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XCOM: Tomorrow's War edition
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== ALIENS == Aliens in XCOM fight like humans, which is fair enough. Most tend to in games. The ways they distinguish themselves in TW would be their notably higher average quality, their use of terror units rather than drones or vehicles, and their massive initial technological advantage. '''Aliens and supplies:''' As a rough guide aliens should be at Normal level of supplies, for additional harshness make that Abundant (gives additional firepower). Due to aliens typically operating alone rather than in teams, avoid Low supplies (reduces firepower) unless using larger units. A thematically appropriate use of low supplies and larger units would be a raid on a heavily damage terror or battle ship. '''Floaters''' typically found in scouting or terror missions. The weakest of alien types. Floater TQ: D6 Morale: D8 Confidence: Normal Tech Level: 3 Psi Strength: D6 Armour: none Traits: Floating movement Reaper Terror unit TQ: D6 Morale: D10 Confidence: High Tech Level: 2 Psi Strength: D6 Armour: 1D Traits: Hard to Kill D6 Intimidating Natural weapons '''Sectoids''' Perhaps the most numerous of alien types, can be found on all missions. Leaders and Commanders can use psi attacks, otherwise fairly average individually. Sectoid TQ: D8 Morale: D10 Confidence: Normal Tech Level: 3 Psi Strength: D8 Armour: none Traits: Cyberdisk terror unit, floating bastards self destruct, semi organic very high psi strength, plasma beam weapon with high accuracy and rapid fire especially in reactions. '''Mutons''' The real footsoldiers, heavily augmented but fortunately somewhat stupid. Can be found on all missions. There are no Muton Leaders, Commanders, or even Medics. Engineers may have small launchers. Up to 2 per ship may have blaster bombs Muton TQ: D10 Morale: D10 Confidence: High Tech level: 3 Psi strength: D6 Armour: 2D Traits: Hard to Kill (D6) Celatid Terror unit, floating blob with acidspit D8 psi defence, small, fast, weakly armoured, grenade-like limited spit range, spi can eat through even UFO walls on occasion Silacoid Terror unit, crawling blob, fireproof, no ranged attack, heavy armour, slow, D10 psi defence '''Snakemen''' Average soldiers, typically found on terror, abduction or harvest missions with the ever friendly cryssalids. Snakemen don't have Medics. Snakemen TQ: D8 Morale: D10 Confidence: Normal β High Tech Level: 3 Psi strength: D8 Armour: 1D Traits: Slow Reactions (-1 to roll on reaction tests) Slow Movement (may only tactical move) Cryssalids TQ: D8 Morale: D12 Confidence: High Tech Level: 2 Armour: 1D Psi strength: D8 Traits: Natural Weapons (+1D attack in close combats) Fast: moves 9"/18" Making Everything Worse: If a model loses in close combat to a cryssalid, replace that model with a zombie* that may act next turn. They count as dead for objectives. He's coming right for us!: Cryssalids automatically pass checks to assault into close combat. Sucks to be you. Zombie TQ: D6 Morale: D12 Confidence: High Tech Level: 1 Armour: none Psi strength: D8 Traits: Slow: zombies may only move at tactical speed (6") OH SHI-: zombies that are hit are removed and replaced with a cryssalid that may act next turn. He's coming right for us!: Zombies also automatically pass checks assault into to enter close combat. '''Ethereals''' The directors of the other aliens. Typically they turn up in the late game, riding round in battleships and terror ships. There are no Ethereal Navigators, Engineers, or Medics. Ethereal Leaders will be used in their place. Floating strong psi, good aim, fast, good psi skill, all can psi attack, strong nightvision Sectopods Terror unit, vulnerable to lasers, strong shooting attack, semi-organic robotic very high psi strength, very well armoured.
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