The Popper runs at high speed towards its victim and explodes when within a range of about fifteen feet. If the Popper is attacked with armor piercing, incendiary or explosive ammunition then the explosive effect is likely to be triggered. We recommend that other forms of weaponry be used against this creature in most combat situations.
Source: X-COM Apocalypse Ufopedia
The Popper is little more than a walking bomb. Its simple brain structure means that Psionic attacks have a very low chance of success. Its body contains no obvious explosive device, although there are several chemicals mixed into the creatures stomach creating a highly unstable explosive compound.
Source: X-COM Apocalypse Ufopedia
|Damage Modifier Group||Popper|
|Unique Attributes||may explode when killed;|
The Popper is an extremely dangerous enemy that is functionally a homing missile with legs. Poppers are weak, but they move very fast and leave a smoke trail behind them, which can sometimes conceal other enemies. They have no weapons, but if they come in close proximity with any X-COM Agent, they will self destruct and cause a powerful, wide area explosion. Poppers cannot jump, but their explosions are often large enough to damage hovering units flying low.
They begin to appear in Week 2 and are encountered regularly as part of UFO crews, infiltration missions and in buildings in the Alien Dimension. They are also one of the aliens that can emerge from a Chrysalis.
Poppers make chittering and pitter-patter noises.
A Popper's explosion is powerful enough to seriously injure or instantly kill armored X-COM Agents near the centre of the blast. They will explode if they are killed with armor piercing, high explosive, or incendiary damage, or if they bleed to death. Beam and gas weapons will kill or disable them without causing an explosion.
Like the Brainsucker, their main strength lies in the element of surprise. To defend against them, a combination of vigilance and good reactions are required. If motion scanners are available, Poppers can be easily be detected by their movement pattern. This is often a rapid straight line. In addition, one should look for the characteristic smoke trails that signal their presence.
Proximity Mines and Boomeroids can be used to lay traps for them, as long as one keeps well away from the blast area. Powerful weapons like the Devastator Cannon or Stun Grapple are effective at dispatching them. A Power Sword can also be handy as it doesn't cause them to explode, but using it properly requires good timing.
Poppers become significantly less dangerous once Agents start wearing X-COM Disruptor Armor.
Capturing Poppers in RT is risky but not too hard as long as you are aware of their approach, and have the appropriate weapons and equipment.
If a Popper is a long distance away, prepare a stun gas cloud by throwing stun grenades ahead.
If the gas cloud does not work or the you spot the Popper when it is very close, a Stun grapple will knock it out in one hit. Hope that it does not miss.
In TB capture is very hard, and you have to be able to see them first, or be lucky that one runs out of time units before reaching your agents. You then need a unit in range with a stun grapple. Stunning them with gas is very dangerous because you have to end turn for it to take effect, and if the popper makes it out of the cloud then you will not be able to counter it
In either mode, if a popper is chasing after a flying agent that is well out of its detonation range, it can be easily captured by dropping a stun grenade and waiting for it to fall unconscious.
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