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* SpyCatsuit: More like ''[[{{Pun}} Psi]]'' Catsuit! ''[[LamePunReaction Ahem.]]'' Psi Armor is exclusive to psionic soldiers, and as pictured above, fits the bill. It comes in different colors, but black is the most common.
* PsychicPowers: Their ''raison d'être''. The two options on the left are more for buffs and defense, while the ones on the right are offensive.

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* SpyCatsuit: More like ''[[{{Pun}} Psi]]'' Catsuit! ''[[LamePunReaction Ahem.]]'' Psi Armor is exclusive to psionic soldiers, and as pictured above, fits the bill. It comes in different colors, but black is and dark blue are the most common.
common. It provides small boosts to Defense (+10), Mobility (+2) and Will (+20).
* PsychicPowers: Their ''raison d'être''. The two options on the left are more for buffs and defense, while the ones on the right are offensive.Aside from their classes' natural abilities.

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* AlienBlood: They bleed green.


* WeAllLiveInAmerica: The only two voice clips are an American male and an American female.

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* WeAllLiveInAmerica: The Zig-zagged. At first the only two voice clips are were of an American male and an American female.female, but DLC content such as the ''Elite Soldier Pack'', ''Slingshot Pack'' and ''Enemy Within'' added several variances of American accents, as well as other languages. The latest version of the game features English, Spanish, French, Italian, Polish and Russian voice acting as selectable for all soldiers.


* BoomHeadshot: The first ability they learn, in fact, granting +30% Critical chance and extra damage on a CriticalHit, depending on the tech level of the sniper rifle wielded.

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* BoomHeadshot: The first ability they learn, in fact, granting +30% Critical CriticalHit chance and extra damage on a CriticalHit, crit, depending on the tech level of the sniper rifle wielded.wielded. In ''Enemy Within'', it's also the only way a Squadsight sniper can land a critical shot.


* InformedAttribute: We're told that Ethereals are physically frail, yet they have as much health as Muton Berserkers. It's implied to be because of their extremely powerful psionic abilities.

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* InformedAttribute: InformedFlaw: We're told that Ethereals are physically frail, yet they have as much health as Muton Berserkers. It's implied to be because of their extremely powerful psionic abilities.



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** The epitome of this are Tactical Legacy Pack missions, which are literally war stories told by the old uncle Bradford to XCOM soldiers, telling about his many heroic exploits during the early anti-alien guerilla war.


* AirborneMook: They float in the air and can reach higher altitudes just like Floaters. In fact, if they're strangling someone or have been dislodged from strangling, they'll have the +20 Defense "flying target" bonus.



* EmergencyWeapon: They have a Plasma Pistol mounted, which they use if their invisibility is broken or if all XCOM units are immune to strangulation. It deals respectable damage early on.

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* EmergencyWeapon: They have a Plasma Pistol mounted, mounted in their faceplates, which they use if their invisibility is broken or if all XCOM units are immune to strangulation. strangulation, such as a late game squad wearing all PoweredArmor. It deals respectable damage early on.on, or even later if it crits, as Seekers will favor flanking positions.



* NinjaPirateZombieRobot: As described by the developers, it is basically "a flying spider shark. That can turn invisible." Aesthetically more like a robotic squid or octopus, though.

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* NinjaPirateZombieRobot: As described by the developers, it is basically "a flying spider shark. That can turn invisible." ". Aesthetically they're more like a robotic squid or octopus, though.


* ImperialStormtrooperMarksmanshipAcademy: Subverted. Their base Aim is a mediocre 60 (70 on Classic/Impossible), but if they have a height advantage (something they'll move to obtain whenever possible), it goes up by 30% (from the inherent height bonus and Damn Good Ground). Elites fully avert this, having a respectable 70 Aim (80 on Classic/Impossible) that puts them on the Muton's level, further compounded by Depth Perception (+5 Aim if above the target, a position Snipers tend to go for naturally) and, if the target is at less than half health, Executioner adds a further +10. Altogether, an Elite Sniper can have as much as ''125% chance to hit'' if they're above a wounded target that they can see at the start of the turn, and that's not counting the possibility of the target having been Holo-Targeted by a Heavy beforehand for ''10 more Aim''. This makes them a very high priority target right alongside the Heavies.

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* ImperialStormtrooperMarksmanshipAcademy: Subverted. Their base Aim is a mediocre 60 (70 on Classic/Impossible), but if they have a height advantage (something they'll move to obtain whenever possible), it goes up by 30% (from the inherent height bonus and Damn Good Ground). Elites fully avert this, having a respectable 70 Aim (80 on Classic/Impossible) that puts them on the Muton's level, further compounded by Depth Perception (+5 Aim if above the target, a position Snipers tend to go for naturally) and, if the target is at less than half health, Executioner adds a further +10. Altogether, an Elite Sniper can have as much as ''125% chance to hit'' if they're above a wounded target that they can see at the start of the turn, and that's not counting the possibility of the target having been Holo-Targeted by a Heavy beforehand for ''10 more Aim''. This means they have a not-insignificant chance to hit even a hunkered soldier in full cover, and makes them a very high priority target right alongside the Heavies.


* PersonalSpaceInvader: While strangling. A strangled soldier is completely disabled and helpless, and will take damage every turn until an ally blasts the Seeker off or they die.

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* PersonalSpaceInvader: While strangling. A strangled soldier is completely disabled and helpless, and will take damage every turn until an ally blasts the Seeker off or they die. Freed victims also need to catch their breath after the strangulation attempt, resulting in a heavy debuff to movement range and accuracy for the rest of the turn.


* AchillesHeel: Probably owing to their frail physiology, Ethereals are exceptionally weak to melee attacks. A MEC's upgraded RocketPunch deals a ludicrous 27 points of guaranteed, unavoidable damage, enough to deliver a OneHitKill to these dangerous enemies, assuming the MEC manages to close the distance without getting mind-raped or worse.



* AttackReflector: Ethereals are able to reflect shots from firearms back to soldiers. Doesn't apply to area-of-effect attacks and explosives, though.
* BeatThemAtTheirOwnGame: Mind-controlling an Ethereal is very difficult, even for a maxed-out Volunteer[[note]]giving them Psi Armor and a Mind Shield helps[[/note]], but also incredibly satisfying. You even get an achievement for this.

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* AttackReflector: Ethereals are able to reflect shots from firearms back to soldiers. Doesn't apply to area-of-effect attacks and explosives, though.
though, and the reflected damage is always less than what the original attack would've dealt.
* BeatThemAtTheirOwnGame: Mind-controlling Due to their extremely high Will stat (125 at the very least), mind-controlling an Ethereal is very difficult, even for a maxed-out Volunteer[[note]]giving them Psi Armor and a Mind Shield helps[[/note]], but also incredibly satisfying. You even get an achievement for this.



* MonsterLord: The Ethereals are the masterminds behind all other alien species, [[spoiler:and in fact created every single one of them]].

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* MetalSlime: They don't drop any actual loot, but their comprehensive insight into their own technology means that once you finish interrogating an Ethereal, ''all'' your research receives a massive boost, compared to just a single branch like with the other interrogations. Best of all, these bonuses stack, which can shave weeks off of your tech progression. However, Ethereals don't show up until very late into the campaign, and even then they're far from being frequent encounters. You can still get a use out of them at this point by crafting the powerful Mind Shield item from their corpses.
* MonsterLord: The Ethereals are the masterminds behind all other alien species, [[spoiler:and in fact created every single one of them]].them, or at least turned them into what they are today]].


* TheBrute[=/=]DumbMuscle: Played with. Mutons are big, strong, heavily armored and [[GeniusBruiser well-versed in tactics]], but their Will is pathetically low, making them quite vulnerable to psionics. Then again, most alien species have very low Will, hinting to either biological vulnerability to psionics, or more likely as a method the Ethereals have instilled to make controlling them easier. How unintelligent they exactly are is unknown; they are at the very least smart enough to understand the tactical and weapon data implanted in their brains, and use that data to damn good effect.



* MagicallyIneptFighter: Mutons are big, strong, heavily armored, [[GeniusBruiser well-versed in tactics]] and have even higher Aim than Thin Men, but their Will is a pathetically low 10, making them quite vulnerable to psionics.



* TheBrute[=/=]DumbMuscle: Like other Mutons, though with even more emphasis on the "Muscle" than on the "Dumb", as their tactics are the same but they're even better shots.



* PinnedDown: They have the "Suppression" active ability, which reduces the target's Aim by 30 and grants the Muton Elite a reaction shot should the target move. Their increased Aim makes a reaction shot even deadlier than the rank-and-file.



* MagicallyIneptFighter: Like other Mutons, as their tactics are the same, but they're even better shots. They're still exceptionally vulnerable to any sort of psionics thanks to their abysmal 20 Will.
* PinnedDown: They have the "Suppression" active ability. Their increased Aim makes a reaction shot even deadlier than the rank-and-file.



* MyBloodRunsHot: Less than other Mutons. They can't Blood Call to buff their allies and don't have the panic-inducing Intimidate, but they ''can'' receive the Blood Call bonus from a regular Muton. To note, the description of their corpses doesn't remark about their temperature after death.
* SuperToughness: Like other Mutons, and further augmented by their armor. On Easy and Normal they have 14 health, on Classic they have 18, and Impossible bumps them to the same 20 of a Berserker. Considering they come in groups of three or more, it's ''a lot'' of health to chew through, and on the harder difficulties, they can't be one-shot by any of XCOM's weapons[[note]]save for an upgraded Kinetic Strike Module punch in Classic, and only if the "Absolutely Critical" Second Wave option is enabled on Impossible[[/note]].

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* MyBloodRunsHot: Less than other Mutons. They can't Blood Call to buff their allies and don't have the panic-inducing Intimidate, but they ''can'' receive the Blood Call bonus from a regular Muton.Muton[[note]]pairing up one single regular Muton with a squad of Elites is not a bad strategy in multiplayer[[/note]]. To note, the description of their corpses doesn't remark about their temperature after death.
* SuperToughness: Like other Mutons, and further augmented by their armor. On Easy and Normal they have 14 health, on Classic they have 18, and Impossible bumps them to the same 20 of a Berserker. Considering they come in groups of three or more, it's ''a lot'' of health to chew through, and on the harder difficulties, they can't be one-shot by any of XCOM's weapons[[note]]save for an upgraded Kinetic Strike Module punch in Classic, and only if the "Absolutely Critical" Second Wave option is enabled on Impossible[[/note]].Impossible[[/note]] without perks such as the Assault's "Bring'em On" and "Killer Instinct" abilities that increase critical hit damage.



** In ''Enemy Within'', it's more akin to high-level MEC Troopers, with the guaranteed two-shot-if-still ability and considerable damage reduction from "Reinforced Armor".

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** In ''Enemy Within'', it's more akin to resistance-focused high-level MEC Troopers, with the guaranteed two-shot-if-still ability ability, high base damage, and considerable damage reduction from "Reinforced Armor".



* GeniusBruiser: Their combat AI is advanced enough that they're the only alien unit with a response to a cloaked unit: if a unit becomes concealed in their sight range, the Sectopod will set up a Cluster Bomb barrage aiming at said unit's last location known by the Sectopod. They can also aim Cluster Bomb out of their sight if you attacked them from where they can't see, such as by throwing a grenade.

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* GeniusBruiser: Their combat AI is advanced enough that they're the only alien unit with a response to a cloaked unit: if a unit becomes concealed in their sight range, the Sectopod will set up a Cluster Bomb barrage aiming at said unit's last location as known by the Sectopod. They can also aim Cluster Bomb out of their sight if you attacked them from where they can't see, such as by throwing a grenade.



* MechanicalMonster: With an emphasis on ''monster''. The Sectopod is as far from MechaMooks as you can get, being the toughest enemy in the game, ''bar none'', and one of the ones that can dish out the most hurt. That WaveMotionGun in its central frame that can be fired twice in a row and guarantees a reaction shot if used even once, multi-hit mortar barrage, and DamageReduction in ''Enemy Within'' guarantee it. A single Sectopod is practically a MiniBoss. If you are particularly unlucky, there may be more than one in a mission. And if you manage to piss off two or more at once, you better just [[ScrewThisImOuttaHere nope out and send all of your troops dashing back to where they came from, and the Skyranger is a perfectly valid option]].

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* MechanicalMonster: With an emphasis on ''monster''. The Sectopod is as far from MechaMooks as you can get, being the toughest enemy in the game, ''bar none'', and one of the ones one that can dish out the most hurt. That WaveMotionGun in its central frame that can be fired twice in a row and guarantees a reaction shot if used even once, multi-hit mortar barrage, and DamageReduction in ''Enemy Within'' guarantee it. A single Sectopod is practically a MiniBoss. If you are particularly unlucky, there may be more than one in a mission. And if you manage to piss off two or more at once, you better just [[ScrewThisImOuttaHere nope out and send all of your troops dashing back to where they came from, and the Skyranger is a perfectly valid option]].



* RuleOfThree: An interesting example, in that all of their attacks are shot in threes: Cannon Fire is a triple burst, the mini-cannon reaction shots is a three-shot burst, and Cluster Bomb is fired in three volleys, and the latter deals damage three separate times to anything that gets caught in the blast.

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* RuleOfThree: An interesting example, in that all of their attacks are shot in threes: Cannon Fire is a triple burst, the mini-cannon mini-cannon's reaction shots shot is a three-shot burst, and Cluster Bomb is fired in three volleys, and the latter deals damage three separate times to anything that gets caught in the blast.



* WaveMotionGun: A massive chest-mounted cannon they can fire twice in one turn if they don't move and will let them enter Overwatch for free. In the core game, the damn thing ''also deals SplashDamage'', which is thankfully nerfed in ''Enemy Within''. The only real limitation it has is that it can't strike the same target twice unless it's the only one in the Sectopod's sight range.

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* WaveMotionGun: A massive chest-mounted cannon they can fire twice in one turn if they don't move and will let them enter Overwatch for free. In the core game, the damn thing ''also deals SplashDamage'', which is thankfully nerfed disabled in ''Enemy Within''. The only real limitation it has is that it can't strike the same target twice unless it's the only one in the Sectopod's sight range.



* [[spoiler: HiveMind: The Ethereal collective.]]

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* [[spoiler: HiveMind: The Ethereal collective. It's not clear of what kind, though.]]



* KungFuProofMook: Has the "Hardened" passive ability, which reduces the chance of a CriticalHit. In ''Enemy Within'', it's also immune to Flashbangs. Its extremely high Will also makes psionic attacks very hard to land.

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* KungFuProofMook: Has the "Hardened" passive ability, which reduces the chance of a CriticalHit. In ''Enemy Within'', it's also immune to Flashbangs. Its extremely high Will also makes psionic attacks very hard to land.land unless the user is wearing Psi Armor, carrying a Mind Shield ''and'' buffed by Psi Inspiration.



* NotSoStoic: When interrogation starts, the Ethereal first looks at the machines passively, but as soon as they're active it hunches over in pain and tries to deflect them psychically before the doors close. Almost makes you feel sorry for it... ''almost''.
* PsychicPowers: They can use the huge, lingering "Rift" area attack and have a unique "Psi Lance" attack, which does extra damage if an opponent fails a Will check** LifeDrain: "Psi Drain", which drains up to 5 Health from their allies. This can kill the drained ally, [[BadBoss not that the Ethereals care]].

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* NotSoStoic: When interrogation starts, the Ethereal first looks at the machines passively, but as soon as they're active it hunches over in pain and tries to deflect them psychically psionically before the doors close. Almost makes you feel sorry for it... ''almost''.
* PsychicPowers: They can use the huge, lingering "Rift" area attack and have a unique "Psi Lance" attack, which does extra damage if an opponent fails a Will check** check.
**
LifeDrain: "Psi Drain", which drains up to 5 Health health from their allies. This can kill the drained ally, [[BadBoss not that the Ethereals care]]. This extends to your units under MindControl, so beware.

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* YourHeadASplode: Their troops' suicide animation ends in the guy's head popping like a blood-filled melon, which really makes you wonder what the hell these syringes contain...


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* SniperDuel: You get an achievement for killing an EXALT Elite Sniper with one of your own snipers. However, it can be subverted because the weapon your sniper uses doesn't matter; landing the killing blow with their handgun counts just the same.


* [[HerrDoktor Frau Doktor]]: She even gets to show off her German in the tutorial mission.

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* [[HerrDoktor Frau Doktor]]: She even gets to show off her German in the tutorial mission.mission, [[WhatTheHellIsThatAccent although it's just as heavily English-accented as her German-accented English]]. Her occasional use of RP English and French, coupled with her decidedly non-German first name, ultimately leaves her country of birth ambiguous.
* HotScientist: She's the strikingly attractive leader of XCOM's science division.



* WhatTheHellIsThatAccent: Her accent remains consistent throughout the game, and she does use German phrases, but it doesn't quite ''sound'' German. There's a bit of French in there too. [[FridgeBrilliance So she could be Swiss, from the Rhineland, or Alsacien.]]

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* WhatTheHellIsThatAccent: Her accent remains consistent throughout the game, and she does use German phrases, but it doesn't quite ''sound'' German. German, and she occasionally slips into RP English for half a sentence. There's also a bit of French in there too. [[FridgeBrilliance So she could be Swiss, from the Rhineland, or Alsacien.]]


* DifficultButAwesome: The Assault's shotguns. While the Assault Rifle would be a better choice in the lower difficulties, the Shotgun is a must in Impossible. In the Impossible difficulty an instant kill is worth its weight in gold, and the Assault Rifle cannot reliably provide that, (even with a flank!) while the Shotgun can. The Shotgun however requires careful placement of your Assault so that he's up in the face of one alien while concealed from the rest, which requires knowledge of how the cover and concealment mechanic works.

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* DifficultButAwesome: The Assault's shotguns. Equipping the Assault with a Shotgun makes them play very differently. While the Assault Rifle would tends to be a better choice in the lower difficulties, difficulties with its consistent accuracy, the Shotgun is a must in Impossible. Impossible, where even Sectoids are very unlikely to die from a non-crit rifle burst. In the Impossible difficulty an instant kill to reduce the amount of active aliens is worth its weight in gold, and the Assault Rifle cannot reliably provide that, (even that even with a flank!) flank, while the Shotgun can. The can thanks to the extra base damage and crit chance. Shotgun however usage requires careful placement of your Assault so that he's up in a position close enough to make effective use of the face of one alien weapon while concealed from the rest, still protected enough to avoid an enemy flanking movement, which requires knowledge of how the cover and concealment mechanic sightlines system works.



* ShotgunsAreJustBetter: The Assault class is the only unit in the entire game, alien, XCOM or EXALT that can equip shotguns, which are cool enough, but the final shotgun-type weapon, the Alloy Cannon, is the only weapon in the entire game that glows orange. It works on a completely different technology than any of the other plasma-tier weapons, including the ones that the ''aliens themselves have made'', making it possibly the most advanced and unique hand-held weapon in XCOM's arsenal.

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* ShotgunsAreJustBetter: The Assault class is the only unit in the entire game, alien, XCOM or EXALT that can equip shotguns, which are cool enough, but the final shotgun-type weapon, the Alloy Cannon, is the only weapon in the entire game that glows orange. It works on a completely different technology than any of the other plasma-tier weapons, including the ones that the ''aliens themselves have made'', making it possibly the most advanced and unique hand-held weapon in XCOM's arsenal.
arsenal. Shotguns in general have a base damage bonus and increased CriticalHit chance compared to a rifle of the same tech level.
** ShortRangeShotgun: Past a certain distance, the Assault suffers an Aim penalty when shooting. By contrast, their aim bonus at closer ranges is almost doubled, making them even more suitable for Assaults with high mobility but low accuracy.


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* CriticalHitClass: Inverted. Heavies are all about {{Fixed Damage Attack}}s and ripping things to pieces with base damage, without relying on crits. The best example of this is in their primary weapons: they're the only ones in the game without a CriticalHit chance modifier.


* DoNotRunWithAGun: Without the Corporal "Snap Shot" passive ability, Snipers are incapable of firing their sniper rifles on a turn on which they first moved, though they can fire their sidearm. However, Snap Shot snipers take a whopping ''-20'' Aim penalty to sniper rifle shots made after moving. ''Enemy Within'' reduces the penalty to -10 Aim, making it more viable.

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* DoNotRunWithAGun: Without the Corporal "Snap Shot" passive ability, Snipers are incapable of firing their sniper rifles on a turn on which they first moved, moved or grappled, though they can fire still use their sidearm. However, Snap Shot snipers take a whopping ''-20'' Aim penalty to sniper rifle shots made after moving. ''Enemy Within'' reduces the penalty to -10 Aim, making it more viable.viable.
* DoubleTap: The exact name of the alternative ability to "In The Zone" at Colonel rank. If the sniper doesn't move, they can fire the rifle twice no matter what, though it ''has'' to be a standard shot, Headshot or Disabling Shot. It also has a 1-turn cooldown after being activated. It's less beneficial than "In The Zone", but also more consistent.[[note]]Snap Shot snipers face a downside to this ability, however: the second shot carries the same Aim penalty of moving for some reason, though by Colonel rank the sniper's aim should be so high it's unlikely to be a problem.[[/note]]



* MagikarpPower: The Sniper starts out unable to fire their sniper rifles after moving and a "Headshot" ability that tends to not reliably grant critical hits against targets in cover, while the extra damage granted is usually overkill against early-game enemies. Colonel Snipers have the highest Aim in the game and, with the "Snap Shot" and "In The Zone" passive abilities, outflank aliens and score a KillStreak of {{One Hit Kill}}s, or kill enemies from across the map with "Squadsight", which allows the Sniper to shoot at enemies any of the squad sees, barring any obstacles blocking the shot (with Archangel Armor to fly up to the highest vantage point possible, they can do so without ever moving from their starting location!)[[note]]Squadsight synergizes very well with In The Zone too an ITZ Squadsighter with a Plasma Sniper Rifle can get a spectacular number of kills on a Terror mission, and is a Chryssalid's worst nightmare[[/note]]. Both will slaughter aliens with contemptuous ease and be difficult to hit wherever they take cover due to the Major "Low Profile" passive ability making any cover they use count as full, or being so far out of range they can't be seen at all.
* MightyGlacier: A properly-specced high-level sniper is potentially ''the'' deadliest force on the battlefield, capable of downing a half-dozen aliens in a single turn from beyond visual range, but they can't move and use their sniper rifle in the same turn, so positioning them properly at the beginning of the fight is crucial.

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* MagikarpPower: The Sniper starts out unable to fire their sniper rifles after moving and a "Headshot" ability that tends to not reliably grant critical hits against targets in cover, while the extra damage granted is usually overkill against early-game enemies. Colonel Snipers have the highest Aim in the game and, with the "Snap Shot" and "In The Zone" passive abilities, outflank aliens and Zone", score a KillStreak of {{One Hit Kill}}s, Kill}}s on exposed enemies (a Snap Shot sniper can actively move to outflank them), or kill enemies things from across the map with "Squadsight", which allows the Sniper to shoot at enemies any of the squad sees, barring any obstacles blocking the shot (with with Archangel Armor to fly up to the highest vantage point possible, they can do so without ever moving from their starting location!)[[note]]Squadsight location![[note]]Squadsight synergizes very well with In The Zone too an ITZ Squadsighter with a Plasma Sniper Rifle can get a spectacular number of kills on a Terror mission, and is a Chryssalid's worst nightmare[[/note]]. Both will slaughter aliens with contemptuous ease and be difficult to hit wherever they take cover due to the Major "Low Profile" passive ability making any cover they use count as full, or being so far out of range they can't be seen at all.
* MightyGlacier: A properly-specced high-level Squadsight sniper is potentially ''the'' deadliest force on the battlefield, capable of downing a half-dozen aliens in a single turn from beyond visual range, but they can't move and use their sniper rifle in the same turn, so positioning them properly at the beginning of the fight is crucial.crucial. A Snap Shot sniper of high rank is a lesser example: they can do a regular move or grapple to reach a good perch close to the fray and down a half-dozen aliens in a single turn.
* PinnedDown: An odd example. With the ''Second Wave'' "Training Roulette" modifier, snipers can gain the "Suppression" ability like other units, but no matter what, they need ''both'' action points in a turn to use it. That's par for the course with Squadsight, but Snap Shot does not influence that, so the latter kind of sniper benefits very little from it.
* PunchPackingPistol: "Gunslinger", a passive ability, changes the sniper's pistol to deal 2 more damage than usual no matter what. With all the pistol upgrades at the Foundry researched, a Plasma Pistol on a Gunslinger sniper can hit harder than a Light Plasma Rifle.



* CrutchCharacter: A rare enemy example. They're a real pain in the butt in the early game, as they wield plasma rifles that give them a comparable damage output to much later units while your soldiers are still squishy enough to die in one solid shot, and their poison spit and death cloud not only hurts but debuffs anyone that isn't a MEC or toting a medikit. Later on, when your soldiers have better aim and upgraded armor, their lack of hit points becomes more of a liability, and by the point you have Titan armor and beyond (especially in ''Enemy Within'', as Archangel and Ghost armors also get poison immunity), they're target practice for training up low-rank soldiers and psi operatives[[labelnote:*]]if you're playing below [[HarderThanHard Impossible]], one Mindfray attack will kill a Thin Man[[/labelnote]]. One memorable Council mission has you tearing through waves of them, and most of them won't even get a single shot off back at your squad.

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* CrutchCharacter: A rare enemy example. They're a real pain in the butt in the early game, as they wield plasma rifles that give them a comparable damage output to much later units while your soldiers are still squishy enough to die in one solid shot, and their poison spit and death cloud not only hurts but debuffs anyone that isn't a MEC or toting a medikit.medikit, and their tendency to leap to high ground only adds to their impressive accuracy. Later on, when your soldiers have better aim and upgraded armor, their lack of hit points becomes more of a liability, and by the point you have Titan armor and beyond (especially in ''Enemy Within'', as Archangel and Ghost armors also get poison immunity), they're target practice for training up low-rank soldiers and psi operatives[[labelnote:*]]if you're playing below [[HarderThanHard Impossible]], one Mindfray attack will kill a Thin Man[[/labelnote]]. One memorable Council mission has you tearing through waves of them, and most of them won't even get a single shot off back at your squad.



* ImperialStormtrooperMarksmanshipAcademy: At least on lower difficulties. On Classic and above, they become ''brutally'' efficient at gunning down XCOM soldiers.

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* ImperialStormtrooperMarksmanshipAcademy: At least on lower difficulties. On Classic and above, they become ''brutally'' efficient at gunning down XCOM soldiers.soldiers, thanks to their ability to leap to high ground at will and the inherent 20% aim bonus from height advantage.



* InASingleBound: Can easily leap to rooftops to get a better shot. In ''Enemy Within'', autopsying them allows you to make a genemod that lets your soldiers do the same.

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* InASingleBound: Can easily leap to rooftops to get a 20% better shot. shot, something they do often. In ''Enemy Within'', autopsying them allows gives you to make "Muscle Fiber Density", a genemod gene mod that lets your soldiers do the exact same.



* PoisonIsEvil: They're villains who wield poison as their most dangerous trait.



* RayGun: Thin Men are armed with Plasma Rifles.

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** PoisonIsEvil: They're not on the good guys' side either.
* RayGun: Thin Men are armed with Light Plasma Rifles.



* SnakePeople: A rare subtle version, having been explicitly gene-engineered to look more human. Their serpentine eyes, discrete patches of scales, venomous SuperSpit, and even their abnormally slender, supple frames all show off their true origin. According to their autopsy, their bones are even structured like the vertebrae of a snake.
** According to [[VideoGame/{{XCOM 2}} the second game]], their true forms look more like the Snakemen of the original X-Com: cobra-headed snake-taurs (humanoid upper torso, giant snake's tail from the waist down).
* SweetPollyOliver: Xcom 2's ''Alien Hunters'' reveals the Elders made the Viper race all female, with the males genetically locked away in their own genome likely as a measure of population control. Male vipers do not breathe venom but frost. All this indicates that the Thin Men are in fact female vipers in a male human form.
* SuperSpit: Can spew globs of venom that quickly evaporate, filling the air with toxic fumes.
* TeleportingKeycardSquad: They fall out of the sky during some Council missions, dropping onto the map and immediately entering Overwatch.
* UndyingLoyalty: According to the [[spoiler:Uber-Ethereal]], they're favored by the aliens' leadership because of this.

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* SnakePeople: A rare subtle version, having been explicitly gene-engineered to look more human. Their serpentine eyes, discrete patches of scales, venomous SuperSpit, and even their abnormally slender, supple frames all show off their true origin. According to their autopsy, their bones are even structured like the vertebrae of a snake.
**
snake. According to [[VideoGame/{{XCOM 2}} the second game]], ''VideoGame/XCOM2'', their true forms forms, the Vipers, look far more like the Snakemen of the original X-Com: cobra-headed snake-taurs (humanoid upper torso, giant snake's tail from the waist down).
''VideoGame/XCOMUFODefense''.
* SweetPollyOliver: Xcom 2's ''Alien Hunters'' reveals the Elders made the Viper race all female, with the males genetically locked away in their own genome likely as a measure of population control. Male vipers Vipers do not breathe venom venom, but frost. All this indicates that the Thin Men are in fact female vipers in a male human form.
* SuperSpit: Can spew globs of venom that quickly evaporate, filling the air with toxic fumes.
fumes. A cloud of it lasts a few turns.
* TeleportingKeycardSquad: They fall out of the sky during some Council missions, dropping onto the map and immediately entering Overwatch.
Overwatch. To their disadvantage, they rarely drop in cover.
* UndyingLoyalty: According to the [[spoiler:Uber-Ethereal]], they're favored by the aliens' leadership because of this.
this, but were still considered a failed venture because of their inability to wield [[PsychicPowers the Gift]].



* MoreDakka: They fire the Light Plasma Rifle in 6-round bursts. This is due to the Outsider using the same animation set of an XCOM soldier wielding an Assault Rifle.

to:

* MoreDakka: They fire the Light Plasma Rifle in 6-round bursts.bursts, but that's purely aesthetic. This is due to the Outsider using the same animation set of an XCOM soldier wielding an Assault Rifle.



* ImperialStormtrooperMarksmanshipAcademy: And how. Standard Floaters have only at most 60 Aim, lower than your own Rookies, and miss very often. Heavy Floaters avert this, having the same dangerous accuracy as a Muton.

to:

* ImperialStormtrooperMarksmanshipAcademy: And how. Standard Floaters have only at most 60 Aim, lower than your own Rookies, and miss very often. Heavy Floaters avert this, having the same dangerous accuracy as a Muton.Muton and the ability to fly to high ground to gain extra accuracy.



* JetPack: Built into their bodies.

to:

* JetPack: Built into their bodies.bodies, and their only method of locomotion. They can do a massive [[JumpJetPack leap]] to any position on the map using it too. Regular Floaters' jetpacks emit orange fire, while the Heavy Floaters' glow green.



* ThrowDownTheBomblet: Mutons with full-sized Plasma Rifles are one of the first units XCOM faces that can throw Alien Grenades[[note]]though in higher difficulties, the first Mutons (with Light Plasma Rifles) can use them as well[[/note]]. You'll need to adapt quickly to the threat of explosive damage and cover destruction or see your soldiers mercilessly slaughtered. They're a nasty surprise for a new player going through the "Confounding Light" mission for the first time.

to:

* ThrowDownTheBomblet: Mutons with full-sized Plasma Rifles are one of the first units XCOM faces that can throw Alien Grenades[[note]]though in Grenades[[note]]in higher difficulties, the first Mutons (with Light Plasma Rifles) can use them as well[[/note]]. You'll need to adapt quickly to the threat of explosive damage and cover destruction or see your soldiers mercilessly slaughtered. They're a nasty surprise for a new player going through the "Confounding Light" mission for the first time.



* ActionBomb: Can use "Death Blossom", an explosion attack that hits everything around it and destroys cover. Unlike regular attacks, the Cyberdisc doesn't break out of disc form to pull it off.
* AmbiguousRobot[=/=]MechanicalLifeform: Vahlen notes that there are residues of organic tissue inside the wreck. Confirmed by [[spoiler:the Uber Ethereal]] to be an uplifted race.

to:

* ActionBomb: Can use "Death Blossom", an explosion attack that hits everything around it and destroys cover.cover, but deals no damage to the Cyberdisc itself. Unlike regular attacks, the Cyberdisc doesn't break out of disc form to pull it off.
* AirborneMook: Like Floaters, they can fly anywhere they want on the battlefield, and fairly far at that. When they're doing so, they emit a stereotypical "flying UFO" sound.
* AmbiguousRobot[=/=]MechanicalLifeform: Vahlen notes that there are residues of organic tissue inside the wreck. Confirmed by [[spoiler:the Uber Ethereal]] to be an a race uplifted race. with cybernetics along with the Drones.
* BewareMyStingerTail: Downplayed. In attack form the Cyberdisc displays a segmented tail that looks like a scorpion's or a WhipSword, but it's not used to attack directly. Rather, it's what it uses to throw its grenade.



* SpiderTank: When in attack form, they look a lot like a nautilus.
* ThrowDownTheBomblet: They have an Alien Grenade and can throw it at clustered troops. Thanks to "Bombard", its reach is about that of a Heavy's rocket.
* TransformingMecha: They can transform between an unarmed but nigh-crit-immune disc form that has innate defense, and a vulnerable but heavily-armed floating nautilus-bot form. They swap from disc form to attack form when going on Overwatch or firing, and if they take a hit while in attack form, they instantly flip back to disc form.

to:

* SpiderTank: When in attack form, they look a lot like a nautilus.
nautilus with a scorpion-like tail.
* ThrowDownTheBomblet: They have an Alien Grenade and can throw catapult it at clustered troops.troops with its tail. Thanks to "Bombard", its reach is about that of a Heavy's rocket.
* TransformingMecha: They can transform between an unarmed but nigh-crit-immune disc form that has innate defense, and a vulnerable but heavily-armed floating nautilus-bot form. They swap from disc form to attack form when going on Overwatch when its pod is revealed or firing, when firing or tossing a grenade, and if they take a hit while in attack form, they instantly flip back to disc form.



* CombatMedic: Can repair robotic allies such as Cyberdiscs, Mechtoids, Sectopods, Seekers and other Drones. When hacked, they can repair [=MECs=] and S.H.I.V.s.

to:

* CombatMedic: Can repair robotic allies such as Cyberdiscs, Mechtoids, Sectopods, Seekers and other Drones. When hacked, they can repair [=MECs=] MEC Troopers and S.H.I.V.s.



* ShootTheMedicFirst: Unless you want them to patch up the Cyberdisc or Sectopod they usually accompany, you'd better shoot (or hack) them first.
* SuicideAttack: Can self-destruct, causing 3 damage to everything around it.

to:

* ScratchDamage: Their beam weapon deals very little damage, up to 3 at most with 1 as the minimum. A Heavy with "Will to Survive" can outright NoSell a shot from it if it's not a crit or from a flanking position.
* ShootTheMedicFirst: Unless you want them to patch up the Cyberdisc or Sectopod they usually accompany, you'd better shoot (or hack) them first. In terror missions they'll prioritize shooting civilians over even fixing up their escortees, so again it's a good idea to shoot them down first.
* SuicideAttack: Can self-destruct, causing 3 damage to everything around it.
it much like a grenade.

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