Hyperworm (Apocalypse): Difference between revisions
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Hyperworms make snake-like hissing and slithering noises. | Hyperworms make snake-like hissing and slithering noises. | ||
Occasionally, due to a lack of available unit slots, fewer than four Hyperworms (or none at all) may spawn upon a Multiworm's death. | |||
==Tactical Notes== | ==Tactical Notes== | ||
On their own, Hyperworms are very weak, but make up for this in numbers. | On their own, Hyperworms are very weak, but make up for this in numbers. They have no subtlety whatsoever, and will simply rush towards the nearest target and try to bite it to death. Their attacks are quite dangerous, being equivalent to a [[Megapol Auto Cannon]] loaded with AP ammo in terms of power and rate of fire. Groups of Hyperworms can quickly overwhelm a lone agent, who can only focus on one worm at a time. | ||
Hyperworms are easily killed by any attack, though extremely resistant to Psionics. | Hyperworms are easily killed by any attack, though extremely resistant to Psionics. Explosive and incendiary weapons are highly effective against them due to their innate vulnerability (take 150% damage) and since they are often bunched-up. If the situation is desperate, such as when surrounded by Hyperworms, an armored agent can often save him- or herself by throwing a [[Megapol_Stun_Grenade|stun]] or [[Megapol_AP_Grenade|AP grenade]] right next to themselves. An Auto Cannon loaded with HE ammo may be employed in a similar manner. Hyperworms are also completely helpless against targets flying at least two levels above them, so agents equipped with a [[Marsec Armor|Marsec Body Unit]] can easily avoid them provided that they have enough space to fly. | ||
If a Multiworm is engulfed in flames when it dies, the initial damage caused by the fire to the hatching Hyperworms is often sufficient to kill them instantaneously. | If a Multiworm is engulfed in flames when it dies, the initial damage caused by the fire to the hatching Hyperworms is often sufficient to kill them instantaneously. | ||
==See Also== | ==See Also== | ||
Revision as of 10:14, 7 August 2022
| Hyperworm | ||
|---|---|---|
| Time Units | 82-95 | |
| Health | 44-51 | |
| Stamina | 25-29 | |
| Reactions | 30-34 | |
| Strength | 25 | |
| Bravery | 0 | |
| Psi Energy | 0 | |
| Psi Attack | 0 | |
| Psi Defense | 90-100 | |
| Accuracy | 30-42 | |
| Hidden Attributes | ||
| Head Armor | 7-11 | |
| Torso Armor | 7-11 | |
| Arm Armor | 7-11 | |
| Leg Armor | 7-11 | |
| Score | 5 | |
| Size X | 10 | |
| Size Y | 4 | |
| Other information | ||
| Damage Modifier Group | Hyperworm | |
| Inventory | no | |
| Innate Weapon | Bite | |
| Unique Attributes | none | |
When a Multiworm dies, four Hyperworms emerge from its corpse. They are small, pink, worm-like aliens with only one instinct, and that is to feed as much as they can. They do this by rushing towards their prey and biting it with their powerful, razor-sharp teeth, which is represented in-game as a close-range (1 tile) spit attack with the Armor Piercing damage type.
With the sole exception of the Sleeping Chamber, Hyperworms are not normally deployed on their own. However, they may occasionally be encountered if a Multiworm survives long enough to die of natural causes, or if X-COM agents kill a Multiworm and retreat without killing its progeny.
Hyperworms are capable of infiltrating the buildings of Mega-Primus. Left undisturbed, a Hyperworm may evolve into a Chrysalis.
Hyperworms make snake-like hissing and slithering noises.
Occasionally, due to a lack of available unit slots, fewer than four Hyperworms (or none at all) may spawn upon a Multiworm's death.
Tactical Notes
On their own, Hyperworms are very weak, but make up for this in numbers. They have no subtlety whatsoever, and will simply rush towards the nearest target and try to bite it to death. Their attacks are quite dangerous, being equivalent to a Megapol Auto Cannon loaded with AP ammo in terms of power and rate of fire. Groups of Hyperworms can quickly overwhelm a lone agent, who can only focus on one worm at a time.
Hyperworms are easily killed by any attack, though extremely resistant to Psionics. Explosive and incendiary weapons are highly effective against them due to their innate vulnerability (take 150% damage) and since they are often bunched-up. If the situation is desperate, such as when surrounded by Hyperworms, an armored agent can often save him- or herself by throwing a stun or AP grenade right next to themselves. An Auto Cannon loaded with HE ammo may be employed in a similar manner. Hyperworms are also completely helpless against targets flying at least two levels above them, so agents equipped with a Marsec Body Unit can easily avoid them provided that they have enough space to fly.
If a Multiworm is engulfed in flames when it dies, the initial damage caused by the fire to the hatching Hyperworms is often sufficient to kill them instantaneously.
See Also
| X-Com: | Agents • Technical Personnel |
| Aliens |
Brainsucker • Multiworm Egg • Multiworm • Hyperworm • Chrysalis • Anthropod • Spitter • Popper • Skeletoid • Micronoid Aggregate • Megaspawn • Psimorph • Queenspawn • Overspawn • |
| Population | Police • Cultist • Gangsters • Building Security • Corporate Hood • Civilians |
| Others | Sectoid |
| Reference | Attributes Of All Units |

