specific pages or [[Alien Stats]].
  
 
==Low Threat==
 
==Low Threat==
 
===Low Threat: Sectoid===
 
===Low Threat: Sectoid===
 
[[Image:sectoid.png|right|Sectoid]]
 
[[Image:sectoid.png|right|Sectoid]]
The Sectoids are possibly the first alien you'll see.  They resemble the "Greys" spoken of by New Age types and the <i>X-Files</i> television show: short humanoids with pale skin, elfin features and large, almond-shaped eyes.
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The Sectoids are usually the first alien you'll see.  They resemble the "Greys" spoken of by New Age types and the ''X-Files'' television show: short humanoids with pale skin, elfin features and large, almond-shaped eyes. They are the only weapon carrying life-form that chooses to go naked into battle. This possibly psychological tactic does not appear effective, since it neither promotes a berserker style morale on their own part, nor do the sectoid size dangly bits appear to intimidate X-COM soldiers.
  
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, they can be overcome with minimal risk.
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Sectoids are physically weak in combat. They have average mobility, no armor worth mentioning, and will fall easily to any weapon. Without their psi equipped Leaders and Commanders, they can be overcome with minimal risk. Be aware that Sectoids are on average more accurate shooters than floaters, and their ability to react is second to the [[Ethereal]]s.  
  
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.
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However, on any mission that doesn't involve a small/very 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.  In the early game when Sectoid sightings are most common, this can be devastating because X-COM has not yet researched psionics, and so is wide open to this type of warfare. The advantage for X-Com is that there will be a limited number of Leaders or Commanders in combat, and capture of either will allow research into the field of psionics.  
  
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.
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On any [[Mission_Types|Mission]] involving terror units, the Sectoids will be accompanied by the formidable Cyberdisc, which adds another degree of complexity and difficulty to the situation.
 
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See also: [[Sectoid]] | [[Overviews of Aliens#Medium Threat: Cyberdisc - Terror Unit|Medium Threat: Cyberdisc - Terror Unit]]
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<span style = "font-size:smaller;">See also: [[Sectoid]] | [[Overviews of Aliens#Medium Threat: Cyberdisc - Terror Unit|Medium Threat: Cyberdisc - Terror Unit]]</span>
  
 
===Low Threat: Floater===
 
===Low Threat: Floater===
 
[[Image:floater.png|right|Floater]]
 
[[Image:floater.png|right|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.
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The Floaters are the other variety of aliens you'll often see early in the game, sometimes before Sectoids.  They are purple humanoids clad in capes, floating perpetually above the ground.   
  
While Floaters, by themselves, are more fearsome than Sectoids, they lack the Sectoids' two advantages: Floaters have no [[Psionics|Psionic]] capability, and their terror unit, the Reaper, is mediocre at best.
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Floaters are slightly tougher than the Sectoid, with slightly enhanced armour and health. Most of the floater ranks aren't as accurate or as reactive as Sectoids, with the exception of their Leader and Commander classes. Floaters ranked at Soldier, Navigator or Medic are able to remember enemy locations one turn longer than Sectoids of similar ranks.
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Floaters, as per their name, are capable of floating in mid-air.  They use this ability on some occasions and you will often find them hovering on rooftops and other elevated positions. They tend be more prone to staying in upper levels of some buildings. They will rarely make good use of cover while floating above ground level. 
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Floaters have no psionic capability, and their terror unit, the Reaper, is weak. Floaters arguably make for the easiest large UFO missions, terror missions and alien base attacks due to these weaknesses.
 
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See also: [[Floater]] | [[Overviews of Aliens#Low Threat: Reaper - Terror Unit|Low Threat: Reaper - Terror Unit]]
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<span style = "font-size:smaller;">See also: [[Floater]] | [[Overviews of Aliens#Low Threat: Reaper - Terror Unit|Low Threat: Reaper - Terror Unit]]</span>
  
 
===Low Threat: Reaper - Terror Unit===
 
===Low Threat: Reaper - Terror Unit===
 
[[Image:reaper.gif|right|Reaper]]
 
[[Image:reaper.gif|right|Reaper]]
The Reaper is the dedicated [[Terror Units (UFO Defense)|Terror Unit]] of the Floater, and will only be seen accompanying them.  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 a considerable amount of damage, 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 without much trouble.  Their only real assets are their high mobility and ability to absorb damage.
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The Reaper is the dedicated [[Terror Units|Terror Unit]] of the Floater, and will only be seen accompanying them.  It is a large, furry mammalian biped of size comparable to an X-COM [[Heavy Weapons Platforms|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 as long as precautions are taken and they are not allowed to get close to you.  
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Since they are large, reapers are easy to spot, make big targets and will not be able to follow you through small gaps. Their large size allow area-effect weapons to deal more damage then usual.
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Reapers have high Health, but are only moderately armoured and have no [[Damage_Modifiers|resistances]]. They are vulnerable to [[Incendiary|fire]], and as a large unit with little Under Armour and no resistance [[Explosions|High Explosive]] munitions are also extremely effective.
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See also: [[Reaper]], [[Overviews of Aliens#Low Threat: Floater|Low Threat: Floater]]
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<span style = "font-size:smaller;">See also: [[Reaper]] | [[Overviews of Aliens#Low Threat: Floater|Low Threat: Floater]]</span>
  
 
===Low Threat: Silacoid - Terror Unit===
 
===Low Threat: Silacoid - Terror Unit===
 
[[Image:silacoid.gif|right|Silacoid]]
 
[[Image:silacoid.gif|right|Silacoid]]
The Silacoid is one of the two varieties of [[Terror Units (UFO Defense)|Terror Unit]] deployed with Mutons, and will only be seen accompanying them.  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.
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The Silacoid is one of the two varieties of terror units deployed with Mutons, and will only be seen accompanying them.  It resembles a large pink rock that slowly rumbles along the ground and leaves a trail of burnt terrain in its path.  Their only combat ability is to make a melee attack, presumably involving the burning heat of its body.   
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Silacoids have lacklustre mobility, and their burn trails make them easy to track.  They are well protected and can absorb a moderate amount of fire. They have the smallest profile of all the aliens, making them harder to hit.
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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. They are less of a threat than Reapers and can be easily out-walked.  
 
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See also: [[Silacoid]], [[Overviews of Aliens#High Threat:Muton|High Threat: Muton]]
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<span style = "font-size:smaller;">See also: [[Silacoid]] | [[Overviews of Aliens#High Threat:Muton|High Threat: Muton]]</span>
  
 
==Medium Threat==
 
==Medium Threat==
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===Medium Threat: Celatid - Terror Unit===
 
===Medium Threat: Celatid - Terror Unit===
 
[[Image:celatid.gif|right|Celatid]]
 
[[Image:celatid.gif|right|Celatid]]
The Celatid is one of the two [[Terror Units (UFO Defense)|Terror Unit]] types deployed with Mutons, and will only be seen accompanying them.  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.
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The Celatid is one of the two terror unit types deployed with Mutons, and will only be seen accompanying them.  It resembles a large, pink kidney bean that hovers along slowly at ground level. It is better protected than some aliens and has good mobility. It has terrible reaction ability, but makes up for it with high firing accuracy.
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It attacks by spitting venom at its target. This venom is extremely dangerous to unarmored units. It can only project its venom over a short range (roughly 7 squares), but is able to fire it in an arc. This lets it shoot over low fences.  
  
The science division says that a celatid is capable of tracking units outside of its line of sight, but there is no field evidence to confirm this.  In any case, it is at home in close quarters, particularly indoors where it can pop out from around corners, and its small size can make it a somewhat difficult target to hit.  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.
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The Celatid is at home in close quarters, particularly indoors where it can pop out from around corners, and its small size can make it hard to hit.  However, with proper care taken, it is only a moderate threat on the battlefield.
 
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See also: [[Celatid]], [[Overviews of Aliens#High Threat:Muton|High Threat: Muton]]
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<span style = "font-size:smaller;">See also: [[Celatid]] | [[Overviews of Aliens#High Threat:Muton|High Threat: Muton]]</span>
  
 
===Medium Threat: Cyberdisc - Terror Unit===
 
===Medium Threat: Cyberdisc - Terror Unit===
 
[[Image:cyberdisc.gif|right|Cyberdisc]]
 
[[Image:cyberdisc.gif|right|Cyberdisc]]
The Cyberdisc is the dedicated [[Terror Units (UFO Defense)|Terror Unit]] of the Sectoid, and will only be seen accompanying them.  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.   
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The Cyberdisc is the dedicated terror unit of the Sectoid, and will only be seen accompanying them.  It is a mechanical floating disc, comparable in size of a HWP. 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 X-Com 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.
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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.  Advanced weapons are 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.
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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.
 
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See Also [[Cyberdisc]] | [[Overviews of Aliens#Low Threat: Sectoid|Low Threat: Sectoid]]
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<span style = "font-size:smaller;">See Also [[Cyberdisc]] | [[Overviews of Aliens#Low Threat: Sectoid|Low Threat: Sectoid]]</span>
  
 
===Medium Threat: Snakeman===
 
===Medium Threat: Snakeman===
 
[[Image:snakeman.png|right|Snakeman]]
 
[[Image:snakeman.png|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 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.
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Snakemen can make an occasional appearance early on, but won't show up in force until 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 more damage than either. Their firing accuracy is second to the Ethereals, making them dangerous marksmen.  
  
However, larger Snakeman missions involving Terror Units can be truly fearsome, with the inclusion of their devastating Chryssalid support units.
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Their key flaw is their low mobility. Despite a terrain move advantage they don't have a lot of TUs and have less stamina than most aliens. Snakeman also have terrible reactions, making them easy to ambush.
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While seemingly a weak enemy on their own, large Snakeman missions involving Terror Units can be truly fearsome with the inclusion of their devastating Chryssalid support units.
 
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See Also [[Snakeman]] | [[Overviews of Aliens#High Threat: Chryssalid - Terror Unit|High Threat: Chryssalid - Terror Unit]]
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<span style = "font-size:smaller;">See Also [[Snakeman]] | [[Overviews of Aliens#High Threat: Chryssalid - Terror Unit|High Threat: Chryssalid - Terror Unit]]</span>
  
 
==High Threat==
 
==High Threat==
 
===High Threat: Chryssalid - Terror Unit===
 
===High Threat: Chryssalid - Terror Unit===
 
[[Image:chryssalid.gif|right|Chryssalid]]
 
[[Image:chryssalid.gif|right|Chryssalid]]
The Chryssalid is the dedicated [[Terror Units (UFO Defense)|Terror Unit]] of the Snakeman, and will only be seen accompanying them.  One of the most feared enemies of X-Com, these creatures have shiny black exoskeletons, an insectile look, and a toothy grin. They resemble the art of H.R. Giger.  They have incredible mobility, lightning-fast reflexes, and can absorb large amounts of fire. These abilities allow them to slug it out long enough to deliver their chief threat: their infectious bite, which can penetrate even the thickest armor and can destroy HWPs.
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The Chryssalid is the dedicated [[Terror Units|Terror Unit]] of the Snakeman.  One of the most feared enemies of X-COM, these creatures have shiny black exoskeletons, an insect-like look, with a grinning skull. They resemble the art of H.R. Giger.  They have incredible mobility, lightning-fast reflexes, and can absorb large amounts of fire. These abilities allow them to slug it out long enough to deliver their chief threat: their infectious bite, which can penetrate even the thickest armor and can destroy HWPs. Humanoid targets are turned into zombies.
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The ability of a single specimen to turn an entire troop of X-COM operatives into a new population of Chryssalids is the stuff of a Commander's nightmares.  Killing Chryssalids should be your top priority whenever they are present. Concentrate fire upon them. Don't be afraid to sacrifice any civilians or X-COM troops nearby-- if the Chryssalid doesn't die, they'll probably be infected anyway.  Ensure that all Chryssalids that drop are dead, not merely unconscious. Listen for the lack of a death-cry - do not hesitate in blowing up its body or reviving the Chryssalid with a [[Medi-Kit]] to shoot it again.
  
 
====Zombie====
 
====Zombie====
Any X-Com trooper or civilian bitten by a cryssalid will turn into a zombie-- a harmless, drooling humanoid that runs around and tries to launch weak physical attacks against your troops. The creature itself is harmless and easily killed. However, unless burned with an incendiary attack, a chryssalid will hatch out of its corpse when is it killed.  The new chryssalid is at full strength and has all the abilities of a normal chryssalid-- including the ability to turn more people into zombies.  Yes, this means that a single Chryssalid can turn every human on the board into a Chryssalid.
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Any X-COM trooper or civilian bitten by a Chryssalid will turn into a zombie -- a drooling humanoid that walks around at a slow pace and tries to launch powerful melee attacks against your troops. The creature itself is easily killed. Don't let them stand next to you for long. By themselves, they are quite harmless unless they are allowed to get too close. They can be easily outpaced as they are not able to move very far.
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Unless zombies are burned to death with an incendiary attack, the zombie's real threat is that a Chryssalid will hatch out of its corpse when is it killed.  The fresh new Chryssalid can turn more people into zombies.  Yes, this means that a single Chryssalid can turn every human on the map into a Chryssalid.
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The ability of a single specimen to turn an entire troop of X-Com operatives into a new population of Chryssalids is the stuff of a Commander's nightmares.  Killing chryssalids should be your top priority whenever they are present. Concentrate fire upon them. Don't be afraid to sacrifice any civilians or X-Com troops nearby-- if the chryssalid doesn't die, they'll probably be infected anyway.  Ensure that all Chryssalids that drop are dead, not merely unconscious.
 
 
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See Also [[Chryssalid]] | [[Zombie]] | [[Overviews of Aliens#Medium Threat: Snakeman|Medium Threat: Snakeman]]
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<span style = "font-size:smaller;">See Also [[Chryssalid]] | [[Zombie]] | [[Overviews of Aliens#Medium Threat: Snakeman|Medium Threat: Snakeman]]</span>
  
 
===High Threat: Ethereal===
 
===High Threat: Ethereal===
 
[[Image:ethereal.png|right|Ethereal]]
 
[[Image:ethereal.png|right|Ethereal]]
Ethereals are the ruling caste of the Alien hordes.  They will not be seen until the late in the game, but when they do, expect them to be armed with the most powerful weapons in the [[Weapons (UFO Defense)#Alien Weapons|alien arsenal]].  Their bodies are thin and emaciated, with pale, pinkish skin. However, they only appear in combat wearing billowing orange robes which make their narrow frames look more imposing.
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Ethereals are the ruling caste of the Alien hordes.  They will not be seen until June, but when they do, expect them to be armed with the most powerful weapons in the [[Weapons#Alien Weapons|alien arsenal]].  Their bodies are thin and emaciated, with pale, pinkish skin. Stretched Sectoids. In combat they wear billowing orange robes which make their narrow frames look more imposing, and it provides them with most defence of the main races. This makes them comparable with Mutons despite having less health.  
  
They can endure large amounts of damage and have very good combat skills.  They also have good mobility and are able to fly, which they do with little hesitation.  ''Every'' Ethereal has [[Psionics|psionic]] ability; expect psionic warfare to commence almost immediately in any combat against them.  Always engage Ethereals with the greatest caution, and all knowledge of psionic combat you have at your disposal.
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They can endure large amounts of damage and have very good combat skills.  They also have good mobility and are able to fly by walking through the air. They will do this with little hesitation.  ''Every'' Ethereal has [[Psionics|psionic]] abilities; expect psionic warfare to commence almost immediately in any combat against them.  Always engage Ethereals with the greatest caution, and all knowledge of psionic combat you have at your disposal. Capture of an ethereal of any rank will allow research into the field of psionics.  
  
 
As if their combat skills, high mobility, resistance to fire and psionic ability were not enough, they also have one of the strongest terror units in the game-- the Sectopod.   
 
As if their combat skills, high mobility, resistance to fire and psionic ability were not enough, they also have one of the strongest terror units in the game-- the Sectopod.   
 
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See Also [[Ethereal]] | [[Overviews of Aliens#High Threat: Sectopod - Terror Unit|High Threat: Sectopod - Terror Unit]]
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<span style = "font-size:smaller;">See Also [[Ethereal]] | [[Overviews of Aliens#High Threat: Sectopod - Terror Unit|High Threat: Sectopod - Terror Unit]]</span>
  
 
===High Threat: Muton===
 
===High Threat: Muton===
 
[[Image:muton.png|right|Muton]]
 
[[Image:muton.png|right|Muton]]
Mutons are the shock troops of the Alien invasion, possibly the most skilled combatants you'll go up against.  They usually won't show up until mid- to late-game, but when they do you can expect them all to be packing the most powerful weapons in the [[Weapons (UFO Defense)#Alien Weapons|alien arsenal]].  They have purple skin, but everything but their faces are covered with thick, green, skin-tight armor.   
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Mutons are the shock troops of the Alien invasion, possibly the beefiest combatants you'll go up against.  They will start to appear from April. Expect them to be packing the most powerful weapons in the [[Weapons#Alien Weapons|alien arsenal]].  They have purple skin, but everything but their faces are covered with green skin-tight armor.   
  
They are heavily armored and capable of absorbing heavy fire, and are especially resistant to armor-piercing rounds. They have very good reactions and mobility, and average accuracy. They will lay down heavy fire and use grenades quite freely.
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They are lightly armoured but have lots of health to absorbing heavy fire. They are especially resistant to armor-piercing rounds. They have respectable reactions and mobility, and average accuracy. Unlike other aliens, Mutons have a limited set of ranks, Soldier, Navigator and Engineer. Mutons of all ranks have high aggression.  
  
 
They are not without their weaknesses, however.  They are known for a short attention span, and will forget the presence of enemies beyond their sight more quickly than other aliens would.  They are vulnerable to psionic attacks, and have no psionic talents of their own.
 
They are not without their weaknesses, however.  They are known for a short attention span, and will forget the presence of enemies beyond their sight more quickly than other aliens would.  They are vulnerable to psionic attacks, and have no psionic talents of their own.
  
They are the only species in the Alien invasion with two varieties of terror unit, the Celatid and the Silacoid.  However, niether of these creatures can come close to matching the Muton's combat prowess.
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They are the only species in the Alien invasion with two varieties of terror unit, the Celatid and the Silacoid.  Neither of these creatures close to matching the Muton's combat prowess.
 
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See Also [[Muton]] | [[Overviews of Aliens#Low Threat: Silacoid - Terror Unit|Low Threat: Silacoid - Terror Unit]] | [[Overviews of Aliens#Medium Threat: Celatid - Terror Unit|Medium Threat: Celatid - Terror Unit]]
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<span style = "font-size:smaller;">See Also [[Muton]] | [[Overviews of Aliens#Low Threat: Silacoid - Terror Unit|Low Threat: Silacoid - Terror Unit]] | [[Overviews of Aliens#Medium Threat: Celatid - Terror Unit|Medium Threat: Celatid - Terror Unit]]</span>
  
 
===High Threat: Sectopod - Terror Unit===
 
===High Threat: Sectopod - Terror Unit===
 
[[Image:sectopod.png|right|Sectopod]]
 
[[Image:sectopod.png|right|Sectopod]]
The Sectopod is the dedicated [[Terror Units (UFO Defense)|Terror Unit]] of the Ethereal, and will only be seen accompanying them.  They are large, bipedal robots comparable in size to one of our [[Heavy Weapons Platforms (UFO Defense)|HWP]]s.  They are the most heavily armored units of the Alien horde, resistant to almost all forms of damage including even alien weaponry, requiring heavy fire to destroy one.  Its only known weakness is to Terran laser weapons, and even against those it can sustain a good degree of damage.
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The Sectopod is the dedicated terror unit of the Ethereal, and will only be seen accompanying them.  They are large, bipedal robots that are equal if not bigger than HWPs.  They are the most heavily armored units of the Alien horde, resistant to almost all forms of damage including even alien weaponry, requiring heavy fire to destroy one.  Its only known weakness is to laser weapons, and even against those it can sustain a good degree of damage.
  
They attack with dual head-mounted plasma weapons that are capable of automatic fire. They can fire with a high degree of accuracy and reactions far superior to our HWPs.  They also have good mobility.
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They attack with a green-laser weapon that is capable of automatic fire. They are the only alien unit to use laser type weapons. They can fire with a high degree of accuracy and reactions far superior to HWPs.  They also have good mobility.
  
Some commanders keep special weaponry on hand exclusively to deal with them, including the [[Tank/Laser Cannon]] and even the otherwise shunned [[Heavy Laser]].  Blasters will do the job, but direct hits are usually required-- and occasionally may not be enough.
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Some commanders keep special weaponry on hand exclusively to deal with them, including the [[Tank/Laser Cannon]] and the [[Heavy Laser]].  [[Blaster Launcher]]s are effective but direct hits are required and occasionally may require several hits. [[Small Launcher|Stun Bombs]] are also quite effective against weakened or beginner difficulty Sectopods.  
 
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See Also [[Sectopod]] | [[Overviews of Aliens#High Threat: Ethereal|High Threat: Ethereal]]
 
  
==Notes==
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<span style = "font-size:smaller;">See Also [[Sectopod]] | [[Overviews of Aliens#High Threat: Ethereal|High Threat: Ethereal]]</span>
*The leaders of the alien horde are heavily dependent on psionic combat, and have even designed their mechanical units to respond to psionic stimuli.
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*Only Sectoid Leaders, Sectoid Commanders and Ethereals (of any type) are capable of psionic warfare.
 
  
 
==See Also==
 
==See Also==
[[Alien Life Forms (UFO Defense)]] |
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*[[Alien Life Forms]]
[[Terror Units (UFO Defense)]] |
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*[[Terror Units]]
[[Alien Stats (UFO Defense)]] |
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*[[Alien Stats]]
[[Overviews of Aliens (TFTD)]]
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*[[Overviews of Aliens (TFTD)]]
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[[Category:Enemy Unknown/UFO Defense]]

Latest revision as of 07:59, 12 January 2016

Any budding X-Com commander should be aware of the basic details of the threat facing the Earth, to this end an Overview of Aliens can act as a first step in preparing the novice for their first clashes on the battlefield. Once the commander is conversant with this information further details can be found by looking at aliens' specific pages or Alien Stats.

Low Threat

Low Threat: Sectoid

Sectoid

The Sectoids are usually the first alien you'll see. They resemble the "Greys" spoken of by New Age types and the X-Files television show: short humanoids with pale skin, elfin features and large, almond-shaped eyes. They are the only weapon carrying life-form that chooses to go naked into battle. This possibly psychological tactic does not appear effective, since it neither promotes a berserker style morale on their own part, nor do the sectoid size dangly bits appear to intimidate X-COM soldiers.

Sectoids are physically weak in combat. They have average mobility, no armor worth mentioning, and will fall easily to any weapon. Without their psi equipped Leaders and Commanders, they can be overcome with minimal risk. Be aware that Sectoids are on average more accurate shooters than floaters, and their ability to react is second to the Ethereals.

However, on any mission that doesn't involve a small/very 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. In the early game when Sectoid sightings are most common, this can be devastating because X-COM has not yet researched psionics, and so is wide open to this type of warfare. The advantage for X-Com is that there will be a limited number of Leaders or Commanders in combat, and capture of either will allow research into the field of psionics.

On any Mission involving terror units, the Sectoids will be accompanied by the formidable Cyberdisc, which adds another degree of complexity and difficulty 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 often see early in the game, sometimes before Sectoids. They are purple humanoids clad in capes, floating perpetually above the ground.

Floaters are slightly tougher than the Sectoid, with slightly enhanced armour and health. Most of the floater ranks aren't as accurate or as reactive as Sectoids, with the exception of their Leader and Commander classes. Floaters ranked at Soldier, Navigator or Medic are able to remember enemy locations one turn longer than Sectoids of similar ranks.

Floaters, as per their name, are capable of floating in mid-air. They use this ability on some occasions and you will often find them hovering on rooftops and other elevated positions. They tend be more prone to staying in upper levels of some buildings. They will rarely make good use of cover while floating above ground level.

Floaters have no psionic capability, and their terror unit, the Reaper, is weak. Floaters arguably make for the easiest large UFO missions, terror missions and alien base attacks due to these weaknesses.
See also: Floater | Low Threat: Reaper - Terror Unit

Low Threat: Reaper - Terror Unit

Reaper

The Reaper is the dedicated Terror Unit of the Floater, and will only be seen accompanying them. 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 as long as precautions are taken and they are not allowed to get close to you.

Since they are large, reapers are easy to spot, make big targets and will not be able to follow you through small gaps. Their large size allow area-effect weapons to deal more damage then usual.

Reapers have high Health, but are only moderately armoured and have no resistances. They are vulnerable to fire, and as a large unit with little Under Armour and no resistance High Explosive munitions are also extremely effective.



See also: Reaper | Low Threat: Floater

Low Threat: Silacoid - Terror Unit

Silacoid

The Silacoid is one of the two varieties of terror units deployed with Mutons, and will only be seen accompanying them. It resembles a large pink rock that slowly rumbles along the ground and leaves a trail of burnt terrain in its path. Their only combat ability is to make a melee attack, presumably involving the burning heat of its body.

Silacoids have lacklustre mobility, and their burn trails make them easy to track. They are well protected and can absorb a moderate amount of fire. They have the smallest profile of all the aliens, making them harder to hit.

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. They are less of a threat than Reapers and can be easily out-walked.
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, and will only be seen accompanying them. It resembles a large, pink kidney bean that hovers along slowly at ground level. It is better protected than some aliens and has good mobility. It has terrible reaction ability, but makes up for it with high firing accuracy.

It attacks by spitting venom at its target. This venom is extremely dangerous to unarmored units. It can only project its venom over a short range (roughly 7 squares), but is able to fire it in an arc. This lets it shoot over low fences.

The Celatid is at home in close quarters, particularly indoors where it can pop out from around corners, and its small size can make it hard to hit. However, with proper care taken, it is only a moderate threat on the battlefield.
See also: Celatid | High Threat: Muton

Medium Threat: Cyberdisc - Terror Unit

Cyberdisc

The Cyberdisc is the dedicated terror unit of the Sectoid, and will only be seen accompanying them. It is a mechanical floating disc, comparable in size of a HWP. 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 X-Com 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. Advanced weapons are 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 | Low Threat: Sectoid

Medium Threat: Snakeman

Snakeman

Snakemen can make an occasional appearance early on, but won't show up in force until 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 more damage than either. Their firing accuracy is second to the Ethereals, making them dangerous marksmen.

Their key flaw is their low mobility. Despite a terrain move advantage they don't have a lot of TUs and have less stamina than most aliens. Snakeman also have terrible reactions, making them easy to ambush.

While seemingly a weak enemy on their own, large 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

High Threat

High Threat: Chryssalid - Terror Unit

Chryssalid

The Chryssalid is the dedicated Terror Unit of the Snakeman. One of the most feared enemies of X-COM, these creatures have shiny black exoskeletons, an insect-like look, with a grinning skull. They resemble the art of H.R. Giger. They have incredible mobility, lightning-fast reflexes, and can absorb large amounts of fire. These abilities allow them to slug it out long enough to deliver their chief threat: their infectious bite, which can penetrate even the thickest armor and can destroy HWPs. Humanoid targets are turned into zombies.

The ability of a single specimen to turn an entire troop of X-COM operatives into a new population of Chryssalids is the stuff of a Commander's nightmares. Killing Chryssalids should be your top priority whenever they are present. Concentrate fire upon them. Don't be afraid to sacrifice any civilians or X-COM troops nearby-- if the Chryssalid doesn't die, they'll probably be infected anyway. Ensure that all Chryssalids that drop are dead, not merely unconscious. Listen for the lack of a death-cry - do not hesitate in blowing up its body or reviving the Chryssalid with a Medi-Kit to shoot it again.

Zombie

Any X-COM trooper or civilian bitten by a Chryssalid will turn into a zombie -- a drooling humanoid that walks around at a slow pace and tries to launch powerful melee attacks against your troops. The creature itself is easily killed. Don't let them stand next to you for long. By themselves, they are quite harmless unless they are allowed to get too close. They can be easily outpaced as they are not able to move very far.

Unless zombies are burned to death with an incendiary attack, the zombie's real threat is that a Chryssalid will hatch out of its corpse when is it killed. The fresh new Chryssalid can turn more people into zombies. Yes, this means that a single Chryssalid can turn every human on the map into a Chryssalid.



See Also Chryssalid | Zombie | Medium Threat: Snakeman

High Threat: Ethereal

Ethereal

Ethereals are the ruling caste of the Alien hordes. They will not be seen until June, but when they do, expect them to be armed with the most powerful weapons in the alien arsenal. Their bodies are thin and emaciated, with pale, pinkish skin. Stretched Sectoids. In combat they wear billowing orange robes which make their narrow frames look more imposing, and it provides them with most defence of the main races. This makes them comparable with Mutons despite having less health.

They can endure large amounts of damage and have very good combat skills. They also have good mobility and are able to fly by walking through the air. They will do this with little hesitation. Every Ethereal has psionic abilities; expect psionic warfare to commence almost immediately in any combat against them. Always engage Ethereals with the greatest caution, and all knowledge of psionic combat you have at your disposal. Capture of an ethereal of any rank will allow research into the field of psionics.

As if their combat skills, high mobility, resistance to fire and psionic ability were not enough, they also have one of the strongest terror units in the game-- the Sectopod.

See Also Ethereal | High Threat: Sectopod - Terror Unit

High Threat: Muton

Muton

Mutons are the shock troops of the Alien invasion, possibly the beefiest combatants you'll go up against. They will start to appear from April. Expect them to be packing the most powerful weapons in the alien arsenal. They have purple skin, but everything but their faces are covered with green skin-tight armor.

They are lightly armoured but have lots of health to absorbing heavy fire. They are especially resistant to armor-piercing rounds. They have respectable reactions and mobility, and average accuracy. Unlike other aliens, Mutons have a limited set of ranks, Soldier, Navigator and Engineer. Mutons of all ranks have high aggression.

They are not without their weaknesses, however. They are known for a short attention span, and will forget the presence of enemies beyond their sight more quickly than other aliens would. They are vulnerable to psionic attacks, and have no psionic talents of their own.

They are the only species in the Alien invasion with two varieties of terror unit, the Celatid and the Silacoid. Neither of these creatures close to matching the Muton's combat prowess.

See Also Muton | Low Threat: Silacoid - Terror Unit | Medium Threat: Celatid - Terror Unit

High Threat: Sectopod - Terror Unit

Sectopod

The Sectopod is the dedicated terror unit of the Ethereal, and will only be seen accompanying them. They are large, bipedal robots that are equal if not bigger than HWPs. They are the most heavily armored units of the Alien horde, resistant to almost all forms of damage including even alien weaponry, requiring heavy fire to destroy one. Its only known weakness is to laser weapons, and even against those it can sustain a good degree of damage.

They attack with a green-laser weapon that is capable of automatic fire. They are the only alien unit to use laser type weapons. They can fire with a high degree of accuracy and reactions far superior to HWPs. They also have good mobility.

Some commanders keep special weaponry on hand exclusively to deal with them, including the Tank/Laser Cannon and the Heavy Laser. Blaster Launchers are effective but direct hits are required and occasionally may require several hits. Stun Bombs are also quite effective against weakened or beginner difficulty Sectopods.

See Also Sectopod | High Threat: Ethereal


See Also