Follow TV Tropes

Following

Context Characters / Xenonauts

Go To

1[[folder:Xenonauts]]
2
3!!Tropes applying to the Xenonauts as an organisation
4
5* {{Expy}}: This being a [[invoked]]SpiritualSuccessor to ''VideoGame/XComUFODefense'', the Xenonauts are effectively a Cold War era X-COM.
6* GoodGunsBadGuns: The standard ballistic weapons available to them at the start of the game (Beretta 92, M-16, Mossberg 500, FN MAG, H&K [=G3SG/1=]) are all Western guns, as is the rocket launcher. A set of Soviet alternatives was DummiedOut of the game, but can be restored with mods.
7* HighlyConspicuousUniform: Their standard fatigues are a bright blue colour. There's a reason for this, though: The aliens see in a different visible spectrum to humans, making traditional camouflage useless, so the Xenonauts make their uniforms clearly visible to their own squadmates to cut down on UnfriendlyFire incidents. Later uniforms come in different, but still visible patterns.
8* MultinationalTeam: After the Iceland Incident, the world's governments realised that a united effort, free from the politics of the Cold War, would be required in the event of an alien invasion. Members are recruited from various militaries throughout the world.
9* ImpartialPurposeDrivenFaction: Co-operation between U.S. and Soviet Forces during the Iceland Incident led to the creation of the Xenonauts, who are free from the constraints of the Cold War, aside from funding. After the war, your chief scientist even advises against turning your technology over to one particular side.
10* OddlySmallOrganisation: A couple of soldiers and a handful of scientists and engineers at the beginning and doesn't get very large for a force designed to fight off an alien invasion force. They're underfunded at the beginning of the invasion because over the last twenty years, there had been no sign of any further alien vessels at this point and the world is still in the midst of the Cold War.
11* RedshirtArmy: Because they're woefully under equipped in the early game, expect to lose quite a few of your soldiers, particularly in the early game. Even late game equipment doesn't necessarily save them from falling prey to a messy death at the hands of an alien.
12
13!!The Commander
14
15* ACommanderIsYou: As the PlayerCharacter, it's up to you to run the Xenonauts at tactical and strategic level, including assigning scientific research and manufacturing.
16* NonEntityGeneral: Standard for the genre, though the uniform that appears on the difficulty selection screen implies that the Commander might be German.
17
18!!Chief Scientist
19
20* DeadpanSnarker: He writes the Xenopedia and his entries are incredibly snarky, especially towards the engineering staff.
21* InsufferableGenius: He's got a massive ego regarding his intelligence and his role in the war effort. Amongst other things, he believes he should get the majority of the credit for winning the war and is due several Nobel Prizes for his development of increasingly deadly firearms.
22* TheLancer: He's the one who is giving the most feedback to the Commander in the form of the Xenopedia. He also formulates the plan for Operation: Endgame.
23* OmnidisciplinaryScientist: He personally heads up the development of all weapon systems as well as compiles the autopsy reports and oversees the alien interrogations.
24* OutsideTheBoxTactic: His plan for Operation: Endgame is incredibly unorthodox: Firstly, jam the aliens' FTL drives, then send a team to assassinate the High Praetor, causing the entire alien invasion force to fall into a coma from lack of mental input.
25
26!!Drill Sergeant
27
28* ArtificialLimbs: He gains cybernetic arms of varying complexity as your tech level develops.
29
30[[/folder]]
31
32[[folder:Aliens]]
33
34!!Tropes applying to all aliens
35
36* AliensAreBastards: They attack human cities to test humanity and see what kind of traits they possess for their own gain. Their contingency plan in case of failure is particularly horrifying; dropping Reapers en masse into human cities and letting them unleash a ZombieApocalypse.
37* BizarreAlienBiology: The autopsies reveal some odd physical properties amongst the different species, many of which were the result of the Praetors genetically tampering with them.
38* ETGaveUsWiFi: Thanks to reverse engineering, alien technology is used to advance human technology, including developing the actual Internet.
39
40!!Caeseans
41
42* BarbieDollAnatomy: {{Lampshaded}} in the autopsy report, which leads nicely into...
43* CloneArmy: All Caesans are genetically identical, as pointed out by the autopsy report.
44* {{Expy}}: Aside from being classic [[TheGreys greys]], their low status among the alien hierarchy and mild PsychicPowers make them this game's equivalent of Sectoids.
45* TheGoomba: The weakest enemies in the game, they are by no means a pushover if an inexperienced commander is facing them.
46* TheGreys: They're the classic depiction of aliens with all the traits: Huge heads and eyes, flat faces, lean physique.
47* LeanAndMean: Though approximately the same height as humans, they have long, gangly arms and legs.
48* PsychicPowers: They have psychic abilities that can demoralise Xenonaut troops, causing them to panic, berserk, or flee. These powers were why the Praetors absorbed them into their empire and took for themselves.
49
50!!Sebilians
51
52* TheBrute: They're used as shock troops.
53* CloseRangeCombatant: Enforced by their biology. They can see in infrared, but only at close ranges, which makes them poor marksmen at any kind of distance. Their toughness makes them prime candidates for tanking shots.
54* {{Expy}}: Their similarities to the Mutons aside, their general toughness and appearance is reminiscent of [[Franchise/MassEffect the Krogan]].
55* HealingFactor: Fail to kill a Sebilian outright during a turn will result in him regaining his health the next turn. According to the Xenopedia, they can recover from even brain injuries unless said injury is fatal. The Praetors adapt this for themselves and, to a lesser extent, so can the Xenonauts in the form of improved medkits.
56* LizardFolk: Sebilians are a reptilian species.
57* MadeOfIron: They can take a lot of punishment if you're not using some of the more advanced weapons and sometimes even if you are. Forget about using ballistic weapons unless you're firing in automatic at close range using several soldiers in the same turn. And if they survive that, their HealingFactor kicks in when their turn comes around again.
58* LightningBruiser: ZigZagged. While they're not necessarily very fast in game, the interrogation report states that they are surprisingly agile.
59* NoSell: They're immune to the effects of smoke grenades, due to their infra red vision.
60* ThrowDownTheBomblet: Very fond of lobbing plasma grenades if they get close enough.
61
62!!Androns
63
64* ArtificialStupidity: Andron programming is extremely simple, leading them to make idiot mistakes like never using cover. The disassembly report [[LampshadeHanging lampshades]] this, [[ExploitedTrope and suggests you use this to your advantage.]]
65* KillerRobot: They're purely mechanical, meaning that stun weapons, especially gas grenades, are ineffective against them, though EMP grenades can stop them.
66* MechaMooks: {{Lampshaded}} by their autopsy, which notes that there's no real reason for them to be bipedal and humanoid, considering the aliens have mechanical units that fly.
67
68!!Drones
69
70* AttackDrone: Giving the aliens air support, these come in three varieties: Light, medium, and heavy.
71* HoverTank: All three variants are the aliens' equivalent of tanks, but the Heavy Drone probably exemplifies it best by being tough and having a lot of firepower.
72
73!!Harridans
74
75* TwentyFourHourArmor: [[ExaggeratedTrope Exaggerated.]] Their armor ''can't'' be removed.
76* ColdSniper: [[ExaggeratedTrope Exaggerated.]] It is speculated that Harridans don't even understand the idea that other things are alive.
77* JetPack: One of their abilities is to fly to higher ground to take advantage of the height.
78* UnusualEars: Their ears are long and pointy.
79* VerticalMechaFins: Their armor features a pair.
80
81!!Reapers
82
83* AchillesHeel: Mercifully, they're pretty vulnerable to sleep gas grenades, even as the other aliens break out respirators. It's definitely preferable using these than trying to take one alive with the stun rod.
84* ArmorPiercingAttack: Regardless if a human is unarmoured or wearing Predator PowerArmor, one strike from a Reaper will zombify them instantly.
85* BizarreAlienReproduction: They reproduce by impregnating a host, which becomes a zombie while the new Reaper incubates. Killing said zombie will result in the new Reaper spawning instantly, bursting out from the corpse. Naturally, losing soldiers and civilians to Reapers can unbalance numbers in combat in favour of the aliens.
86* CloseRangeCombatant: Even more so than the Sebilians, since they can't use guns.
87* ChestBurster: If not killed within a turn, a zombie will burst open, revealing a fully-grown Reaper.
88* {{Expy}}: Being able to impregnate and zombify a human instantly and that zombie spawning another Reaper upon its death makes is the same as the Chrysallids.
89* LightningBruiser: Come with a pile of [=TUs=] and can cover distance quickly. Even their movement animation is faster than that of other aliens.
90* OneHitKill: Technically not, since the victim of their attack becomes a TechnicallyLivingZombie, but that person is effectively dead, since they will attack humans and putting one down spawns another Reaper.
91* XenomorphXerox: Like ''X-COM'''s Chrysallids, they reproduce by infecting humans, zombifying them, and emerging ChestBurster style. They're also fast and fairly tough.
92
93!!Wraiths
94
95* EliteMooks: Fast, smart, have high HP and are capable of teleportation, they start showing up during the later stages of the invasion.
96* MyBrainIsBig: Their huge heads contain nodules that enable their teleportation.
97* TeleportSpam: Their main ability is to be able to teleport themselves around the battlefield, taking your soldier by surprise.
98
99!!Praetors
100
101* ArmorIsUseless: Their armor is purely ceremonial with no real function. Their real defensive ability is their PsychicPowers.
102* TheAssimilator: They conquer various species, take their most desirable traits for themselves, modify said species, then put them to work as their {{Mook}}s. For example, the Caeseans' PsychicPowers and the Sebilians' HealingFactor are just two abilities they use.
103* AliensAreBastards: They're the ones who have actual free will, enslaving all the other races and taking their abilities.
104* TheEmpire: Their empire spans much of the galaxy and their rule has been unopposed for millenia.
105* {{Expy}}: They fulfill the same role as Ethereals with an added HealingFactor.
106* HealingFactor: Like the Sebilians, they can heal every round, but are still vulnerable to being shot up enough times.
107* MegaManning: They take racial traits from the worlds they conquer, such as psionics and rapid healing.
108* PsychicPowers: Like the Caeseans, they make use of psionics, but they're more powerful, allowing them to take control of Xenonauts at will.
109
110!!The High Praetor
111
112* BigBad: The invasion of Earth is a pet project for him.
113* DecapitatedArmy: His death results in the invasion ending and all the aliens going into a coma from lack of mental input.
114

Top