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== General Information ==
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{{Ref Open | title = Megaspawn}}
[[Image:Megaspawn_(Alive).jpg|right]]
It is difficult to disable the Megaspawn's weapon systems because they are an intrinsic part of its structure. One weapon uses energy beams while the other fires a powerful organic missile, which is generated by specialized organs. Our tests also conclude that the Megaspawn is protected from Psionic attacks.
{{Ref Close | source = X-COM Apocalypse Ufopedia}}


{{Ref Open | title = Megaspawn Autopsy}}[[Image:Megaspawn_Autopsy.jpg|right]]
The Megaspawn is essentially a huge organic weapons platform. It has two distinct weapons systems grown into its body. Although these must be added artificially, the nervous system is directly connected to them, suggesting that the creature is solely a genetically engineered combat unit.
{{Ref Close | source = X-COM Apocalypse Ufopedia}}




The Megaspawn is a very large and heavily armed enemy that towers over your agents. Though they are called "weapons platforms" and can easily fit the [[Terror Units|terror unit]] classifications of the past wars, Megaspawn are primarily used as defenders on some UFOs and are found in many buildings in the [[Alien Dimension (Apocalypse)|Alien Dimension]].
Megaspawn combat = how it fights, not how x-com should fight it - tactic to relevant page, not here


Megaspawn have a lot of health and have two built-in modes of attack: a disruptor beam with identical effect to the [[Devastator Cannon]] (though a slower fire rate) and a missile launcher midway between the [[Marsec Heavy Launcher]] and [[Dimension Missile Launcher]] in power. The missile launcher is the main threat due to its long range, perfect accuracy (like all launchers) and splash damage, although [[X-COM Disruptor Armor|Disruptor Armor]] weathers the blasts well. Neither weapon will ever run out of ammunition.


The large size of the Megaspawn precludes them entering small spaces, and they appear to have some difficulty climbing slopes.


== Notes/Tips ==


* Megaspawn, like many other aliens, are not affected by psionic attacks but can be probed to check their vital statistics. This is useful for determining how much damage they must be dealt for a capture.
* If agents are too close to a Megaspawn, it will ''usually'' attempt to retreat in order to use its missile launcher without damaging itself.


== Capturing ==
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[[Image:Life-Pedia-MegaL-(Apocalypse).png|right]]
It is difficult to disable the Megaspawn's weapon systems because they are an intrinsic part of its structure. One weapon uses energy beams while the other fires a powerful organic missile, which is generated by specialized organs. Our tests also conclude that the Megaspawn is protected from Psionic attacks.  ''From: Apocalypse Ufopaedia''
'''Megaspawn'''
<table><tr><td>[[Image:Life-Isom-MegaspawnV2-(Apocalypse).png|left]]</td><td>
* [[Innate_Weapons_(Apocalypse)|Grown-In Weapons]] = Disruptor Beam, Dimension Missile
* Health = 260
* Speed / Time Units = 50
* Accuracy = 50
* Reactions = 15
* Stamina = 26
* Strength = 220
* Bravery = 10
* Armour&sup1;: 28/37/30/30/34/0
* Psi Energy = 0
* Psi Attack = 0
* Psi Defense = 100
* Size = large
* Inventory = no
* Movement = ground
* Infiltration Influence = weak &Dagger;
* Score = 30</td></tr></table>
&sup1; armour values : Head/Body/Left Arm/Right Arm/Legs/Under (approximately)<br>
Errors: &Dagger; irrelevant - never appears within Mega-Primus' buildings.
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[[Image:Life-Pedia-MegaA-(Apocalypse).png|right]]
The Megaspawn is essentially a huge organic weapons platform. It has two distinct weapons systems grown into its body. Although these must be added artificially, the nervous system is directly connected to them, suggesting that the creature is solely a genetically engineered combat unit.  ''From: Apocalypse Ufopaedia''


Capturing Megaspawn, or any alien for that matter, is a three step process. The first is to approach it, the second is to capture and finally to contain it until the mission is over.  
A large, slow brown alien beast with devastating weapons.


'''Step 1'''
'''Infiltration'''<br>
Megaspawns do not appear within any building.<br>


The approach is generally the most difficult task because of their heavy firepower. Clever use of terrain/tools, such as the every-day [[Megapol Smoke Grenade]] combined with the [[Personal Cloaking Field]], are great ways to bridge the gap.
'''Combat'''<br>
[[Image:Life-EquipIcon-Mega-(Apocalypse).png|frame|Unit|left]] A Megaspawn is immune to psionics.
A Megaspawn is large lifeform which is a significant combat threat. Two recharging weapon systems are used often without regard te itself or others.<br>
The megaspawn is a slow moving "tank" which is designed for area defence instead of fast combat. Its armour is very strong. It does not bite or stomp/squash with it large feet.<br>
Stunning a healthy Megaspawn is not possible unless the lifeform's health is reduced to approximately half to two-thirds.<br>
The size of this lifeform prevents it from moving freely through a UFO or battlescape terrain. It does not pummel trees or deform terrain with its weight. When encountered, it will either be inside the UFO and rarely move from its local area, or if outside, it will loiter near the entrance door. Some [[Known_Bugs_(Apocalypse)#Invisible_Aliens|visual detection problems]] are possible.
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* Megaspawn attack in a predictable pattern. Upon sighting their target, they will lower their "arms" for a second before opening fire with their disruptor beam, presumably to charge/load the weapon. If their target is still standing and visible, they will lower their "arms" again and fire their dimension missile at the same target. This gives the player a few moments to move X-COM Agents out of sight before the missile is launched. Megaspawn follow the same attack pattern in Turn Based mode - they will first fire the disruptor, and then their missile launcher.
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A brute force method of getting close to a Megaspawn is to load agents up with 2 or more fully charged [[Personal Disruptor Shield]]s and then perform a mad dash towards it. If done with multiple agents, it might be wise to spread them out wide and run in simultaneously from various directions. It will only be able to target one agent at a time, limiting the total amount of damage taken.  
'''Resistance'''<br>
Megaspawns are resistant to stun gas, stun grapple and Toxin-A whereas Toxin-B has a more potent effect.


If the terrain allows it, a Megaspawn is confined in a small area and your agents are able to stay out of sight: consider saturating the room with stun gas for a moment before rushing in. If you plan to deploy smoke grenades to mask your approach, don't forget that the smoke will cancel the stun gas.  
Megaspawn research is another step further for understanding all alien lifeforms.  


'''Step 2'''


The actual act of capturing the Megaspawn is no different from any other alien with a lot of hit-points. Inflict stun damage and gradually damage it until it is below the stun level.
[[Psimorph_(Apocalypse)|Next: Psimorph]]<br>
[[Micronoid_Aggregate_(Apocalypse)|Previous: Micronoid Aggregate]]<br>
[[Alien_Life_Forms_(Apocalypse)|Return To Start]]
<br clear=all>


Note: The maximum stun level that can be inflicted is twice the listed strength of the stun weapon. So its health needs to be brought down to just under that level. Typically under 80 hit-points.


While damaging it, try to keep the stun level constant. This is can be achieved by keeping at least one stun grapple ready.
==See Also==
* [[Engaging_the_Enemy_(Apocalypse)#Aliens_With_Grown-In_Weapons|Anti-Alien Combat Tactics]]
* [[Unit_Stats_(Apocalypse)|Unit Attributes]]
* [[Biochemistry|Research]]
* [[Innate_Weapons_(Apocalypse)|Grown-In Weapons]]




'''Step 3 '''
{{Unit Navbar (Apocalypse)}}
Once the Megaspawn has collapsed, it can be held down on the ground by having an agent stand on any one of its quarters.
 
All that remains is to end the mission. Like any capture that involves first inflicting damage to the specimen, speed is often of the essence as the Megaspawn may be bleeding to death.




==See Also==
* [[Aliens (Apocalypse)|Aliens]]
* [[Alien Life Forms (Apocalypse)|Alien Life Forms]]
{{Unit Navbar (Apocalypse)}}
[[Category: Apocalypse]]
[[Category: Apocalypse]]
[[Category: Aliens (Apocalypse)]]
[[Category: Research (Apocalypse)]]

Latest revision as of 21:44, 31 October 2023

It is difficult to disable the Megaspawn's weapon systems because they are an intrinsic part of its structure. One weapon uses energy beams while the other fires a powerful organic missile, which is generated by specialized organs. Our tests also conclude that the Megaspawn is protected from Psionic attacks.  From: Apocalypse Ufopaedia

Megaspawn

  • Grown-In Weapons = Disruptor Beam, Dimension Missile
  • Health = 260
  • Speed / Time Units = 50
  • Accuracy = 50
  • Reactions = 15
  • Stamina = 26
  • Strength = 220
  • Bravery = 10
  • Armour¹: 28/37/30/30/34/0
  • Psi Energy = 0
  • Psi Attack = 0
  • Psi Defense = 100
  • Size = large
  • Inventory = no
  • Movement = ground
  • Infiltration Influence = weak ‡
  • Score = 30

¹ armour values : Head/Body/Left Arm/Right Arm/Legs/Under (approximately)
Errors: ‡ irrelevant - never appears within Mega-Primus' buildings.

The Megaspawn is essentially a huge organic weapons platform. It has two distinct weapons systems grown into its body. Although these must be added artificially, the nervous system is directly connected to them, suggesting that the creature is solely a genetically engineered combat unit.  From: Apocalypse Ufopaedia

A large, slow brown alien beast with devastating weapons.

Infiltration
Megaspawns do not appear within any building.

Combat

Unit

A Megaspawn is immune to psionics.

A Megaspawn is large lifeform which is a significant combat threat. Two recharging weapon systems are used often without regard te itself or others.
The megaspawn is a slow moving "tank" which is designed for area defence instead of fast combat. Its armour is very strong. It does not bite or stomp/squash with it large feet.
Stunning a healthy Megaspawn is not possible unless the lifeform's health is reduced to approximately half to two-thirds.
The size of this lifeform prevents it from moving freely through a UFO or battlescape terrain. It does not pummel trees or deform terrain with its weight. When encountered, it will either be inside the UFO and rarely move from its local area, or if outside, it will loiter near the entrance door. Some visual detection problems are possible.

Resistance
Megaspawns are resistant to stun gas, stun grapple and Toxin-A whereas Toxin-B has a more potent effect.

Megaspawn research is another step further for understanding all alien lifeforms.


Next: Psimorph
Previous: Micronoid Aggregate
Return To Start


See Also


Apocalypse InsigniaX-COM: Apocalypse All Units
X-Com: AgentsTechnical Personnel
Aliens

BrainsuckerMultiworm EggMultiwormHyperwormChrysalisAnthropodSpitterPopperSkeletoidMicronoid AggregateMegaspawnPsimorphQueenspawnOverspawn

Population PoliceCultistGangstersBuilding SecurityCorporate HoodCivilians
Others Sectoid
Reference Attributes Of All Units