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====X-COM: UFO Defence==== '''Sectoid''': Doesn't matter what game, these guys are always the first things you face. They're not tough, but they are annoying, and the higher ranked ones (yes aliens have ranks, just like your guys in the old games) can and will successfully mind-control your guys all the fucking time. '''Cyberdisk''': The original flying, metal pancake, these guys only show up supporting Sectoids. They can take an abusive amount of punishment, and deal it out just as much, before exploding when they are finally disabled. Expect to see your bullets passing over or under it all the fucking time. '''Floater''': Changed significantly in the remake. Here they're a still mostly intact torso and abdomen mounted on a giant, floaty antigravity ball. They can't fly as freely as the ones in future versions, but they're far less suicidal, and prone to setting up ambushes. '''Reaper''': Big, spiky dogs that appear alongside Floaters on terror missions. They're dumb as shit and only attack in melee making it easy enough to lure them out and turn your entire fire team against them. Now if that would actually kill them. '''Snakeman''': Another basic type, these guys are easy pickings on any mission other than Terror Missions. Their autopsy states that they are stuffed full of fertilised eggs so take that "men" part with a grain of salt. '''Chryssalid''': And these are the reason you'll hate Snakemen on terror missions. They bring Chryssalids with them. Twelve foot tall murder bugs that kill people, plant their eggs into them, turn them into shuffling zombie, which hatch into new Chryssalids unless killed, ''quickly''. Unlike the remake these guys can take a beating, and it's entirely possible to have an entire squad with laser weapons and repeating grenade launchers hit one of these bastards with every shot, and it'll still be standing at the end. You see one of these things, you do not let your squad break apart or approach blind corners. '''Muton''': As always the aliens' equivalent to your guys, except they're better armoured (despite wearing goofy green jumpsuits), better armed, and just better being as they're not the best janitors all the world's militaries have to offer. Mutons don't have Psionics on their side, so if you want to play with them bringing along your Psi Specialist is a good idea, otherwise they're going to take an absurd amount of punishment to put down. A superhuman grade Muton can take a block of High Explosive to the chest and come out shooting, so bring the plasma, and bring enough it of for a small city block. '''Celatid''': One of the two terror units found alongside Mutons, it looks like nothing more than a floating kidney bean. It's small, it's fast, and it has the most damaging non-High Explosive attack in the game, which becomes even more destructive against non-armoured targets like your rookies, or civilians. Thankfully this attack works on a lobbed arc so its range is severely nerfed down to 7 tiles, but out in the open that goes up to 16 tiles, and it can attack up to three times in a turn if it doesn't have to move. '''Silacoid''': The second terror unit that is deployed alongside Mutons, and the most useless alien unit in the game. It crawls along at a speed of 8 tiles a turn, has no ranged attacks, and triggers reaction fire from even the worst of your guys allowing you to use it as a reaction fire training sponge, especially if you use Incendiary rounds as it will not take any damage from fire or incendiary rounds, but your guys will still gain experience. High Explosives work well against it. '''Ethereal''': Far different from the remake game, Ethereals are packing heat in conjunction with their insane Psi abilities. These cloaked bastards can fly, will rain plasma fire down on your squad, spot for their allies to make their job easier, and at the end of it all, they'll mind control or panic the ragged remains of your squad. Kill them as quickly as you can, preferably from long distance with a Blaster Launcher. '''Sectopod''': Giant metal murder toads. These guys aren't actually robots, although they come close, they are intact Remote Control murder mechs for the ethereals so that they don't have to get close to you while they turned you into plasma fried Kentucky X-COM rookie. The scary thing about these guys is just how much punishment they seem to take, even from late game weapons; however if you can target their rear armour, and bring laser weapons (which deal x1.5 damage against these guys) you'll be laughing all the way to the ICU. Of course this is going to make your prospects against their Ethereal controllers far, far worse, but hey-ho, win some, lose some.
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