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They use a unique weak, continual strangulation martial concept which is most dangerous if you are not prepared to deny it while dealing with others. Seekers (EW) are floating cloaked isolator hunters who disrupt your squad construction and gameplay planning. The Zombie, an intermediary between a healthy humanoid and a (newborn) Chryssalid, is a surprisingly sturdy and similarly medium-heavy hitting monstrosity. All alien small arms are set to self-destruct after their user's death, although they may leave behind Weapon Fragments which can provide basic insight into the technology.īerserkers possess wrist-mounted blades for extra damage, although the creatures themselves are dangerous enough.Ĭhryssalids are living weapons themselves, ripping their targets to shreds with their poisonous claws or implanting their victims with their eggs. For additional assault firepower, elite alien troops use Alien Grenades, which are more powerful than their human equivalent, yet have the same blast radius. However, the aliens lack specialist weaponry for either long-range marksmanship or close-range assault but conceivably they have the ability to produce such weaponry as proven by XCOM's rapid development of the Plasma Sniper Rifle and Alloy Cannon designs. These variations boil down to the same four basic weapons of increasing power and size: The aliens rely on several variants of plasma weaponry ranging from the wrist-mounted Sectoid pistols to the Elite Muton's massive plasma cannons. The aliens' technology initially outstrips anything available on Earth, including XCOM's in-house development however, the technology gap is bridged quickly as XCOM's operations yield captured artifacts of increasing sophistication. This expansion adds two new aliens types:
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