Basic type of enemies: Wurms, Crawlers, Skitters, Scorpions, Wormpigs, Organ Shepherds, Reapers.
Modifiers:
■ Alpha types: almost every enemy has an alpha variant with more defensive and offensive properties (except Skitters and Shadow Envoys, they do not have Alpha variants).
■ Beta types (they have a greenish glowing/pulsating effect):
■ Terms in the descriptions:
Demolisher, leaves bio-acid pool on death, immune to acid. Health: low. Can not open doors.
Wurm in the game: Tip/hint: They can be killed by closing doors. They will attack first during the AI’s turn and will cause bleeding.
Wurm with a huge acid explosion upon death, extremely efficient at demolishing walls/doors, immune to acid. (Bigger than Wurm.) Health: medium. Can not open doors.
Alpha Wurm in the game: Tip/hint: They will be among the first to attack during the AI’s turn. Keep your distance from them. If fully frozen, they won't blow up. You can tell if they are fully frozen by the appearance of a snowflake icon and a bluish dry ice effect around the target.
Swift lurker, can open doors. Health: medium. Can open doors.
Crawler in the game: Tip/hint: They will cause bleeding quickly, which can stack on your marines. They are adept at stealth and will try to flank your units.
Swift lurker, seeks out weaker units. (Bigger than Crawler.) Health: high. Can open doors.
Alpha Crawler in the game: Tip/hint: They cause bleeding quickly, which can stack on your marines. Try to avoid them with weaker units or barricade yourself if possible. They are also good at stealth/flanking.
Acidic, poisonous, life-stealing melee attacker, may spawn Swarmers, cryo resistant. Health: medium. Can not open doors. Skitters are very efficient at demolishing walls/doors.
Skitter in the game: Tip/hint: They also love to attack weaker marines, like the Swarmers. Try to get away with weaker units or barricade yourself if possible.
Acidic, poisonous, life-stealing melee attacker, seeks the weakest target. Health: low. Can not open doors.
Swarmer in the game: Tip/hint: They can be killed by closing doors. Try to get away with weaker units or barricade yourself if possible. A direct hit on a Skitter may cause them to spawn.
A ravenous, life-stealing attacker, explodes on death (3×3 grids), immune to fire. Health: medium. Can not open doors.
Scorpion in the game: Tip/hint: Use knockback if possible to get them as far as possible. They will recover very fast if they are able to land hits on their targets. Blow them up near alien units to cause AOE damage. If fully frozen, they won't blow up (fully frozen is visible as snowflakes will appear around the target together with the bluish dry ice effect).
Scorpion with a huge fiery explosion upon death (5×5 grid), immune to fire. (Bigger than Scorpion.) Health: high. Can not open doors.
Alpha Scorpion in the game: Tip/hint: Use knockback if possible to get them as far as possible. They will recover very fast if they are able to land hits on their targets. Blow them up near alien units to cause AOE damage. If fully frozen, they won't blow up (fully frozen is visible as snowflakes will appear around the target together with the bluish dry ice effect).
Cautious, ranged poison spit attacker (single target), has also a melee attack mode. Immune to knockback/impact. Health: medium. Can not open doors.
Wormpig in the game: Tip/hint: Sometimes you have to hunt them down as they try to keep a safe distance. They are very good at stacking up Poison buildup. Anti-poison equipment: BioMax RAD, BAT (bioactive anti-toxin), HazMat-kit.
Cautious, spits large poison blobs that damage a larger area (3×3 grids). Immune to knockback/impact. (Bigger than Wormpig.) Health: high. Can not open doors.
Alpha Wormpig in the game: Tip/hint: They are among the priority targets. Always buy and use some BioMax Rad pills / BAT (bioactive anti-toxin) and a HazMat-kit if possible. The best approach is to have a well-equipped and dedicated Medic in your squad, not only because of them but also for overall support. Alpha Wormpigs are pros at stacking up Poison buildup.
Paralyzing, shredding, life-stealing melee, and ranged area attacker (3×3 grids), can open doors. Health: high.
An Organ Shepherd in the game: Tip/hint: Snipe them as soon as possible and keep them away from your marines, as this enemy has a poisonous aura. Always buy and use some BioMax Rad pills / BAT (bioactive anti-toxin) and a HazMat-kit if possible, so you can cease the Poison buildup.
Swift flyer, highly acidic melee and ranged AoE attacks (3×3 grids), immune to acid. Can not open doors. Health: medium.
An Acydia in the game: Tip/hint: Position your Bastion close to this enemy so it can soak their attacks. Eliminate them quickly before they strip away all the remaining armor from your entire squad. Bring some Neutro (a fire and acid neutralizer) and Armor repair kits to handle Acid buildup.
Ravenous, demolisher, strong life-stealing attacker (single target), can open doors, tranq. resistant. Health: high. Can open doors.
Reaper in the game: Tip/hint: They will attack smaller aliens to reach their destination and will recover health when attacking any living targets. They are among the top 3 priority targets due to their high health and dangerous attacks.
Reaper with powerful life-stealing area attack (multiple targets). Has high resistance against tranquilization. (Bigger than Reaper.) Health: very high. Can open doors.
Alpha Reaper in the game: Tip/hint: They will attack smaller aliens to reach their destination and will recover health from attacking any living targets. They are among the top 3 priority targets due to their high health and dangerous AOE attacks. Additionally, as Alphas, they have more APs.
Ravenous, demolisher, strong life stealing attack, can open doors, tranq. resistant. Health: very high.
A Reaper Mother in the game: Tip/hint: Due to their tanky nature and their ability to lay eggs that hatch into Leech creatures— which attack weaker units and are stronger than Swarmers—this alien is consistently one of the top targets.
Reaper with powerful life-stealing shadow area attack, leaves shadow trail. Has high resistance against tranquilization. Attacks multiple targets. (Bigger than the Reaper or the Alpha Reaper.) Health: extremely high. Can open doors.
and a Greater Shadow Envoy in the game:
Tip/hint: They will attack anything or anyone to reach their destination and will recover health from attacking any living targets. They are always among the top priority targets due to their very high health and unique attacks. They will stack Shadow energy buildup, which cannot be cured at the moment. Additionally, the shadow surrounding them makes them harder to hit.
Psionic AoE attack through walls (3×3 grids), healing aura for aliens, teleportation, huge psionic explosion on death, immune to tranq. Health: high.
A Wunderwurm in the game: Tip/hint: When your squad reaches its attack range, avoid stacking your marines together. After their defeat, remember to loot the precious crafting material, Asura-49.
Egg beds and veins expand at the beginning of each turn. Enemies hatch from eggs, including Wurms, Crawlers, and Scorpions. While these enemies do not have any additional modifiers, they have increased health, attack power, and APs. The health of the nest gland is very high.
Tip/hint: Avoid letting the nest hatch eggs if possible, as enemies that emerge from these eggs are tougher than their 'normal' variants. Any damage to the nest can decrease the hatching time. Eggs will hatch on the next turn if they receive any kind of direct damage. Destroyed eggs will not hatch any enemies.
All of the Hydrazine pools, the Hydrazine barrels, and the Radioactive pools are flammable/volatile/hazardous!
Radioactive pool: Tip/hint: Staying too close to these can be lethal due to fire or explosions. Barrels can be moved, and Hydrazine can be procured. Avoid standing in fires and radioactive pools. Always be mindful of the potential to blow up pools or barrels to either eliminate enemies or keep them at a distance.
A Service tunnel hatch: Tip/hint: Don't leave them open for too long, as they are responsible for alien reinforcements. Approach carefully, as you never know when the aliens will come out. Any marine can shut it, but Electrotechnician experts can do so at a lower Action Point cost. Once closed, units can stand on them.
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