Hyperworm (Apocalypse): Difference between revisions
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{{Ref Close | source = X-COM Apocalypse Ufopedia}} | {{Ref Close | source = X-COM Apocalypse Ufopedia}} | ||
{{Infobox open}} | |||
{{Apocalypse Statbox Module | |||
| name = 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 | |||
}} | |||
{{Apocalypse Statbox Module/Hidden | |||
| armor_head = 7-11 | |||
| armor_torso = 7-11 | |||
| armor_arms = 7-11 | |||
| armor_legs = 7-11 | |||
| score = 5 | |||
| size_X = 10 | |||
| size_Y = 4 | |||
}} | |||
{{Apocalypse Statbox Module/Unique Stats | |||
| damage_modifier_group = Hyperworm | |||
| inventory = no | |||
| innate_weapon = Bite | |||
| unique_attributes = none | |||
}} | |||
{{Infobox close}} | |||
When a [[Multiworm (Apocalypse)|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 [[Alien_Infiltration_(Apocalypse)|infiltrating]] the buildings of Mega-Primus. Left undisturbed, a Hyperworm may evolve into a [[Chrysalis_(Apocalypse)|Chrysalis]]. | |||
Hyperworms make snake-like hissing and slithering noises. | |||
==Tactical Notes== | |||
On their own, Hyperworms are very weak, but make up for this in numbers. As four are created when a Multiworm dies, they swarm towards the nearest target and attack. These attacks are quite dangerous, equivalent to a [[Megapol Auto Cannon]] loaded with AP ammo in terms of power and rate of fire. This 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. They are the only alien that takes additional damage (150%) from certain types of sources (Explosives and Incendiary). Indeed, since they are often bunched-up, these attacks are highly effective against them. 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. | |||
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 17:22, 28 June 2020
| 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.
Tactical Notes
On their own, Hyperworms are very weak, but make up for this in numbers. As four are created when a Multiworm dies, they swarm towards the nearest target and attack. These attacks are quite dangerous, equivalent to a Megapol Auto Cannon loaded with AP ammo in terms of power and rate of fire. This 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. They are the only alien that takes additional damage (150%) from certain types of sources (Explosives and Incendiary). Indeed, since they are often bunched-up, these attacks are highly effective against them. 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.
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 |

