Difference between revisions of "Thin Man (EU2012)"
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[[Image:Thin Man 2 (EU2012).png|right|300px|Thin Man]] | [[Image:Thin Man 2 (EU2012).png|right|300px|Thin Man]] | ||
− | The Thin Men are agile, quick, and elusive alien creatures. Designed to look human so that they can successfully infiltrate society, Thin Men are responsible for handling the more secretive operations of the alien invasion, although some aren't exactly subtle, such as planting huge alien bombs in the middle of urban centres. Their human-like appearance doesn't fool XCOM troops, who have no trouble identifying Thin Men as hostiles. | + | The Thin Men are agile, quick, and elusive alien creatures. Designed to look human so that they can successfully infiltrate society, their true reptilian nature is betrayed by their yellow eyes and the patches of scales around their necks (not to mention their unnatural agility). Thin Men are responsible for handling the more secretive operations of the alien invasion, although some aren't exactly subtle, such as planting huge alien bombs in the middle of urban centres. Their human-like appearance doesn't fool XCOM troops, who have no trouble identifying Thin Men as hostiles. |
Thin Men are one of the deadliest units in the early game. They have increased accuracy and mobility, making them ideal for long-range sniping at your soldiers while moving to outflank them. Their Leap ability allows the Thin Man to jump incredibly high, allowing it to scale entire buildings and take up an elevated position. This can be very dangerous against [[Sniper (EU2012)|Snipers]] who are unable to fire. | Thin Men are one of the deadliest units in the early game. They have increased accuracy and mobility, making them ideal for long-range sniping at your soldiers while moving to outflank them. Their Leap ability allows the Thin Man to jump incredibly high, allowing it to scale entire buildings and take up an elevated position. This can be very dangerous against [[Sniper (EU2012)|Snipers]] who are unable to fire. |
Revision as of 23:57, 26 May 2020
The Thin Men are agile, quick, and elusive alien creatures. Designed to look human so that they can successfully infiltrate society, their true reptilian nature is betrayed by their yellow eyes and the patches of scales around their necks (not to mention their unnatural agility). Thin Men are responsible for handling the more secretive operations of the alien invasion, although some aren't exactly subtle, such as planting huge alien bombs in the middle of urban centres. Their human-like appearance doesn't fool XCOM troops, who have no trouble identifying Thin Men as hostiles.
Thin Men are one of the deadliest units in the early game. They have increased accuracy and mobility, making them ideal for long-range sniping at your soldiers while moving to outflank them. Their Leap ability allows the Thin Man to jump incredibly high, allowing it to scale entire buildings and take up an elevated position. This can be very dangerous against Snipers who are unable to fire. Against soldiers in high cover, they'll make use of their Poison Spit to reduce their aim, mobility and possibly causing them to panic. Even upon their death they can be dangerous since they'll release a poison cloud that can affect any soldier that moves through it.
Info
1st Appearance | March (Council missions) April (all other) |
HP | 3/3/4/6 |
Aim | 65/65/75/75 |
Defense | 0 |
Will | 15 |
Movement | 15 |
Easy/Normal/Classic/Impossible |
Weapon | Base Damage | Critical Damage | Critical Chance |
---|---|---|---|
Thin Man Light Plasma Rifle | 4-6 | 7 or 9 | 10 |
Notes
- Thin Men start appearing on April on Abduction and UFO missions, but they can also be encountered in March during Council missions.
- On Easy and Normal difficulties, Thin Men deal less 2 damage than normal.
- Poison Spit damages soldiers by 20% and damages their health by one point each turn, and can be active up to 3 turns. Soldiers equipped with Titan Armor or a Medikit are immune (even if the Medikit has no more uses left). Other soldiers can be cured by using a Medikit on them.
- Also, upon dying, the Thin Man will explode, leaving a poisonous cloud that will poison any soldiers that move within it and voiding a small area of cover.
- If killed during a successful mission a Thin Man Corpse will be recovered.
- Researching Thin Men corpses will unlock the Improved Medikit Foundry project and, in the EW DLC, the Muscle Fiber Density gene mod and the Gas Grenade.
- If captured during a mission and interrogated afterwards they will provide a reduction in the time required to research all UFO Technology (Alien Nav Computer and UFO Power Source).
- Capturing a Thin Man will also recover intact its Light Plasma Rifle, which can be used later by your troops after it's researched.
Trivia
- The Thin Men are one of the few aliens in Enemy Unknown 2012 that do not have a direct 1994 equivalent. However, their reptilian origin suggests a conceptual link to the Snakemen.
- Thin Men are caricatures of Sid Meier, head of Firaxis. He has a history of showing up in games by Firaxis.
XCOM: Enemy Unknown (2012): Aliens | |
Aliens: | Sectoid • Floater • Thin Man • Outsider • Muton • Chryssalid • Zombie • Sectoid Commander • Cyberdisc • Heavy Floater • Berserker • Sectopod • Drone • Muton Elite • Ethereal • Uber Ethereal (*Spoilers*) • Mechtoid (EW DLC) • Seeker (EW DLC) |
Alien Corpses: | Sectoid Corpse • Floater Corpse • Thin Man Corpse • Muton Corpse • Chryssalid Corpse • Drone Wreck • Cyberdisc Wreck • Sectoid Commander Corpse • Heavy Floater Corpse • Berserker Corpse • Muton Elite Corpse • Sectopod Wreck • Ethereal Corpse • Seeker Wreck (EW DLC) • Mechtoid Core (EW DLC) |
Data: | Overview of Aliens • Alien Stats • Alien Objectives • Alien Deployment |