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-->''Behold the greatest failure... of the Ethereal Ones... We who failed to ascend as they thought we would. We who were cast out. We who were doomed to feed upon the Gift of lesser beings... as we sought to uplift them... to prepare them... for what lies ahead.

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-->''Behold the greatest failure... of the Ethereal Ones... We who failed to ascend as they thought we would. We who were cast out. We who were doomed to feed upon the Gift of lesser beings... as we sought to uplift them... to prepare them... for what lies ahead.''
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** If you're on Easy or Normal, one will pop up in "Friends In Low Places" the first ''Slingshot'' mission. If you don't have any lasers, it'll take the entire squad to put it down.

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** If you're on Easy or Normal, one will pop up in "Friends In Low Places" the first ''Slingshot'' mission.mission "Friends In Low Places". If you don't have any lasers, it'll take the entire squad to put it down.
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* WhatHappenedToTheMouse: Despite ''[[VideoGame/Xcom2 XCOM 2]]'' being an alternate continuity in which the Ethereals conquered Earth, no mention is made of the Uber Ethereal, instead being replaced by the Angelis Ethereal.

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* WhatHappenedToTheMouse: Despite ''[[VideoGame/Xcom2 XCOM 2]]'' being an alternate continuity in which the Ethereals conquered Earth, no mention is made of the Uber Ethereal, instead being replaced by the [[LightIsNotGood Angelis Ethereal. Ethereal]]. Interestingly, he is nontheless visible in the images for certain Dark Events and for the GameOver screen.
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* AffablyEvil: The Uber Ethereal is nothing but polite and has plenty of praise to give when the Volunteer successfully makes contact with the Ethereal collective. Of course, considering that the Uber Ethereal has just led a violent invasion of Earth and enslaved several other alien species, it's entirely possible that [[FauxAffablyEvil this is just a front]].
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* DyingRace: [[spoiler:Examination of an Ethereal corpse shows that their physical bodies are afflicted with severe muscle atrophy, just like in the [[VideoGame/XCOMUFODefense original game]]. ''VideoGame/XCOM2'' reveals that the entire Ethereal species is slowly dying out because of this, which is why they are so intent on finding a physically strong species with psionic potential.]]
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* LeanAndMean: The robes hide it, but they're extremely thin, as you can see when they reveal their gangly arms. [[spoiler:''VideoGame/XCOM2'' reveals that this is actually a ''[[DyingRace major]]'' problem for them.]]

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* LeanAndMean: The robes hide it, but they're extremely thin, as you can see when they reveal their gangly arms. [[spoiler:''VideoGame/XCOM2'' reveals that this is actually a ''[[DyingRace major]]'' problem for them.them, being afflicted with severe muscle atrophy.]]
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* LeanAndMean: The robes hide it, but they're extremely thin, as you can see when they reveal their gangly arms. [[spoilder:''VideoGame/XCOM2'' reveals that this is actually a ''[[DyingRace major]]'' problem for them.]]

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* LeanAndMean: The robes hide it, but they're extremely thin, as you can see when they reveal their gangly arms. [[spoilder:''VideoGame/XCOM2'' [[spoiler:''VideoGame/XCOM2'' reveals that this is actually a ''[[DyingRace major]]'' problem for them.]]
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* LeanAndMean: The robes hide it, but they're extremely thin, as you can see when they reveal their gangly arms.

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* LeanAndMean: The robes hide it, but they're extremely thin, as you can see when they reveal their gangly arms. [[spoilder:''VideoGame/XCOM2'' reveals that this is actually a ''[[DyingRace major]]'' problem for them.]]
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* {{Hammerspace}}: Where exactly does it keeps that grenade?

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* {{Hammerspace}}: Where exactly does it keeps keep that grenade?
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* OrangeBlueContrast: the blue to Shen's Orange.

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* OrangeBlueContrast: the The blue to Shen's Orange.orange.



* OrangeBlueContrast: the orange to Vahlen's blue.

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* OrangeBlueContrast: the The orange to Vahlen's blue.
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* EvilGenius: It is unclear if their immense psionic power is a result of their high intelligence or vice versa, but the Ethereals are ''brilliant'' geneticists. All of the aliens XCOM fights throughout the invasion were genetically modified in some way to make them more effective for warfare, though there are at least some limits to their scientific capabilities, as seen with their trouble in making the Thin Men convincingly human.
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* FinishingMove: The Captain "Executioner" passive ability aids the Sniper in this, gaining +10 Aim against enemies at 50% or lower health.

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* FinishingMove: The Captain "Executioner" passive ability aids the Sniper in this, gaining +10 Aim against enemies at 50% or lower health. [[GoodBadBugs Hilariously]], the "Executioner" tooltip also pops up if the Sniper uses a medkit on an ally below 50% health.



* KillStreak: The Colonel's "In The Zone" passive ability sets up a flanking Sniper to score a litany of kills. A shot that kills an enemy that either is flanked by the Sniper, or simply cannot take cover, does not take up an action, potentially letting the Sniper fire and kill over and over again[[note]]or as with the Heavy's "Bullet Swarm" passive, fire and move, or fire and reload, or fire and Hunker Down[[/note]]. Rather conveniently, such tends to be the case with melee enemies, making them your potential best Chryssalid killers in the late game.

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* KillStreak: The Colonel's "In The Zone" passive ability sets up a flanking Sniper to score a litany of kills. A shot that kills an enemy that either is flanked by the Sniper, is [[AirborneMook mid-flight]], or simply cannot take cover, does not take up an action, potentially letting the Sniper fire and kill over and over again[[note]]or as with the Heavy's "Bullet Swarm" passive, fire and move, or fire and reload, or fire and Hunker Down[[/note]]. Rather conveniently, such tends to be the case with melee enemies, making them your potential best Chryssalid killers in the late game.

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** Their light machine guns deal damage comparable to sniper rifles, but can still be fired after moving, and if the Heavy has "Bullet Swarm", be fired before moving or doing anything else). However, the Heavy's Aim stat is the lowest out of all the classes[[note]]it's even more lackluster with Hidden Potential enabled[[/note]] and their shots will only become reliable at much later levels and with a S.C.O.P.E. on-hand. It's slightly alleviated at Colonel rank, which unlocks "Mayhem", a passive ability that makes Suppression an AlwaysAccurateAttack.

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** Their light machine guns deal damage comparable to sniper rifles, but can still be fired after moving, and if the Heavy has "Bullet Swarm", be fired before moving or doing anything else). However, the Heavy's Aim stat growth is the lowest out of all the classes[[note]]it's even more lackluster with Hidden Potential enabled[[/note]] and their shots will only become reliable at much later levels and with a S.C.O.P.E. on-hand. on-hand[[note]]or if you play with Not Created Equal enabled and get a recruit with 75-80 Aim assigned to the Heavy class[[/note]]. It's slightly alleviated at Colonel rank, which unlocks "Mayhem", a passive ability that makes Suppression an AlwaysAccurateAttack.AlwaysAccurateAttack.
** On a subtler note, {{Critical Hit}}s are implied by the flavor text of other abilities to be precise hits to the target's weak spots. All guns have at least 10% innate crit chance... except the Heavy's LMG, which has none.

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->''"At long last... YOU have succeeded... where WE have failed..."''

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->''"At [[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/uber_ethereal.png]]
[[caption-width-right:350:''"At
long last... YOU have succeeded... where WE have failed..."''
"'']]



* AliensSpeakingEnglish: He is the only alien in the game who speaks in clear English, though this might be because he's communicating telepathically to The Volunteer.



* DecapitatedArmy: Thankfully only the Uber Ethereal has to be killed, killing him causes all the other aliens in his room to die.

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* DecapitatedArmy: Thankfully only the Uber Ethereal has to be killed, as killing him causes all the other aliens in his room to die.



* FinalBoss: The greatest and final threat in the game, fought with his minions in tow.

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* EvilSoundsDeep: A deep, raspy voice for the leader of a destructive alien invasion.
* FinalBoss: The greatest and final threat faced in the game, fought with his minions in tow.tow. His death means the end of the invasion.
* FlunkyBoss: He's accompanied by two other Ethereals and two Muton Elites, though you only have to kill the Uber Ethereal himself to win.



* KingMook: Who else? He has somewhat higher stats than a basic Ethereal, as well as ContractualBossImmunity.

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* KingMook: Who else? He has somewhat higher stats than a basic Ethereal, as well as ContractualBossImmunity.ContractualBossImmunity, but goes down fairly easily against a well-equipped squad.



* MindControl: They possess the stock Mind Control ability, so beware of them controlling your soldiers with low Psi.

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* MindControl: They possess Like the stock other Ethereals, he possesses the Mind Control ability, so beware of them him controlling your soldiers with low Psi.Will.



* WhatHappenedToTheMouse: Despite ''VideoGame/Xcom2'' being an alternate continuity in which the Ethereals conquered Earth, no mention is made of the Uber Ethereal, instead being replaced by the Angelis Ethereal.

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* WhatHappenedToTheMouse: Despite ''VideoGame/Xcom2'' ''[[VideoGame/Xcom2 XCOM 2]]'' being an alternate continuity in which the Ethereals conquered Earth, no mention is made of the Uber Ethereal, instead being replaced by the Angelis Ethereal.



-->''Behold, the greatest failure. The Ethereal Ones. We, who failed to ascend as they thought we would. We, who were cast out. We, who were doomed to feed upon the Gift of lesser beings, as we sought to uplift them, to prepare them, for what lies ahead.

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-->''Behold, -->''Behold the greatest failure. The failure... of the Ethereal Ones. We, Ones... We who failed to ascend as they thought we would. We, We who were cast out. We, We who were doomed to feed upon the Gift of lesser beings, beings... as we sought to uplift them, them... to prepare them, them... for what lies ahead.

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* CatchPhrase: The Council spokesman spokesman has a few -

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* BigGood: The Council as a whole, since their support is the reason why the XCOM project can function in the first place. Though the Spokesman is just their representative, he himself has taken over this role by the time of ''[[VideoGame/XCOM2 XCOM 2]]''.
* CatchPhrase: The Council spokesman spokesman Spokesman has a few -

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* CosmeticallyDifferentSides: They act exactly like a human soldier wielding a Light Plasma Rifle, even down to the animations. Their firing pattern is also cosmetically different: they fire in bursts of six shots, unlike an XCOM soldier wielding a Light Plasma, who fires a short two-round burst for the same damage.



* OrganicTechnology: Vahlen's description of them is that they are "organic, but highly magnetized".
* PowerCrystal: What they really are. Upon being alerted they generate [[AnimatedArmor a body to fight with]].

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* OrganicTechnology: Vahlen's description of them is that they are "organic, but highly magnetized".
magnetized". They also resonate within a specific frequency. Both of these point out that the Outsider, on top of being a pilot, is a signal relay similar to an antenna.
* PowerCrystal: What they really are. Upon are is an organic crystal, that, upon being alerted they generate alerted, generates [[AnimatedArmor a body to fight with]].



* WhatHappenedToTheMouse: They disappear from the game altogether and are never mentioned again (even on the [[spoiler: Temple Ship]], which has you fight through every other enemy type in the game) after the attack on the Alien Base. On the other hand, this does make sense, [[spoiler:since they're more hardware than crew and are no longer needed after the aliens' psionic units take command personally after you assault the alien base]].

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* WhatHappenedToTheMouse: They disappear from the game altogether after the attack on the Alien Base and are never mentioned again (even again, even on the [[spoiler: Temple Ship]], which has you fight through every other enemy type in the game) after the attack on the Alien Base. On the other hand, this game. This does make sense, [[spoiler:since since they're more hardware than crew and are no longer needed after the Alien Base raid, as the aliens' psionic units take command personally after you assault the alien base]].directly.
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Grammar, and the LMG has the same accuracy modifiers as an assault rifle.


* HeavyEquipmentClass: The Heavy class has exclusive access to [[BigFuckingGun Light Machine Guns]] (With Laser and Plasma upgrades) that while inaccurate can be used to destroy cover or to lay down supressive fire, and rocket launchers that hits a large area and [[EverythingBreaks destroys cover and buildings]].

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* HeavyEquipmentClass: The Heavy class has exclusive access to [[BigFuckingGun [[{{BFG}} Light Machine Guns]] (With Laser and Plasma upgrades) that Gun]] that, while inaccurate low-capacity, can be used to destroy cover or to lay down supressive fire, and rocket launchers that hits hit a large area and [[EverythingBreaks destroys destroy cover and buildings]].
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Jossed by Chimera Squad


* OneGenderRace: While part of the same race as other Mutons, [[VideoGame/{{XCOM 2}} the second game]] confirms that all berserkers are AlwaysFemale. May be a case of BizarreSexualDimorphism, in which all female Mutons are Berserkers.

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* OneGenderRace: While part of the same race as other Mutons, [[VideoGame/{{XCOM 2}} the second game]] confirms that all berserkers are AlwaysFemale. May be a case of BizarreSexualDimorphism, in which all female Mutons are Berserkers.
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* SuperToughness: Like other Mutons, and further augmented by their armor. On Easy and Normal they have 14 health, on Classic they have 18, and Impossible bumps them to the same 20 of a Berserker. Considering they come in groups of three or more, it's ''a lot'' of health to chew through, and on the harder difficulties, they can't be one-shot by any of XCOM's weapons[[note]]save for an upgraded Kinetic Strike Module punch in Classic, and only if the "Absolutely Critical" Second Wave option is enabled on Impossible[[/note]] without perks such as the Assault's "Bring'em On" and "Killer Instinct" abilities that increase critical hit damage.

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* SuperToughness: Like other Mutons, and further augmented by their armor. On Easy and Normal they have 14 health, on Classic they have 18, and Impossible bumps them to the same 20 of a Berserker. Considering they come in groups of three or more, it's ''a lot'' of health to chew through, and on the harder difficulties, they can't be one-shot by any of XCOM's weapons[[note]]save for an upgraded Kinetic Strike Module punch in Classic, and only if the "Absolutely Critical" Second Wave option is enabled on Impossible[[/note]] without perks that increase critical hit damage, such as the Assault's "Bring'em On" and "Killer Instinct" abilities that increase critical hit damage.Instinct".
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* BeamSpam: S.H.I.V.s equipped with Laser Cannons, especially if they use their "Suppression" ability.

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* BeamSpam: S.H.I.V.s equipped with Laser Cannons, especially if they use their "Suppression" ability.Cannons fire a long fully-automatic salvo of laser blasts.



* CosmeticallyDifferentSides: They wield the same Heavy Plasma weapons as your own Heavies, and both versions of the gun are exactly the same stat-wise. Despite this, the Muton's version fires 3 large plasma blasts like the regular Muton's Plasma Rifle, while the human adaptation fires a long eight-shot burst. This does not stop them from using it in suppression either.

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* CosmeticallyDifferentSides: They wield the same Heavy Plasma weapons as your own Heavies, and both versions of the gun are exactly the same stat-wise. Despite this, the Muton's version fires 3 large plasma blasts like the regular Muton's Plasma Rifle, while the human adaptation [[BeamSpam fires a long eight-shot burst. burst]]. This does not stop them from using it in suppression for suppressive fire either.
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(minor edit)


* NoSell: "Will to Survive" is the only damage-reducing ability in the game that can reduce attacks to 0. This means a Major-rank Heavy can ''completely'' shrug off a Sectoid's plasma pistol shot, a Drone's beam shot, or an EXALT Operative's or Medic's assault rifle burst as long as they roll for at most 2 damage[[note]]and "completely" is in a literal sense: if the shot deals no damage, the Heavy won't even get an I'm hit" animation[[/note]]. It's even funnier if [[RandomizedDamageAttack Damage Roulette]] is on, as sometimes the Heavy can facetank a low-rolling Sectopod's Cannon Fire or an Ethereal's Psi Lance without so much as a flinch.

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* NoSell: "Will to Survive" is the only damage-reducing ability in the game that can reduce attacks to 0. This means a Major-rank Heavy can ''completely'' shrug off a Sectoid's plasma pistol shot, a Drone's beam shot, or an EXALT Operative's or Medic's assault rifle burst as long as they roll for at most 2 damage[[note]]and "completely" is in a literal sense: if the shot deals no damage, the Heavy won't even get an I'm "I'm hit" animation[[/note]]. It's even funnier if [[RandomizedDamageAttack Damage Roulette]] is on, as sometimes the Heavy can facetank a low-rolling Sectopod's Cannon Fire or an Ethereal's Psi Lance without so much as a flinch.
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* NoSell: "Will to Survive" is the only damage-reducing ability in the game that can reduce attacks to 0. This means a Major-rank Heavy can ''completely'' shrug off a Sectoid's plasma pistol shot, a Drone's beam shot, or an EXALT Operative's or Medic's assault rifle burst as long as they roll for at most 2 damage[[note]]and "completely" is in a literal sense: if the shot deals no damage, the Heavy won't even get an I'm hit" animation[[/note]]. It's even funnier if [[RandomizedDamageAttack Damage Roulette]] is on, as sometimes the Heavy can facetank a low-rolling Sectopod's Cannon Fire or an Ethereal's Psi Lance without so much as a flinch.

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* BeamSpam:
** Heavies fire the Heavy Plasma in the same [[MoreDakka eight-round burst]] as their lower-tech weapons, and unlike Muton Elites, who fire in three-round salvos ([[CosmeticallyDifferentSides but with the same damage]]). Visually, it looks like the Heavy is firing a plasma flamethrower.
** Similarly, their laser-tier weapon, the Heavy Laser, is the only fully-automatic handheld beam weapon in the game. Laser rifles, the Laser Pistol and the Scatter Laser fire only one concentrated burst; the Heavy Laser fires eight.



** They wield light machine guns, which put out even more rounds if the Sergeant "Suppression" active ability is used. It puts out so much dakka that it has the lowest number of shots per reload out of all the main weapons, at only 3 (6 with Ammo Conservation).
** With the Corporal "Bullet Swarm" passive ability, they can fire twice per turn.
** The Lieutenant "Rapid Reaction" passive ability lets the Heavy fire a second reaction shot if their first shot on Overwatch hits.

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** They wield Heavies' weapon of choice is a light machine guns, which put out even more rounds if gun, and they fire it in eight-round bursts, the Sergeant "Suppression" active ability is used. most of any XCOM class. It puts out so much dakka that it has the lowest number of shots per reload out of all the main weapons, at only 3 (6 with three. Ammo Conservation).
Conservation doubles that to six shots per magazine.
** With the Corporal "Bullet Swarm" passive ability, Swarm", they can fire twice per turn.
** The Lieutenant "Rapid Reaction" passive ability lets the Heavy fire a second reaction shot if their first shot on Overwatch reaction shot hits.

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Not sure if being distracted by Mimic Beacons is a sign of low intelligence, low will or both, so I won't speculate.


* AttentionDeficitOohShiny: Both kinds of Floater are easily distracted by Mimic Beacons, even in Terror missions. They'll waste entire turns moving to the beacon's location.



* AttentionDeficitOohShiny: Like Floaters and Chryssalids, Mutons are easily distracted by Mimic Beacons. They'll prioritize moving towards the beacon over even shooting civilians in Terror missions.



* AttentionDeficitOohShiny: A Mimic Beacon will distract any Berserker not standing right by an enemy.



* EliteMook: You can tell by their pimped armor that they're not your everyday Muton, even before knowing they have "Elite" in their name.

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* CloneArmy: The description of the Elite's corpse says they all look the same, almost featureless. Presumably, like Sectoids, they're clones of the same original Muton Elite.
* EliteMook: You can tell by their pimped armor that they're not your everyday Muton, even before knowing they have "Elite" in their name. They're Mutons but nastier, with better stats, stronger armor, and a heavier weapon.



* KungFuProofMook: Unlike their lower-ranked Muton brethren, Elites are not suicidally obsessed with the noises made by Mimic Beacons. They'll be drawn to them if they can't see any enemies, but if XCOM is in sight, they'll prioritize fighting.



* MyBloodRunsHot: Less than other Mutons. They can't Blood Call to buff their allies and don't have the panic-inducing Intimidate, but they ''can'' receive the Blood Call bonus from a regular Muton[[note]]pairing up one single regular Muton with a squad of Elites is not a bad strategy in multiplayer[[/note]]. To note, the description of their corpses doesn't remark about their temperature after death.

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* MyBloodRunsHot: Less than other Mutons. They can't Blood Call to buff their allies and don't have the panic-inducing Intimidate, but although they ''can'' receive the Blood Call bonus from a regular Muton[[note]]pairing up one single regular Muton with a squad of Elites is not a bad strategy in multiplayer[[/note]]. To note, multiplayer[[/note]]; aside from that, the description of their corpses doesn't remark about their temperature after death.death like with other Mutons.

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* ArmCannon: They have arm-mounted Plasma Pistols.

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* ArmCannon: They have arm-mounted Plasma Pistols.Pistols attached to their wrists, with a touchscreen-like trigger actuated by their other arm.



* BadassInANiceSuit: They dress in these as part of their would-be role as infiltrators. Unsurprisingly, it doesn't provide any damage mitigation.

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* BadassInANiceSuit: They dress in these as part of their would-be role as infiltrators. infiltrators, and other than their low health -- Unsurprisingly, it the suit doesn't provide any damage mitigation.mitigation --, are very capable in combat.



* FiringOneHanded: They fire their light plasma rifles like they're oversized pistols. [[ImprobableAimingSkills Don't expect that to hinder their accuracy]].
* FragileSpeedster: Their ability to [[InASingleBound leap multiple levels]], enter the battlefield by dropping from a great height, and general quick movement gives them their speedster designation, but the fragility comes from having among the lowest tier of hitpoints in the game -- as little as a Sectoid on Normal.

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* FiringOneHanded: They While XCOM troops and Mutons equipped with them fire them two-handed, Thin Men fire their light plasma rifles like they're oversized pistols. [[ImprobableAimingSkills Don't expect that to hinder their accuracy]].
* FragileSpeedster: Their ability to [[InASingleBound leap multiple levels]], enter the battlefield by dropping from a great height, and general quick movement gives them their speedster designation, but the fragility comes from having among the lowest tier of hitpoints in the game -- 3, as little as a Sectoid Sectoid, on Normal.Normal, and 6 on Impossible.



* HellishPupils: Thin Men have reptilian eyes, so they all [[InhumanEyeConcealers wear sunglasses to appear more human, at least from a distance]].
* HughMann: As the 2012 equivalent of Snakemen, they do the bare minimum to disguise their alien nature. It works well from a distance.
* HumanoidAliens: Justified, as they were designed to resemble humans.



* InASingleBound: Can easily leap to rooftops to get a 20% better shot, something they do often. In ''Enemy Within'', autopsying them gives you "Muscle Fiber Density", a gene mod that lets your soldiers do the exact same.



* HellishPupils: Thin Men have reptilian eyes, so they all wear sunglasses to appear more human.
* HughMann: As the 2012 equivalent of Snakemen, they do the bare minimum to disguise their alien nature. It works well from a distance.
* HumanoidAliens: Justified, as they were designed to resemble humans.
* InASingleBound: Can easily leap to rooftops to get a 20% better shot, something they do often. In ''Enemy Within'', autopsying them gives you "Muscle Fiber Density", a gene mod that lets your soldiers do the exact same.
* KungFuProofMook: Immune to their own poison, as well as that of XCOM Gas Grenades in ''Enemy Within''.

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* HellishPupils: Thin Men have reptilian eyes, so they all wear sunglasses to appear more human.
* HughMann: As the 2012 equivalent of Snakemen, they do the bare minimum to disguise their alien nature. It works well from a distance.
* HumanoidAliens: Justified, as they were designed to resemble humans.
* InASingleBound: Can easily leap to rooftops to get a 20% better shot, something they do often. In ''Enemy Within'', autopsying them gives you "Muscle Fiber Density", a gene mod that lets your soldiers do the exact same.
* KungFuProofMook: Immune to their own poison, as well as that of XCOM Gas Grenades in ''Enemy Within''.Within'', since it's made from Thin Man poison.



* TheMenInBlack: Designed to channel this trope, but {{subverted}}, as they are '''not''' on any government's side.

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* TheMenInBlack: Designed Zig-zagged. They're designed to channel this trope, the "man in black" look, but {{subverted}}, as they are '''not''' not on the side of any government's side.of Earth's governments.
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* AlienBlood: They bleed green.

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* AlienBlood: They bleed green.Like all aliens, they have slightly greenish orange blood.
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* PsychicPowers: Some of their abilities include [[DeflectorShields Telekinetic Field]], [[{{Emotion Bomb}}s Psi Panic, [[EmotionControlPsi Inspiration]], MindControl and [[MindRape Mindfray]].

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* PsychicPowers: Some of their abilities include [[DeflectorShields Telekinetic Field]], [[{{Emotion Bomb}}s [[EmotionBomb Psi Panic, [[EmotionControlPsi Panic]], [[EmotionControl Psi Inspiration]], MindControl and [[MindRape Mindfray]].
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* MutuallyExclusivePowerups: In ''Enemy Within'' they lose all their psionic powers if they become MEC troopers, and a MEC trooper cannot become a psion. [[SelfImposedChallenge A Second Wave option exists that prevents Psionics and Gene Mods from coexisting in the same soldier as well]].
* PsychicPowers: Some of their abilities include DeflectorShields, {{Emotion Bomb}}s, MindControl and MindRape. EmotionControl.
* PurpleIsPowerful: The main color of their Psi abilities, as soldiers with "The Gift" will get a purple theme to go alongside their Psi powers.

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* MutuallyExclusivePowerups: In ''Enemy Within'' they lose all their psionic powers if they become cannot be augmented into MEC troopers, and a MEC trooper cannot become a psion.go into the Psi Labs. [[SelfImposedChallenge A Second Wave option exists that prevents Psionics and Gene Mods from coexisting in the same soldier as well]].
* PsychicPowers: Some of their abilities include DeflectorShields, {{Emotion Bomb}}s, [[DeflectorShields Telekinetic Field]], [[{{Emotion Bomb}}s Psi Panic, [[EmotionControlPsi Inspiration]], MindControl and MindRape. EmotionControl.
[[MindRape Mindfray]].
* PurpleIsPowerful: The main color of their Psi abilities, as soldiers with "The Gift" will get a purple theme to go alongside that shows on their Psi powers.eyes and in their hands when their psionics are called upon.



* MutuallyExclusivePowerups: Gene-modded soldiers cannot be made MEC troopers. A Psionic soldier can, but they lose all their psionic abilities.

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* MutuallyExclusivePowerups: Gene-modded Psionic soldiers cannot be made into MEC troopers. A Psionic Gene-modded soldier can, but they lose all their psionic abilities.mods.
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* AlwaysAccurateAttack: Their most basic ability, Collateral Damage, is an AreaOfEffect bombardment with their main weapon. Similar to most explosives, it'll never deviate from where the game's interface says it'll land.
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* BlastingItOutOfTheirHands: [[DownplayedTrope Downplayed]] with their Disabling Shot ability. They take a shot at the enemy's weapon for minimal damage, forcing them to reload their next turn.

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* BlastingItOutOfTheirHands: [[DownplayedTrope Downplayed]] with their Disabling Shot ability. They take a shot at the enemy's weapon for minimal damage, forcing them to reload their next turn.waste a turn reloading if they intend to use it.

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