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===Original Continuity=== ====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. ====Terror From The Deep==== IA, IA, CTHULHU FATAGN '''Aquatoid''': Genetically, and surgically slap gills and flippers onto a Sectoid, et Voila! You have an Aquatoid. Their commanders still have the Psionic abilities of their land locked cousins, but they call it Molecular Control, because they're fancy like that. '''Gillman''': Apparently an earth creature, these creatures from the black lagoon were around when DINOSAURS ROAMED THE EARTH!, and submitted to the aliens when they arrived the first time round. They make for 'poor' soldiers (although this being TFTD that just means their only better than your guys by a factor of 1 or so, and not 3) and can take a bit of punishment from basic weaponry, although by the time you get Sonic weaponry, they start dropping like wheat before the scythe. Taking one of these guys in alive, and dead is critical to researching melee weapons (???), and accessing the final mission. So get catching. '''Lobsterman''': An organic Sectopod, these guys will walk off whatever you throw at them, and then strike back with extreme prejudice. Ironically though they're mostly weak to stunning weapons, making tasers, and stun grenades the best weapon to use against them if you've got them. If you don't, well you can always use drills to pierce their hides, or hope that the tiny plinking of your harpoons cause them to laugh themselves to death. '''Tasoth''': A clone vat species based off of humanoid velociraptors, these guys would be awesome, if they were on your side. As they are not, they are assholes. In combat they function as Ethereal lite's, unable to fly, and not quite as psionically potent, they make up for this by having much more physical strength, health, and durability. '''Bio-Drone''': A brain-in-a-jar mounted on a super speaker. Electrical impulses torture the brain and use its screams (without vocal chords, don't ask me) to project a wave of hyper-condensed sound which will melt the victim's brain inside their head. Noise Marines might have stolen this idea for their Doom Siren. Grimdark as fuck because often the brains are made of kidnapped civilians. '''Calcinite''': A Gelatinous green goop inside an old school diving suit, it might be possible to mistake this thing for one of your guys while you're underwater, but they remain fully suited up while on land, so the helmet is a good indicator. They lack any ranged attacks, and will instead try to run up and claw your agents face off, to add to this, their antique diving suits are tougher than your guys starting body armour (WHY? Well, to be fair, once you puncture the suit you are shooting into...Well...Goop so maybe that's factured in.), nonetheless any weapon will put them down. '''Deep One''': You'd think this would be the perfect place for some Cthulhu monstrosity, but sadly no. These guys are more "The Fly" than anything else. Humans that have been captured, tortured, and then surgically and genetically altered to become alien shock troops, the only original bit of their humanity left is their eyes. Their primary ranged attack is an arcing electrical burst (which is treated as a Gauss weapon for damage types) which allows them to fire over walls and other obstacles so nowhere is safe. '''Hallucinoid''': Giant electrical jellyfish. The aliens keep on taking earth creatures and turning them into weapons of war. Although choosing jellyfish may have been a... poor decision. These things aren't particularly aggressive, preferring to just gently float into range when they can be bothered, rather than hunting your agents down. Unfortunately they're still tough enough to weather the storm of fire that their slow approach allows you to unleash on them, and their melee attack is devastating. '''Tentaculat''': BECAUSE IT WOULDN'T BE A X-COM GAME WITHOUT CHRYSSALIDS, NO MATTER WHAT YOU CALL THEM. THEY CAN FLY NOW SO HAVE FUN! (appearance is directly identical to Grell from [[Dungeons & Dragons]]) '''Triscene''': A mother-fucking T-REX! The aliens brought back a T-Rex, slung two sonic cannons onto its sides, and let it loose in battle. These guys are the sectopods of TFTD, without the sectopod's weaknesses. However they have one glaring flaw, which is they have no under armour, and one well placed grenade will severely hurt them, or outright kill them if powerful enough. '''Xarquid''': An overgrown Nautilus that swims in reverse, the things act like sniper tanks, preferring to sit in one corner of the map, usually several levels up, and snipe your squad from a safe distance. Other than the reaction fire you'll inevitably take when hunting these things down, they're not particularly dangerous, just use cover and explosives if they're on the ground, or get underneath them and take out their weak underbelly. ====X-COM: Apocalypse==== '''Brainsucker''': Because Facehugger was already taken. Why is the first alien you encounter in this game another GOD-DAMNED CHRYSSALID? FOR FUCK'S SAKE! These guys are fairly weak, and can be dealt with simply in RT mode, in TB however, their movement speeds enough to take them from outside your field of vision and into attack range, considering that their melee attack is a one hit kill keep enough time units back for reaction fire. '''Multiworm''': One big ugly green fat worm the size of a human that shoots acid like a machinegun. Kill it with piercing weapons for a surprise burst of FOUR land equivalent of piranha, the Hyperworm. Use fire and nades for a pentakill in one shot. '''Hyperworm''': Doglike rapid moving worms with a vicious bite. Toss fire and grenades to kill quickly. '''Chrysalis''': In 72 hours, the Hyperworm turns into that to produce new aliens. Harmless meat bag. '''Anthropod''': Ugly blue humanoid alien with decent stats. The first gun using alien. Helpless on its own but Alien equipment becomes TPK bait afterwards complete with personal shield and fuckhuge bazookas. '''Psimorph''': Huge flying blob [[Psyker]] with fuckton of HP. Kill on sight as it will mindrape every agent. Luckily stays in the Alien Dimension... Mostly. '''Spitter''': Misunderstood Pink Guy from Uganda who looks for de way, spitting on Heretics. Weak. '''Megaspawn''': Imagine an Imperial Knight but alien scum and wholly organic. Its' rapid firing, replenishing rocket launcher arm and ORGANIC LASER CANNON ARM says it all. Huge and powerful. '''Popper''': It's all in the name really. An alien who's here for a good time, not a long time, and he's taking your soldiers with him. '''Skeletoid''': Anthropod V2.0 with flying. Fast reacting, agile and smart. Dangerous with endgame equipments. '''Micronoid Aggregate''': Actual alien rulers. Hive mind of single cells running across all Alien veins and buildings. '''Queenspawn''': Breederphile land kraken that slings slow instakill projectiles. If you stun her, you get the best Alien toxin gun... AND IN GAS FORM! Now you can start a race war and gas all xeno scum, like humanity should. '''Overspawn''': Kaiju alien dropped from top 2 biggest UFO's. When aliens get mad, it will rampage across town, and can destroy the xcom base underfoot if it hits its building. Scramble all crafts and shoot it down, try hitting it with rubble for instakill.
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