Mimic Beacon (EU2012): Difference between revisions
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*Causes aliens within radius to approach the beacon for 2 turns | *Causes aliens within radius to approach the beacon for 2 turns | ||
*Enemies already in combat are less likely to be fooled | *Enemies already in combat are less likely to be fooled | ||
{{Ref Close | source = XCOM: Enemy | {{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}} | ||
'''Notes''' | '''Notes''' | ||
{{Item Data Box (EU2012) | {{Item Data Box (EU2012) | ||
Revision as of 21:53, 9 December 2013
| Description |
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This device has been programmed to mimic the auditory cues the invaders appear to use in the field. It can be used to attract their attention to an area.
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Source: XCOM: Enemy Within DLC
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Notes
| Research Required | Sectoid Commander Autopsy |
| Base Costs | §50, 5 Engineers |
| Abilities/Stats | See Description |
- These "grenades" will show as two when equipped, allowing an additional use despite not being clarified in purchase screen.
- Can be thrown on the map into a square within the player's moving range.
- The mimic beacon will send out a signal that tricks aliens, drawing them towards it and away from any nearby player units.
- Robotic and psi enemies aren't fooled.
- EXALT is not fooled either. The story does imply that EXALT does not seek to interfere with aliens and their work.
- Very useful for terror missions as aliens will spend both actions to move towards beacon, even to the point of being out of cover.
