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== General Information ==
<!--[[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-Megaspawn-(Apocalypse).png|left]]</td><td>
* Grown-In Weapon = special
* Health = 20
* Speed / Time Units = 90
* Accuracy = 100
* Reactions = 5
* Stamina = 70
* Strength = 10
* Bravery = 10
* Armour&sup1;: 5/5/5/5/5/5
* Psi Energy = 0
* Psi Attack = 0
* Psi Defense = 100
* Size = small
* Inventory = no
* Movement = ground
* Infiltration Influence = weak
* Score = 4</td></tr></table>
&sup1; armour values : Head/Body/Left Arm/Right Arm/Legs/Under (approximately)<br>
''Image, top to bottom'': Alive, Unconscious, Dead.
<br clear=all>
[[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''


{{Ref Open | title = Megaspawn}}
A quick, small orange ball with protruding legs and a thick, short proboscis.
[[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]]
'''UFOs & Chambers'''<br>
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.
Megaspawns are onboard these UFOs, and in quantity, when ready to be dropped into a home-cell for infestation or base attack:<br>
{{Ref Close | source = X-COM Apocalypse Ufopedia}}
[[Alien_Probe_(Apocalypse)|Probe]] x1<br>
[[Alien_Scout_Ship_(Apocalypse)|Scout]] x2<br>
[[Alien Transporter (Apocalypse)|Transporter]] x3<br>
[[Alien_Fast-Attack_Ship_(Apocalypse)|Fast Attack Ship]] x <br>
[[Alien_Destroyer_(Apocalypse)|Destroyer]] x4<br>
[[Alien_Assault_Ship_(Apocalypse)|Assault Ship]] x5<br>
[[Alien_Bomber_(Apocalypse)|Bomber]] x <br>
[[Alien_Escort_Ship_(Apocalypse)|Escort]] x <br>
[[Alien_Battleship_(Apocalypse)|Battleship]] x <br>
[[Alien_Mothership_(Apocalypse)|Mothership]] x <br>
Megaspawns are found aboard these UFOs, and in quantity, when a UFO has crashed:<br>
[[Alien Transporter (Apocalypse)|Transporter]] x3<br>
[[Alien_Fast-Attack_Ship_(Apocalypse)|Fast Attack Ship]] x <br>
[[Alien_Destroyer_(Apocalypse)|Destroyer]] x4<br>
[[Alien_Assault_Ship_(Apocalypse)|Assault Ship]] x5<br>
[[Alien_Bomber_(Apocalypse)|Bomber]] x <br>
[[Alien_Escort_Ship_(Apocalypse)|Escort]] x <br>
[[Alien_Battleship_(Apocalypse)|Battleship]] x <br>
[[Alien_Mothership_(Apocalypse)|Mothership]] x <br>
Megaspawns are present in these alien chambers, and in quantity, within the Alien Dimension:<br>
[[Sleeping_Chamber|Sleeping Chamber]] x <br>
[[Food_Chamber|Food Chamber]] x <br>
[[Alien_Farm|AlienF arm]] x <br>
[[Maintenance_Factory|Maintenance Factory]] x <br>
[[Incubator_Chamber|Incubator Chamber]] x <br>
[[Control_Chamber|Control Chamber]] x <br>
[[Spawning_Chamber|Spawning Chamber]] x <br>
[[Organic_Factory|Organic Factory]] x <br>
[[Megapod_Chamber|Megapod Chamber]] x <br>
[[Dimnesion Gate Generator]] x <br>
 
'''Infiltration'''<br>
An alien infestation spreading across the city from the initially infested building will have loose brainsuckers only early on, since their lifespan is very short. Brainsucker Pods will provide more brainsuckers when needed when fired from a Brainsucker Launcher during a battlescape mission. A launcher will be always be used in every encounter with aliens when fighting Anthropods or Skeletoids.<br>
 
'''Combat'''<br>
[[Image:Life-EquipIcon-Mega-(Apocalypse).png|frame|Unit|left]] A Megaspawn is immune to psionics.
 
A Brainsucker is an extreme threat since it relies on surprise and can jump upwards to four levels high when trying to grab the head of a victim to attempt a brainsuck. Brainsucker Pods on the battlescape may break open (hatch) when detecting a suitable victim nearby. Many hatching at once can overwhelm a small X-Com squad.<br>
Brainsuckers do not have any grown-in offensive weaponry of any kind but have a special ability of being able to permanently make human or hybrid X-Com agents 'change sides' and fight for the aliens against X-Com. A successful conversion is not always the outcome. A brainsuck action may fail randomly, irrelevant of headwear worn by the victim. If a brainsuck attempt succeeds or ends in failure, it is always fatal to the brainsucker. <br>
A brainsucker cannot attach to a victim's head if there is not enough room to do so. If an attempt is made. nut fails, the brainsucker may briefly fall unconscious.<br>
Android agents are not targeted by brainsuckers or detected by pods whereas civilians, defence forces and mind controlled aliens may  be detected however, they will not be targeted for a brainsuck.
<br clear=all>
 
'''Resistance'''<br>
Megaspawns are mildly resistant to stun gas and stun grapples.
 
Megaspawn research is a critical step for understanding alien infiltration.  
 
 
[[Multiworm_Egg_(Apocalypse)|Next: Multiworm Egg]]<br>
[[Alien_Life_Forms_(Apocalypse)|Return To Start]]
<br clear=all>
 
 
==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]]
 
 
{{Unit Navbar (Apocalypse)}}
 
 
[[Category: Apocalypse]]
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{{Infobox open}}
{{Apocalypse Statbox Module
| name = Megaspawn
| time_units = 50-58
| time_units = 50-58
| health = 260-301
| health = 260-301

Revision as of 01:21, 15 October 2023


| time_units = 50-58 | health = 260-301 | stamina = 27.5-31.5 | reactions = 15-17 | strength = 220 | bravery = 100 | psi_energy = 0 | psi_attack = 0 | psi_defense = 100 | accuracy = 50-58 }}

|- | style = "font-weight: bolder; background: #eee;" colspan="3" | Hidden Attributes |- | style = "font-weight: bolder; background: #eee;" colspan="2" | Head Armor || 28-45 |- | style = "font-weight: bolder; background: #eee;" colspan="2" | Torso Armor || 37-60 |- | style = "font-weight: bolder; background: #eee;" colspan="2" | Arm Armor || 30-49 |- | style = "font-weight: bolder; background: #eee;" colspan="2" | Leg Armor || 34-55 |- | style = "font-weight: bolder; background: #eee;" colspan="2" | Score || 30 |- | style = "font-weight: bolder; background: #eee;" colspan="2" | Size X || 70 |- | style = "font-weight: bolder; background: #eee;" colspan="2" | Size Y || 19

|- | colspan = "3" style = "font-weight: bolder; background: #eee;" | Other information |- | colspan = "2" style = "font-weight: bolder; background: #eee;" | Damage Modifier Group || Megaspawn |- | colspan = "2" style = "font-weight: bolder; background: #eee;" | Inventory || no |- | colspan = "2" style = "font-weight: bolder; background: #eee;" | Innate Weapon || Disruptor &
Launcher |- | colspan = "2" style = "font-weight: bolder; background: #eee;" | Unique Attributes || none

|}


The Megaspawn is a very large and heavily armed enemy that towers over X-COM Agents. Though they are called "weapons platforms" and could easily fit the terror unit classifications of the past wars, Megaspawn are primarily used as defenders on the most advanced UFOs and are found in many buildings in the Alien Dimension. They are never dropped during infiltration missions, and will not be encountered in Mega-Primus before Week 7.

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 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.

Megaspawn make roaring noises when idle. Their footsteps are very loud and instantly recognizable.

Tactical Notes

Megaspawn are incredibly tough and will shrug off most hits from light weapons. Weapons such as the Devastator Cannon, Toxigun, or powerful explosives should be used to take them down. They are also unlikely to panic and immune to all Psionic attacks except Probe, which can be used to check their statistics and is useful for determining how much damage they must be dealt for a capture.

Their powerful weapons present a grave threat to X-COM Agents wearing only Megapol or Marsec Armor - expect casualties if this is the best armor you've got. Even Personal Disruptor Shields will not last long against the Megaspawns' firepower; only Disruptor Armor provides relatively reliable protection.

Some tips on fighting Megaspawn:

  • 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.
  • Due to their size, Megaspawn will be hampered in narrow, enclosed spaces, as they will block other aliens' line of fire, their missile attacks will usually be less effective. X-COM agents can also duck behind corners to avoid their missiles.
  • Like all enemies armed with missile launchers, a Megaspawn will sometimes move away if an X-COM Agent moves adjacent to it, presumably to avoid being caught in the explosion of its own missile. However, this is not a reliable tactic, as they will just as often happily fire a missile right into the Agent's face.
  • Agents equipped with Cloaking Fields can often use them to attack the Megaspawn before it can see them, and then withdraw before it reacts.
  • Smoke Grenades can be used, along with favorable terrain, to provide cover for your Agents as they bum rush the Megaspawn with powerful, rapid-firing weapons such as Toxiguns or Power Swords.
  • Another tactic is to find a bottleneck - such as the entrance to an UFO - and sprinkle the area with Vortex Mines. Wait for the Megaspawn to move into the area, and set off a chain explosion.

Megaspawn are notoriously difficult to capture. See Capturing Live Aliens for tips on how to accomplish this.

Bug

A Megaspawn may not be visible to an X-COM Agent if only a part of its body is hidden behind a terrain object, even when the object is obviously far too small to realistically hide the whole alien.

Trivia

During one of the early beta stages of the game, the Megaspawn was meant to be called Megatron instead: Live Autopsy

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