Post by pendell on Jan 25, 2016 15:08:10 GMT -5
For your pleasure, I've tried to collect information on the various units we see in the game. This is probably less useful because you don't need it to navigate the tech tree. Still, it was fun to collect , and I hope fun to read!
Haven't mentioned the Narvidians yet because I haven't reached that point in this playthrough; when I do, the list will be updated.
Guide to the Armies of the Quadrant
Unless otherwise noted, all stats were collected at normal level. "Specimen level" indicates
the level of the creature when statistics were collected; higher levels may have different
statistics.
1.0 Terrox Xeno
1.1 Overview
Terrox Xeno are an extraterrestrial species noted for extreme aggression; no instance
of peaceful contact has ever been recorded.
Terrox rely on massive swarms of cheap units armed with melee weapons. They specialize in
enveloping enemies; the term "front" has little meaning, as given time the Terrox will
tunnel through walls, solid rock, the very structure of the battlefield, then boil up
from underfoot from every direction at once.
Though Terrox are "cheap" and "weak" in comparison to Templar battle armor, even
the smallest is larger than a man, as well as heavily armored to withstand
basic projectile weapons. Standard human infantry can only win against the Terrox
by taking high casualties.
Their main weak point is that they are frequently dependent on a central brain, such
as the core of their ship or a brood mother; defeating this creature defeats the hive.
Another potential weakness is that in the early game no xeno has a speed greater than 6 MP, the base speed
of an unmodified templar, and many have a speed of 5 or less. This means that it may
be possible to simply outrun them to complete an objective, particularly if a Templar
has MP-boosting equipment or talents. This strategy becomes more difficult in the late game, where Scitterings have been observed with an MP
as high as 8.
1.2 Terrox Units
1.2.1) Scittering
Specimen Level: 1
HP: 50
Movement: 6
Armor: 10
Deflection: 32%
Weapon : Melee: 40 Max damage 8% penetration
The fastest and most lightly armored of the Terrox, Scitterings serve as scouts.
They are often the first creatures encountered. Once a scittering spies an enemy, the
hive will dispatch a larger force.
Scitterings are persistent, annoying,and fast, seemingly able to pop up from almost
anywhere without warning. While the threat individual scitterings pose to the Templar
is very minor, swarms of them can eventually wear down even the greatest warrior. This
is especially important when no medical supplies are available.
1.2.2) Radiated scittering
Specimen Level: 3
HP: 55
MP: 6
Armor: 11
Deflection: 33%
Weapon: Melee 40 damage 8% penetration
+20 radiation damage, resist 20 plasma
An upgraded version of the scittering , it is noticeable by its greenish color.
Radiated creatures inflict an unpleasantly large amount of radiation damage
which cannot be deflected. Treat with respect.
1.2.3) Hunter
Specimen Level: 1
HP: 80
MP: 5
Armor: 18
Deflectoin: 64%
Weapon : Melee, 60 damage, 18% penetration
A hunter is to a human warrior what a scittering is to a scout. The alien equivalent of
a berserker , it seeks to close with its enemy and tear it to pieces by biting and slashing.
These pose a significant threat to the Templar, but can be defeated at range or by
Templars specialized in melee.
1.2.4) Plated hunter
Specimen Level: 4
HP: 84
MP: 5
Armor: 27
Deflection: 84%
Weapon :melee 60 DMG 20% penetration
NOTES: +armor
A standard hunter with plates to reinforce the natural armor, Plated Hunters may be quite difficult
to harm in the early game. Recommend the use of piercing shot or similar talent to damage
their armor to make the eventual kill easier.
1.2.5) Predator
Specimen Level: 10
HP: Approx 90.
MP: 6
Armor: 24
Deflection: 68%
Weapon: Melee, 90 damage 24% penetration
Notes: +Mp, +Dmg
A late game version improved over the hunter, this enemy is the most lethal common melee threat. While the Goliath is more heavily armored this one
is the most powerful melee combatant. As with other dangerous enemies, cripple and finish from range if possible.
1.2.6) Goliath
Specimen Level: 2
HP: 190
MP: 5
Armor: 31
Deflection: 91%
Weapon: Melee 70 damage 32% deflection
A champion among the Xeno, Goliaths pose a great threat, especially to lightly armored
Templars. Recommend the use of cripple shot and piercing shot to soften them up, then
follow up with concentrated fire. This is an enemy best attacked by a group, rather than
soloed.
1.2.7) Siege Goliath
Specimen Level: 11
HP: 288
MP: 5
Armor: 45
Deflection: 108%
Weapon: Melee 100 damage 54% Penetration
An upgraded Goliath first encountered in the postgame, it has all-around better statistics than the standard Goliath. Nonetheless, by the time you encounter it
your characters will be a great deal tougher than they were at the beginning of the game, so do not be daunted. They are best taken out by first crippling, poisoning,
and piercing them with a scout, then follow up with either a concentrated attack or a very powerful melee combatant.
1.2.8) Carapace
Specimen Level: 4
HP: 97
MP: 5
Armor: 31
Deflecton: 84%
Weapon: spitting necrotic bioagents
Range 2 50 damage 23% penetration
The first ranged enemy, the high deflection and armor make the carapace a walking
tank, a sponge for Templar fire. But that's pretty much all you can say about it;
the cripplingly short range of the weapon makes it little better than a melee enemy.
1.2.9) Magma carapace
Specimen Level: 5
HP: 96
MP: 5
Armor: 32
Deflection: 85%
Weapon: spitting necrotic bioagents 50 damage 24% penetration range 3
Resists 40 fire, resists 8 plasma
An improved version of the carapace, this one has a longer ranged weapon, about the
same as a plasma weapon. If the Templars rely too heavily on fire or plasma weapons,
the magma carapace can come as a nasty shock, since its high armor and strong resistance
make it all but invulnerable to those weapons in the early game.
1.2.10) Brood mother
Specimen Level: 4
HP: 94
MP: 5
Armor: 20
Deflection: 44%
Weapon melee 30 DMG 8% penetration
A mobile spawn point, this enemy can serve as a boss on some levels. This unit's
great threat is that, once per turn, it may create / spawn units at its position. This
starts at 1 scittering per turn but seems to increase to larger numbers as the mother
levels up. Treat it as a priority threat even though its personal weapons and armor are
unremarkable.
1.2.11) Radiation brood
Specimen Level: 8
HP:147
MP: 5
Armor: 23
Deflection: 44%
Weapon: Melee 40 damage 10% penetration
15 radiation damage, resists 15 plasma
The radiated cousin of the brood mother, this mobile spawn point generates radiated
scitterings, starting at one per turn and increasing as the mother levels. As with
the brood mother, treat as a priority target.
1.2.12) Spitter
Specimen Level: 3
HP: 69
MP: 4
Armor: 19
Deflection: 57%
Weapon: ranged necrotic bioagents,
50 damage, 35% deflection, range 4. +12 radiation damage.
The Xeno rebuttal to melee charaacters, the spitter inflicts non-deflectable
radiation damage at a distance. This is especially dangerous because the skill set
which improves melee defense and soldier gunnery (Strength, gunnery, parry, evasion) is
almost entirely different from those needed for ranged defense (Quickness/evasion/tactics).
Thus the spitter will land hits more often, and those hits will do more damage.
Spitters are weakly armored, however, so if they can be spotted in time it is quite possible
to rush them or destroy them from range. They are also uncommon, fortunately.
1.2.13) Lancer
Specimen Level: 8
HP: 88
MP: 4
Armor: 23
Deflection: 65%
Weapon spitting necrotic bioagents 60 damage 37% penetration 12 radiation damage
max range 6
Notes: +range
The even more dangerous version of the spitter, the lancer inflicts the same heavy damage
and outranges almost all Templar weapons save those designated "long" or specially designed
for scouts. It is critical to gain early warning of these creatures and either kill or
rush them before they are able to fire; rushing may not be best advised because if the
creature is accompanied by hunters, the melee unit may find itself charging into a
hornet's nest. Possibly the single most dangerous "normal" Xeno unit the Templars will
encounter.
1.2.14) Litch
Specimen Level: 7
HP: 168
MP: 5
Armor: 27
Deflection: 55%
Weapon: channelling plasma energy 60 damage 78% penetration range 3
A being with an ephemeral nature, half-energy half-organic, the Litch is an extremely
dangerous enemy. Concentrated fire is necessary to prevent the loss of Templars to
this monstrosity, which only hits once a turn but hits very hard indeed. While technically
a melee unit, the Litch's range is actually comparable to a plasma rifle.
With the proper technological support in special environments, the Litch can become nearly
invulnerable, teleporting away to heal when it is on the brink of defeat. Outside of these
special conditions (you will be told when they apply in-game) they are simply ordinary
units. But they may appear as normal units on the later Xeno levels, sometimes in pairs. As many as three at a time have been observed.
This problem is best solved with a combined-arms approach; first use a scout to cripple,
pierce, poison, and generally abuse them, then finish them off with concentrated fire from
beyond its range. That , or an extremely powerful melee unit who can polish it off in
the same turn.
Another important factor to consider is that the Xeno use a supply point system just as the Templars do, and Litches appear to be veerrry expensive. So
if there is a lull in enemy waves, it's probably because they're building Litches. This can actually be helpful, as if you can kill the Litch quickly the rest of the
wave should be correspondingly weaker.
1.2.15) Spawn tower
Specimen Level: 2
HP: 187
MP: None, Immobile construct
Armor: 16
Deflection: 51%
weapon ranged Spitting necrotic bioagents: range 4 damage 40 33% Penetration
A standard sentry tower, it is more dangerous because of the line of sight it gives
to the Xeno; if you encounter one, expect to see a horde shortly thereafter. Their
high hp may give them the ability to inflict heavy damage before succumbing, so it may
be wise to wear them down at range before destroying them.
1.2.16) Spawn Pit
A spawn pit is a spawn point for monsters. It has about 200 hp and is otherwise defeneseless. Destroying it will mean no more bugs will appear here, so
make it a priority target.
2.0) Faction Defense Forces
2.1) Overview
The units listed below are those recruited by non-Templar human military. Rebel units
and cultists may also acquire and use these weapons, either through the black market or
from a patron, be that a powerful individual, a corporation, or a faction itself , striking at its enemies
through "deniable" assets.
All units listed here are light infantry; while heavier arms , artillery, and aircraft
exist, as a rule the Templars encounter these as objectives, not combat units in the field.
This is primarily due to the role Templars play in battle, a lightning-fast strike at
an unprepared enemy. They are not intended for use in the main battle, otherwise the
attrition of Leviathan suits and personnel would rise alarmingly.
Faction Defense Forces have been observed to use airmobile air-assault tactics, using
spacecraft or VTOL aircraft to airdrop light infantry at the target, which are then supported
by fire from the carrying aircraft. This allows them to rapidly deploy to any potential
xeno infestation or other hot spot. This force composition is preferred to the kind of
heavy weapons used in other wars because, as discussed, against the Xeno there really is no
such thing as a "front". The rapid Xeno mobility and ability to attack on multiple axes
mandates that human forces have the ability to rapidly redeploy forces out of danger zones
and to critical hotspots. Thus there is a strong emphasis on mobility and not on
heavy weapons.
For these reasons (and for game limitations) the Templars will normally face swarms of
rapidly deployed infantry, when human fighters are the enemy.
Human troops have basic training which gives them a single use of the auto-burst
talent at the lowest level, with no overwatch capability. Presumably elite human
soldiers could have as many as two or three talents, since they do not have the benefit
of Zendu memory to rapidly acquire skills.
Humans specialize in ranged weaponry, which can make life difficult for melee fighters
as they suffer death by a thousand cuts from range, sometimes
beyond their ability to detect.
In addition, it should be noted that all humans have weak hp and wafer-thin armor,
such that sentry turrets become perfectly viable defenses against them, shredding wave
after wave of human attackers with machine-gun fire.
2.2) FDF Units
2.2.1) Rifleman / Cultist
Specimen Level: 10
HP: 24
MP: 5 4 armor
Deflection: 7%
Weapon: hexshell rifle, 40 damage 11% penetration, range 5
A "hexshell" rifle has minimal armor penetration capabilities and appear to
be primarily designed for use against other humans. It takes a concentrated fire
team to bring down a single scittering, and more than that to damage a Templar. While
a minimal threat individually, they can kill a Templar if enough of them are able to
gang up.
2.2.2) Heavy trooper
Specimen Level: 5
HP: 32
MP: 5
Armor: 7
Deflection: 8%
Weapon: Plasma gun, 40 damage 50% penetration, +12 plasma damage, range 3
When killed, occupied square set on fire
Heavy troopers pose a significant threat to both aliens and Templars; while the
standard damage is equivalent to a Hexshell rifle, the higher penetration and
additional plasma damage means that any hits are likely to cause serious damage,
not glance off.
Troopers may pose a terrain hazard as their equipment explodes and sets a nasty fire if
the trooper is wounded or killed. You'd better hope he's dead; plasma incineration is a
horrible way to die.
2.2.3) Flame trooper
Specimen Level: 5
HP: 27
MP: 5
Armor: 5
Deflection: 8%
Weapon: Flamer, sets target square on fire,
40 damage, +12 fire damage, 6% penetration, range 3
When killed sets fire to occupied square
A human equivalent of a hydra without hydra armor, this enemy poses somewhat
greater threat than a hexshell, not only due to increased fire damage but also due
to setting the target square on fire, forcing a Templar or alien to vacate the area.
As with heavy troopers, they will also set their own square on fire on death. Be that as
it may, the low penetration makes this less dangerous than it might otherwise be,
especially if the enemy is wearing an Inferno Legion suit to negate fire damage.
2.2.4) Rocket launcher / Rocket Cultist
Specimen Level: 5
HP: 39
MP: 3
Armor: 5
Deflection: 6%
Weapon: rocket launcher, 40 damage 25% penetration, range 4
These troops carry anti-armor rocket launchers into battle. While some call them a
mortal threat, their penetration is lower than a plasma cannon and they do not cause
additional damage. So while these troops are dangerous, they should be an occasion for
concern not terror. Their outstanding characteristics is their range, counterbalanced by
the fact that they can fire only once a turn.
2.2.5) Anti-Aircraft Defense / HMG turret
HP: 180+ (don't have a reading in front of me, but consistent with other
sentry turrets we have seen)
MP: 0 Immobile defense
Armor: 16
Deflection: 33%
Weapon: machine gun : 60 damage, 38% penetration, range 4
Anti-aircraft weapons fire powerful rounds rapidly and with great velocity. As a result,
they also work quite well against ground-based armored targets, and they have been
pressed into this role since the Second World War. These weapons are emplaced around
high-value targets; their job is not observation, but destruction. Consequently they
are placed in mutually-supportive groups and backed up by a healthy infantry contingent
as well. Taking them down is a matter of isolating them, crippling them at range, and finally
destroying them.
2.2.6) Security cannon
HP: 799
MP: 0 Immobile defense
Armor: 25
Deflection: 89%
Weapon: machine gun : 120 damage, 93% penetration, range 6
Encountered in the postgame, this turret has guns which can one-shot Templars with ease. This is coupled with high armor and high hit points, making it
a difficult target to defeat. What's more, it has the longest range of any weapon in the game, matching scout rifles. A solo turret is a grave threat, and they
are almost never alone; whenever you encounter a turret, expect a swarm of enemies to escort it.
There are two basic ways to take down a turret:
1) The slow way. Have scouts nip into range, squeeze off a round or two, then step back out of range before the enemy get a turn. This obviously will only
work with piercing or crippling fire, since headshot will rob all your MP, leaving the scout vulnerable. This is a relatively safe approach, but it takes time, and
whenever you encounter a turret, swarms of enemies will ensure time is not on your side.
2) The fast way. Have your entire form up just outside range, then on the next turn charge it and hit it as a group. It is possible in this case to take down the turret
in a single turn. The downside is that this is risky, and if you fail to win on your turn the enemy will get two shots at your Templars; shots that can be lethal.
A third method is to combine the approaches, softening them up with scouts then charging after a turn or two of piercing fire.
3.0 Narvidians
3.1 Overview
Narvidians are an ancient species of cyborgs which predate the human race. Our history
with them is an unhappy one. Narvidians loathe pure organic life, since they believe it
cannot be 'perfected'. But they are few in number, with the result that they work by
subterfuge and persuasion wherever possible, manipulating Xeno and human alike to do
their bidding. They allowed the ancient Guild to "find" a cache of their technology,
then subverted it to gain control of the guild, hacking their communications network
and substituting Narvidian transmissions for the real data. The subsequent war for
freedom resulted in the mutual annihilation of the Galactic core and the current
Exodus.
Each Narvidian 'individual' is an Evermind served by a flotilla of cyborg drones. These
individuals war with and betray each other just as much as humans do. Thus, they are
not a unified threat, thankfully.
Although Narvidians believe in using what numbers they have en masse, they tend
to be fewer in number than the swarming Xeno. Also, while they will also utilize
all-aspect tactics in an offensive, the integrity of their own structures is somewhat
more stable, with the result that sometimes a defined "front" with secure rear areas
becomes possible.
In combat, Narvidian drones are noted for their high HP, non-deflectable radiation weapons,
and deflection in excess of 100%. Their major weakness is their slow speed, 4 MP or less.
This makes it possible to run away from them, and a viable strategy is to first cripple them,
allow them to advance into overwatch, then fall back and do it again. Due to the high
deflection, flame, bio-poison, and plasma weapons are recommended, although conventional
longarms are still useful due to their ability to interrupt advance during overwatch.
For melee options, "Null" weapons , radiation resistance, and high auto-block are keys
to victory.
Due to the Narvidian reliance on radiation weapons, radiation-resistant armor such
as the Inferno Legion is highly recommended.
It should be noted that bio-poison from needle rifles works just as well on Narvidian
cyborgs as it does on Xenos or humans.
3.2 Narvidian Units
3.2.1) Hawk Seeker
Specimen Level: 10
HP: 108
MP: 6
Armor: 44
Deflection: 40%
Weapon: Radiation blade (melee), 50 damage, 61% penetration. +40 radiation damage.
Can attack only once per turn.
The scouting unit of the Narvidian forces. Lightly armed and armored for a Narvidian, it
still has hit point totals more comparable with high-end Xenos. Of relatively little
interest by itself, especially since it can only attack once,
they can still be extremely dangerous in packs.
3.2.2) Radiator
Specimen Level: 11
HP: 218
MP: 4
Armor: 35
Deflection: 66%
Weapon: Radiation energy, 60 damage 47% penetration, range 5
Possibly the most dangerous common Narvidian, The radiator is a ranged combatant
whose weapon range is on par with most rifles. Furthermore, it
inflicts non-deflectable radiation damage, and is outranged
only by scout and long rifle variants. This, however, is not as great a disadvantage
as you might think.
Even though radiators have weaker defense than the warrior or the spider,
standard long-range weapons probably do not have the damage output or penetration to
get the job done. One-shot kills probably require a scout built specially for inflicting
critical hits with a sniper rifle. Absent that, use cripple to rob them of their MP,
and make them come to you, advancing into your overwatch. Overwatch will also interrupt
their advance, allowing you a chance to run up and either shoot them or hack them
in melee.
3.2.3) Warrior
Specimen Level: 10
HP: 291
MP: 4
Armor: 35
Deflection: 100%
Weapon: Radiation blade (melee), 100 damage 58% penetration, +20 radiation damage
A melee unit par excellence, it has astonishing armor and HP which make it the
equivalent of earlier game bosses, and also inflicts a great deal of damage, some of
it non-deflectable radiation. Their major weak points are their lack of range and
relatively slow speed. If they come solo it is best to gang up on them. If facing
a swarm, use overwatch to interrupt their advance, crippling shot to slow them further, and
area of effect attacks such as plasma fire or flamethrowers, which ignore deflection,
to defeat them. If all else fails melee units fighting these creatures should be well
armed and have a high auto-block stat. Powerful armor is helpful but auto-block is
the most critical, since it negates all damage.
3.2.4) Flame Spider
Specimen Level: 11
HP: 218
MP: 4
Armor: 41
Deflection: 99%
Weapon: Flamer, 60 damage, 47% penetration, range 3
Weapon sets target square on fire. When destroyed, sets victim square on fire.
A flame throwing unit, this is arguably one of the less dangerous enemies as fire
is not nearly as hazardous to Leviathan battlesuits as it is to unarmed humans. Nonetheless,
it IS non-deflectable so treat it with a certain amount of respect. It's greatest value
is in area denial, as it can create walls of fire, just like a hydra. Hit it
from beyond its range, following the standard strategy of crippling followed by non-
deflectable damage.
3.2.5) Narvidian Widow
Specimen Level: 11
HP: 699
MP: 5
Armor: 38
Deflection: 107%
Weapon: Melee; Radiation blade, 100 damage, 66% penetration
Hive Minds use these creatures, essentially sub-brains such as the human
spinal cord, as command units during offensives,
Encased in upgraded warrior bodies, they are
extremely powerful in all aspects. This is necessary, because defeating one will
defeat the entire Narvidian attack force it is leading. Concentrate all fire on it
because if you kill it, you kill every other unit attacking you as well.
Buff up your Templars, then soften it with crippling, piercing, and poison.
Make it walk into your overwatch, then finish up with saturation fire
and hacking in melee.
3.2.6) War Worm
Specimen Level: 10
HP: 666
MP: 0 (immobile construct)
Armor: 46
Deflection: 87%
Weapon: Radiation Energy, 80 damage, 87% penetration, range 5
Used in the galactic war, war worms are unstoppable infiltrators, which
tunnel and hide if they can. They are to a hive mind what a spinal cord is to
the human brain, a local nerve center which is able to direct, control, and manipulate
both Narvidian and allied units.
Tactically speaking, they are a glorified sentry tower and should be attacked in the same
way. Be careful of their slightly longer range and immense damage potential. If you
don't care about the turn goal, note that scout rifles and long leviathans both outrange
the War Worm.
3.2.7) Hive Mind
Specimen Level: 11
HP: 3931
MP: 0 (immobile construct)
Armor: 46 (invulnerable when in shell)
Deflection: 88%
Weapon: Radiation blade, melee, 100 damage, 45% penetration,
+78 radiation damage
The Hive Mind is the central "brain" of a Narvidian vessel and the true personality
of any Narvidian hive. A Narvidian hive is really a single individual personality
with this large Evermind controlling and directing all the drones of the ship,
as if the drones were the cells of its body. Perhaps they think of humans as
we think of free bacteria -- a micro-organism which flourishes in dirty environments,
a potentially fatal disease.
In combat, first you must fight your way to the center of the hive's ship or installation.
There, it is incased in impenetrable armor but is surrounded by worms. Destroying a worm
will force it out of its shell for perhaps one turn, at which point it may be damaged.
Afterwards, it withdraws back into its shell.
It is also connected to the ship via wires conveying power and information -- "blood vessels".
These wires are vulnerable at various nodes in the main chamber. Destroying a power node will
send a nasty shock into the mind for around 375 hit points of damage (normal difficulty).
There are eight such nodes, and the mathematics are brutal; you cannot completely
destroy a hivemind merely by destroying the nodes. You may weaken it this way, but you
must eventually end it with a frontal attack.
It is unknown what will happen if the hive mind is still intact when all worms are
killed and all power nodes are destroyed. Suggest not letting that happen.
Vae Victus!
Respectfully,
Brian P.
----
Respectfully,
Brian P.
Haven't mentioned the Narvidians yet because I haven't reached that point in this playthrough; when I do, the list will be updated.
Guide to the Armies of the Quadrant
Unless otherwise noted, all stats were collected at normal level. "Specimen level" indicates
the level of the creature when statistics were collected; higher levels may have different
statistics.
1.0 Terrox Xeno
1.1 Overview
Terrox Xeno are an extraterrestrial species noted for extreme aggression; no instance
of peaceful contact has ever been recorded.
Terrox rely on massive swarms of cheap units armed with melee weapons. They specialize in
enveloping enemies; the term "front" has little meaning, as given time the Terrox will
tunnel through walls, solid rock, the very structure of the battlefield, then boil up
from underfoot from every direction at once.
Though Terrox are "cheap" and "weak" in comparison to Templar battle armor, even
the smallest is larger than a man, as well as heavily armored to withstand
basic projectile weapons. Standard human infantry can only win against the Terrox
by taking high casualties.
Their main weak point is that they are frequently dependent on a central brain, such
as the core of their ship or a brood mother; defeating this creature defeats the hive.
Another potential weakness is that in the early game no xeno has a speed greater than 6 MP, the base speed
of an unmodified templar, and many have a speed of 5 or less. This means that it may
be possible to simply outrun them to complete an objective, particularly if a Templar
has MP-boosting equipment or talents. This strategy becomes more difficult in the late game, where Scitterings have been observed with an MP
as high as 8.
1.2 Terrox Units
1.2.1) Scittering
Specimen Level: 1
HP: 50
Movement: 6
Armor: 10
Deflection: 32%
Weapon : Melee: 40 Max damage 8% penetration
The fastest and most lightly armored of the Terrox, Scitterings serve as scouts.
They are often the first creatures encountered. Once a scittering spies an enemy, the
hive will dispatch a larger force.
Scitterings are persistent, annoying,and fast, seemingly able to pop up from almost
anywhere without warning. While the threat individual scitterings pose to the Templar
is very minor, swarms of them can eventually wear down even the greatest warrior. This
is especially important when no medical supplies are available.
1.2.2) Radiated scittering
Specimen Level: 3
HP: 55
MP: 6
Armor: 11
Deflection: 33%
Weapon: Melee 40 damage 8% penetration
+20 radiation damage, resist 20 plasma
An upgraded version of the scittering , it is noticeable by its greenish color.
Radiated creatures inflict an unpleasantly large amount of radiation damage
which cannot be deflected. Treat with respect.
1.2.3) Hunter
Specimen Level: 1
HP: 80
MP: 5
Armor: 18
Deflectoin: 64%
Weapon : Melee, 60 damage, 18% penetration
A hunter is to a human warrior what a scittering is to a scout. The alien equivalent of
a berserker , it seeks to close with its enemy and tear it to pieces by biting and slashing.
These pose a significant threat to the Templar, but can be defeated at range or by
Templars specialized in melee.
1.2.4) Plated hunter
Specimen Level: 4
HP: 84
MP: 5
Armor: 27
Deflection: 84%
Weapon :melee 60 DMG 20% penetration
NOTES: +armor
A standard hunter with plates to reinforce the natural armor, Plated Hunters may be quite difficult
to harm in the early game. Recommend the use of piercing shot or similar talent to damage
their armor to make the eventual kill easier.
1.2.5) Predator
Specimen Level: 10
HP: Approx 90.
MP: 6
Armor: 24
Deflection: 68%
Weapon: Melee, 90 damage 24% penetration
Notes: +Mp, +Dmg
A late game version improved over the hunter, this enemy is the most lethal common melee threat. While the Goliath is more heavily armored this one
is the most powerful melee combatant. As with other dangerous enemies, cripple and finish from range if possible.
1.2.6) Goliath
Specimen Level: 2
HP: 190
MP: 5
Armor: 31
Deflection: 91%
Weapon: Melee 70 damage 32% deflection
A champion among the Xeno, Goliaths pose a great threat, especially to lightly armored
Templars. Recommend the use of cripple shot and piercing shot to soften them up, then
follow up with concentrated fire. This is an enemy best attacked by a group, rather than
soloed.
1.2.7) Siege Goliath
Specimen Level: 11
HP: 288
MP: 5
Armor: 45
Deflection: 108%
Weapon: Melee 100 damage 54% Penetration
An upgraded Goliath first encountered in the postgame, it has all-around better statistics than the standard Goliath. Nonetheless, by the time you encounter it
your characters will be a great deal tougher than they were at the beginning of the game, so do not be daunted. They are best taken out by first crippling, poisoning,
and piercing them with a scout, then follow up with either a concentrated attack or a very powerful melee combatant.
1.2.8) Carapace
Specimen Level: 4
HP: 97
MP: 5
Armor: 31
Deflecton: 84%
Weapon: spitting necrotic bioagents
Range 2 50 damage 23% penetration
The first ranged enemy, the high deflection and armor make the carapace a walking
tank, a sponge for Templar fire. But that's pretty much all you can say about it;
the cripplingly short range of the weapon makes it little better than a melee enemy.
1.2.9) Magma carapace
Specimen Level: 5
HP: 96
MP: 5
Armor: 32
Deflection: 85%
Weapon: spitting necrotic bioagents 50 damage 24% penetration range 3
Resists 40 fire, resists 8 plasma
An improved version of the carapace, this one has a longer ranged weapon, about the
same as a plasma weapon. If the Templars rely too heavily on fire or plasma weapons,
the magma carapace can come as a nasty shock, since its high armor and strong resistance
make it all but invulnerable to those weapons in the early game.
1.2.10) Brood mother
Specimen Level: 4
HP: 94
MP: 5
Armor: 20
Deflection: 44%
Weapon melee 30 DMG 8% penetration
A mobile spawn point, this enemy can serve as a boss on some levels. This unit's
great threat is that, once per turn, it may create / spawn units at its position. This
starts at 1 scittering per turn but seems to increase to larger numbers as the mother
levels up. Treat it as a priority threat even though its personal weapons and armor are
unremarkable.
1.2.11) Radiation brood
Specimen Level: 8
HP:147
MP: 5
Armor: 23
Deflection: 44%
Weapon: Melee 40 damage 10% penetration
15 radiation damage, resists 15 plasma
The radiated cousin of the brood mother, this mobile spawn point generates radiated
scitterings, starting at one per turn and increasing as the mother levels. As with
the brood mother, treat as a priority target.
1.2.12) Spitter
Specimen Level: 3
HP: 69
MP: 4
Armor: 19
Deflection: 57%
Weapon: ranged necrotic bioagents,
50 damage, 35% deflection, range 4. +12 radiation damage.
The Xeno rebuttal to melee charaacters, the spitter inflicts non-deflectable
radiation damage at a distance. This is especially dangerous because the skill set
which improves melee defense and soldier gunnery (Strength, gunnery, parry, evasion) is
almost entirely different from those needed for ranged defense (Quickness/evasion/tactics).
Thus the spitter will land hits more often, and those hits will do more damage.
Spitters are weakly armored, however, so if they can be spotted in time it is quite possible
to rush them or destroy them from range. They are also uncommon, fortunately.
1.2.13) Lancer
Specimen Level: 8
HP: 88
MP: 4
Armor: 23
Deflection: 65%
Weapon spitting necrotic bioagents 60 damage 37% penetration 12 radiation damage
max range 6
Notes: +range
The even more dangerous version of the spitter, the lancer inflicts the same heavy damage
and outranges almost all Templar weapons save those designated "long" or specially designed
for scouts. It is critical to gain early warning of these creatures and either kill or
rush them before they are able to fire; rushing may not be best advised because if the
creature is accompanied by hunters, the melee unit may find itself charging into a
hornet's nest. Possibly the single most dangerous "normal" Xeno unit the Templars will
encounter.
1.2.14) Litch
Specimen Level: 7
HP: 168
MP: 5
Armor: 27
Deflection: 55%
Weapon: channelling plasma energy 60 damage 78% penetration range 3
A being with an ephemeral nature, half-energy half-organic, the Litch is an extremely
dangerous enemy. Concentrated fire is necessary to prevent the loss of Templars to
this monstrosity, which only hits once a turn but hits very hard indeed. While technically
a melee unit, the Litch's range is actually comparable to a plasma rifle.
With the proper technological support in special environments, the Litch can become nearly
invulnerable, teleporting away to heal when it is on the brink of defeat. Outside of these
special conditions (you will be told when they apply in-game) they are simply ordinary
units. But they may appear as normal units on the later Xeno levels, sometimes in pairs. As many as three at a time have been observed.
This problem is best solved with a combined-arms approach; first use a scout to cripple,
pierce, poison, and generally abuse them, then finish them off with concentrated fire from
beyond its range. That , or an extremely powerful melee unit who can polish it off in
the same turn.
Another important factor to consider is that the Xeno use a supply point system just as the Templars do, and Litches appear to be veerrry expensive. So
if there is a lull in enemy waves, it's probably because they're building Litches. This can actually be helpful, as if you can kill the Litch quickly the rest of the
wave should be correspondingly weaker.
1.2.15) Spawn tower
Specimen Level: 2
HP: 187
MP: None, Immobile construct
Armor: 16
Deflection: 51%
weapon ranged Spitting necrotic bioagents: range 4 damage 40 33% Penetration
A standard sentry tower, it is more dangerous because of the line of sight it gives
to the Xeno; if you encounter one, expect to see a horde shortly thereafter. Their
high hp may give them the ability to inflict heavy damage before succumbing, so it may
be wise to wear them down at range before destroying them.
1.2.16) Spawn Pit
A spawn pit is a spawn point for monsters. It has about 200 hp and is otherwise defeneseless. Destroying it will mean no more bugs will appear here, so
make it a priority target.
2.0) Faction Defense Forces
2.1) Overview
The units listed below are those recruited by non-Templar human military. Rebel units
and cultists may also acquire and use these weapons, either through the black market or
from a patron, be that a powerful individual, a corporation, or a faction itself , striking at its enemies
through "deniable" assets.
All units listed here are light infantry; while heavier arms , artillery, and aircraft
exist, as a rule the Templars encounter these as objectives, not combat units in the field.
This is primarily due to the role Templars play in battle, a lightning-fast strike at
an unprepared enemy. They are not intended for use in the main battle, otherwise the
attrition of Leviathan suits and personnel would rise alarmingly.
Faction Defense Forces have been observed to use airmobile air-assault tactics, using
spacecraft or VTOL aircraft to airdrop light infantry at the target, which are then supported
by fire from the carrying aircraft. This allows them to rapidly deploy to any potential
xeno infestation or other hot spot. This force composition is preferred to the kind of
heavy weapons used in other wars because, as discussed, against the Xeno there really is no
such thing as a "front". The rapid Xeno mobility and ability to attack on multiple axes
mandates that human forces have the ability to rapidly redeploy forces out of danger zones
and to critical hotspots. Thus there is a strong emphasis on mobility and not on
heavy weapons.
For these reasons (and for game limitations) the Templars will normally face swarms of
rapidly deployed infantry, when human fighters are the enemy.
Human troops have basic training which gives them a single use of the auto-burst
talent at the lowest level, with no overwatch capability. Presumably elite human
soldiers could have as many as two or three talents, since they do not have the benefit
of Zendu memory to rapidly acquire skills.
Humans specialize in ranged weaponry, which can make life difficult for melee fighters
as they suffer death by a thousand cuts from range, sometimes
beyond their ability to detect.
In addition, it should be noted that all humans have weak hp and wafer-thin armor,
such that sentry turrets become perfectly viable defenses against them, shredding wave
after wave of human attackers with machine-gun fire.
2.2) FDF Units
2.2.1) Rifleman / Cultist
Specimen Level: 10
HP: 24
MP: 5 4 armor
Deflection: 7%
Weapon: hexshell rifle, 40 damage 11% penetration, range 5
A "hexshell" rifle has minimal armor penetration capabilities and appear to
be primarily designed for use against other humans. It takes a concentrated fire
team to bring down a single scittering, and more than that to damage a Templar. While
a minimal threat individually, they can kill a Templar if enough of them are able to
gang up.
2.2.2) Heavy trooper
Specimen Level: 5
HP: 32
MP: 5
Armor: 7
Deflection: 8%
Weapon: Plasma gun, 40 damage 50% penetration, +12 plasma damage, range 3
When killed, occupied square set on fire
Heavy troopers pose a significant threat to both aliens and Templars; while the
standard damage is equivalent to a Hexshell rifle, the higher penetration and
additional plasma damage means that any hits are likely to cause serious damage,
not glance off.
Troopers may pose a terrain hazard as their equipment explodes and sets a nasty fire if
the trooper is wounded or killed. You'd better hope he's dead; plasma incineration is a
horrible way to die.
2.2.3) Flame trooper
Specimen Level: 5
HP: 27
MP: 5
Armor: 5
Deflection: 8%
Weapon: Flamer, sets target square on fire,
40 damage, +12 fire damage, 6% penetration, range 3
When killed sets fire to occupied square
A human equivalent of a hydra without hydra armor, this enemy poses somewhat
greater threat than a hexshell, not only due to increased fire damage but also due
to setting the target square on fire, forcing a Templar or alien to vacate the area.
As with heavy troopers, they will also set their own square on fire on death. Be that as
it may, the low penetration makes this less dangerous than it might otherwise be,
especially if the enemy is wearing an Inferno Legion suit to negate fire damage.
2.2.4) Rocket launcher / Rocket Cultist
Specimen Level: 5
HP: 39
MP: 3
Armor: 5
Deflection: 6%
Weapon: rocket launcher, 40 damage 25% penetration, range 4
These troops carry anti-armor rocket launchers into battle. While some call them a
mortal threat, their penetration is lower than a plasma cannon and they do not cause
additional damage. So while these troops are dangerous, they should be an occasion for
concern not terror. Their outstanding characteristics is their range, counterbalanced by
the fact that they can fire only once a turn.
2.2.5) Anti-Aircraft Defense / HMG turret
HP: 180+ (don't have a reading in front of me, but consistent with other
sentry turrets we have seen)
MP: 0 Immobile defense
Armor: 16
Deflection: 33%
Weapon: machine gun : 60 damage, 38% penetration, range 4
Anti-aircraft weapons fire powerful rounds rapidly and with great velocity. As a result,
they also work quite well against ground-based armored targets, and they have been
pressed into this role since the Second World War. These weapons are emplaced around
high-value targets; their job is not observation, but destruction. Consequently they
are placed in mutually-supportive groups and backed up by a healthy infantry contingent
as well. Taking them down is a matter of isolating them, crippling them at range, and finally
destroying them.
2.2.6) Security cannon
HP: 799
MP: 0 Immobile defense
Armor: 25
Deflection: 89%
Weapon: machine gun : 120 damage, 93% penetration, range 6
Encountered in the postgame, this turret has guns which can one-shot Templars with ease. This is coupled with high armor and high hit points, making it
a difficult target to defeat. What's more, it has the longest range of any weapon in the game, matching scout rifles. A solo turret is a grave threat, and they
are almost never alone; whenever you encounter a turret, expect a swarm of enemies to escort it.
There are two basic ways to take down a turret:
1) The slow way. Have scouts nip into range, squeeze off a round or two, then step back out of range before the enemy get a turn. This obviously will only
work with piercing or crippling fire, since headshot will rob all your MP, leaving the scout vulnerable. This is a relatively safe approach, but it takes time, and
whenever you encounter a turret, swarms of enemies will ensure time is not on your side.
2) The fast way. Have your entire form up just outside range, then on the next turn charge it and hit it as a group. It is possible in this case to take down the turret
in a single turn. The downside is that this is risky, and if you fail to win on your turn the enemy will get two shots at your Templars; shots that can be lethal.
A third method is to combine the approaches, softening them up with scouts then charging after a turn or two of piercing fire.
3.0 Narvidians
3.1 Overview
Narvidians are an ancient species of cyborgs which predate the human race. Our history
with them is an unhappy one. Narvidians loathe pure organic life, since they believe it
cannot be 'perfected'. But they are few in number, with the result that they work by
subterfuge and persuasion wherever possible, manipulating Xeno and human alike to do
their bidding. They allowed the ancient Guild to "find" a cache of their technology,
then subverted it to gain control of the guild, hacking their communications network
and substituting Narvidian transmissions for the real data. The subsequent war for
freedom resulted in the mutual annihilation of the Galactic core and the current
Exodus.
Each Narvidian 'individual' is an Evermind served by a flotilla of cyborg drones. These
individuals war with and betray each other just as much as humans do. Thus, they are
not a unified threat, thankfully.
Although Narvidians believe in using what numbers they have en masse, they tend
to be fewer in number than the swarming Xeno. Also, while they will also utilize
all-aspect tactics in an offensive, the integrity of their own structures is somewhat
more stable, with the result that sometimes a defined "front" with secure rear areas
becomes possible.
In combat, Narvidian drones are noted for their high HP, non-deflectable radiation weapons,
and deflection in excess of 100%. Their major weakness is their slow speed, 4 MP or less.
This makes it possible to run away from them, and a viable strategy is to first cripple them,
allow them to advance into overwatch, then fall back and do it again. Due to the high
deflection, flame, bio-poison, and plasma weapons are recommended, although conventional
longarms are still useful due to their ability to interrupt advance during overwatch.
For melee options, "Null" weapons , radiation resistance, and high auto-block are keys
to victory.
Due to the Narvidian reliance on radiation weapons, radiation-resistant armor such
as the Inferno Legion is highly recommended.
It should be noted that bio-poison from needle rifles works just as well on Narvidian
cyborgs as it does on Xenos or humans.
3.2 Narvidian Units
3.2.1) Hawk Seeker
Specimen Level: 10
HP: 108
MP: 6
Armor: 44
Deflection: 40%
Weapon: Radiation blade (melee), 50 damage, 61% penetration. +40 radiation damage.
Can attack only once per turn.
The scouting unit of the Narvidian forces. Lightly armed and armored for a Narvidian, it
still has hit point totals more comparable with high-end Xenos. Of relatively little
interest by itself, especially since it can only attack once,
they can still be extremely dangerous in packs.
3.2.2) Radiator
Specimen Level: 11
HP: 218
MP: 4
Armor: 35
Deflection: 66%
Weapon: Radiation energy, 60 damage 47% penetration, range 5
Possibly the most dangerous common Narvidian, The radiator is a ranged combatant
whose weapon range is on par with most rifles. Furthermore, it
inflicts non-deflectable radiation damage, and is outranged
only by scout and long rifle variants. This, however, is not as great a disadvantage
as you might think.
Even though radiators have weaker defense than the warrior or the spider,
standard long-range weapons probably do not have the damage output or penetration to
get the job done. One-shot kills probably require a scout built specially for inflicting
critical hits with a sniper rifle. Absent that, use cripple to rob them of their MP,
and make them come to you, advancing into your overwatch. Overwatch will also interrupt
their advance, allowing you a chance to run up and either shoot them or hack them
in melee.
3.2.3) Warrior
Specimen Level: 10
HP: 291
MP: 4
Armor: 35
Deflection: 100%
Weapon: Radiation blade (melee), 100 damage 58% penetration, +20 radiation damage
A melee unit par excellence, it has astonishing armor and HP which make it the
equivalent of earlier game bosses, and also inflicts a great deal of damage, some of
it non-deflectable radiation. Their major weak points are their lack of range and
relatively slow speed. If they come solo it is best to gang up on them. If facing
a swarm, use overwatch to interrupt their advance, crippling shot to slow them further, and
area of effect attacks such as plasma fire or flamethrowers, which ignore deflection,
to defeat them. If all else fails melee units fighting these creatures should be well
armed and have a high auto-block stat. Powerful armor is helpful but auto-block is
the most critical, since it negates all damage.
3.2.4) Flame Spider
Specimen Level: 11
HP: 218
MP: 4
Armor: 41
Deflection: 99%
Weapon: Flamer, 60 damage, 47% penetration, range 3
Weapon sets target square on fire. When destroyed, sets victim square on fire.
A flame throwing unit, this is arguably one of the less dangerous enemies as fire
is not nearly as hazardous to Leviathan battlesuits as it is to unarmed humans. Nonetheless,
it IS non-deflectable so treat it with a certain amount of respect. It's greatest value
is in area denial, as it can create walls of fire, just like a hydra. Hit it
from beyond its range, following the standard strategy of crippling followed by non-
deflectable damage.
3.2.5) Narvidian Widow
Specimen Level: 11
HP: 699
MP: 5
Armor: 38
Deflection: 107%
Weapon: Melee; Radiation blade, 100 damage, 66% penetration
Hive Minds use these creatures, essentially sub-brains such as the human
spinal cord, as command units during offensives,
Encased in upgraded warrior bodies, they are
extremely powerful in all aspects. This is necessary, because defeating one will
defeat the entire Narvidian attack force it is leading. Concentrate all fire on it
because if you kill it, you kill every other unit attacking you as well.
Buff up your Templars, then soften it with crippling, piercing, and poison.
Make it walk into your overwatch, then finish up with saturation fire
and hacking in melee.
3.2.6) War Worm
Specimen Level: 10
HP: 666
MP: 0 (immobile construct)
Armor: 46
Deflection: 87%
Weapon: Radiation Energy, 80 damage, 87% penetration, range 5
Used in the galactic war, war worms are unstoppable infiltrators, which
tunnel and hide if they can. They are to a hive mind what a spinal cord is to
the human brain, a local nerve center which is able to direct, control, and manipulate
both Narvidian and allied units.
Tactically speaking, they are a glorified sentry tower and should be attacked in the same
way. Be careful of their slightly longer range and immense damage potential. If you
don't care about the turn goal, note that scout rifles and long leviathans both outrange
the War Worm.
3.2.7) Hive Mind
Specimen Level: 11
HP: 3931
MP: 0 (immobile construct)
Armor: 46 (invulnerable when in shell)
Deflection: 88%
Weapon: Radiation blade, melee, 100 damage, 45% penetration,
+78 radiation damage
The Hive Mind is the central "brain" of a Narvidian vessel and the true personality
of any Narvidian hive. A Narvidian hive is really a single individual personality
with this large Evermind controlling and directing all the drones of the ship,
as if the drones were the cells of its body. Perhaps they think of humans as
we think of free bacteria -- a micro-organism which flourishes in dirty environments,
a potentially fatal disease.
In combat, first you must fight your way to the center of the hive's ship or installation.
There, it is incased in impenetrable armor but is surrounded by worms. Destroying a worm
will force it out of its shell for perhaps one turn, at which point it may be damaged.
Afterwards, it withdraws back into its shell.
It is also connected to the ship via wires conveying power and information -- "blood vessels".
These wires are vulnerable at various nodes in the main chamber. Destroying a power node will
send a nasty shock into the mind for around 375 hit points of damage (normal difficulty).
There are eight such nodes, and the mathematics are brutal; you cannot completely
destroy a hivemind merely by destroying the nodes. You may weaken it this way, but you
must eventually end it with a frontal attack.
It is unknown what will happen if the hive mind is still intact when all worms are
killed and all power nodes are destroyed. Suggest not letting that happen.
Vae Victus!
Respectfully,
Brian P.
----
Respectfully,
Brian P.