Aliens

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Cleaners

Rank Armor Health Time Units Accuracy Strength Reflexes Bravery Type Body Size Abilities
Agent 0 40 50 42 50 50 50 Living Medium
Agent (Vest) 15 40 50 42 50 50 50 Living Medium
Soldier 0 60 50 42 50 50 50 Living Medium Gas Immune
Soldier (Vest) 15 60 50 42 50 50 50 Living Medium Gas Immune
Leader 0 50 50 42 50 50 50 Living Medium
Elite 15 65 50 45 50 50 50 Living Medium
The General 0 45 50 42 50 50 50 Living Medium

Cleaners are the first enemies you encounter, and they are not particularly dangerous.

The most common type of troop is the Agent, the white-shirted humans who are initially unarmored and equipped with weak Cleaner SMGs. These struggle to penetrate the heavy Tactical armour variant, so soldiers with Warden Armor can absorb a lot of SMG hits before dying. After a few weeks Agents with rifles and / or body armor will start to appear - these are more dangerous, but still relatively easy to deal with.

Cleaner Soldiers pose more of a threat. They wear green hazmat suits and gas masks, and are a little tougher than regular Agents. However, they start out with ballistic rifles and will be equipped with Magnetic Rifles when encountered as reinforcements on timed missions. Magnetic Rifles hit a bit harder than standard rifles and have better armour penetration, so you should treat them with respect even if you have Warden Armour.

In the Cleaner Base mission you'll encounter Soldiers with both Magnetic Rifles and body armour, and the combination of the added toughness and the close-quarters nature of the map can cause problems - a 3-round burst from a Magnetic Rifle can easily kill one of your soldiers outright if the Cleaner rolls well.

Cleaner Leaders have slightly better stat lines than the Cleaner Agents, but they never have body armour so they're nothing to worry about. The unique "The General" enemy character that appears in the inital ATLAS Base mission is also technically a Cleaner, but he's the weakest of the bunch given he's only equipped with a pistol!

It's worth capturing one of each type of Cleaner alive, as you get an Operations Point bonus (and some bonus interrogation research text) for doing so. It's worth capturing The General alive on the ATLAS Base mission for the same reason.

Sectons

Rank Armor Health Time Units Accuracy Strength Reflexes Bravery Type Body Size Abilities
Scientist 0 42 60 42 40 75 40 Living Small Psionic Triangulation (+30 Acc)
Soldier 5 55 60 42 40 75 50 Living Small Psionic Triangulation (+30 Acc)
Warrior 10 85 60 46 40 75 55 Living Small Psionic Triangulation (+30 Acc)
Elite 15 135 60 50 40 75 60 Living Small Psionic Triangulation (+30 Acc)

Sectons are small grey-skinned aliens that usually appear alongside Psyons (their larger cousins).

Sectons have low HP, relatively low Accuracy, and are usually equipped with weaker pistol-class weapons rather than rifle-class weapons. However, their Small size makes them a little harder to hit than normal enemies and they have very high Reflexes, meaning they will overwatch fire earlier than most enemies and are hard to hit in melee unless Supressed first.

Their ability Psionic Triangulation grants the Secton +30 Accuracy if they are within 8 tiles of a Psyon, immediately transforming them one of the most accurate enemies in the game. A purple glow around the eyes makes it obvious when this ability is active. This can cause problems inside UFOs, where the cramped conditions mean Sectons are frequently in close proximity to Psyons and their high Reflexes mean they are likely to overwatch fire at the Xenonauts coming through the door (or, once the UFO front door is open, snipe at the Xenonauts outside the ship).

There's a few solutions here. The low Bravery of Sectons mean they can easily be suppressed with a Flashbang. Alternatively, you can use their Psionic Triangulation ability against them by killing the Psyon - this will immediately suppress all "linked" Sectons. Or you can simply try and tank the limited damage from their pistols using a shield.

Psyons

Rank Armor Health Time Units Accuracy Strength Reflexes Bravery Type Body Size Abilities
Scientist 0 72 55 54 60 50 50 Living Normal Mesmerise
Soldier 10 72 55 54 60 50 60 Living Normal Mesmerise
Warrior 20 120 55 60 60 50 65 Living Normal Mesmerise
Officer 30 110 55 60 60 50 65 Living Normal Mind Control (80)
Mesmerise
Elite 30 175 55 62 60 50 70 Living Normal Mesmerise
Leader 40 160 55 62 60 50 80 Living Normal Mind Control (100)
Mesmerise
Pretorian 40 225 55 68 60 50 75 Living Normal Mesmerise

Psyons are large grey-skinned aliens with oversized black eyes and powerful psionic powers.

They are dangerous enemies that don't excel at anything in particular, but can do most things well. They are fairly tough and reasonably accurate, and are armed with rifles that pack much more of a punch than the pistols used by Sectons. Higher ranks of Psyon also have good Armour.

Watch out for Psyons in purple armour (Officers and Leaders), as both of these units are capable of Mind Control against units in their direct line of sight.

Mesmerise

All Psyons have the Mesmerise ability, which triggers if you attempt to attack the Psyon from within its vision cone and miss (if you're firing a burst or using a shotgun, only one shot has to hit to avoid triggering Mesmerise).

When triggered, Mesmerise forces the shooter to take a Bravery check - if they fail, they lose all remaining Time Units that turn. This can be frustrating if you wanted to attack multiple times, or if a soldier loses the Time Units they needed to move to cover.

The Mesmerise formula is a random 100 roll vs (Bravery - 25) x 2. In practice, this means soldiers get 2% resistance against Mesmerise for each point of Bravery above 25, and become fully immune to it at 75 Bravery.

There's a few ways to play around Mesmerise. You don't need to worry about it if the Psyon is not facing towards the attacking unit. You should ideally use high accuracy shots against Psyons, and move soldiers to cover before attacking them. Suppressed Psyons cannot use Mesmerise either, and grenade throws do not trigger Mesmerise (as they technically target ground tiles rather than the units stood on them).

Mind Control

Mind Control allows alien units to take control of Xenonaut soldiers for one turn. The chance of success is based on a combination of the alien's Psionic Strength, the defender's Bravery and Morale, and the distance between the alien and target (longer distances give a lower chance of success).

If successful, the target Xenonaut will immediately become an alien unit for the remainder of the current alien turn, the next Xenonaut turn, and then the following alien turn. The mind-controlled Xenonaut will only gain Time Units at the start of the second alien turn, which means you have one full Xenonaut turn to either run away from the Mind Control victim or to knock them out (as you can revive them with a medikit if they are stunned).

It is also possible to break Mind Control by killing the alien responsible, which will immediately return the affected Xenonaut to your control with full Time Units. This is often the best way to deal with the situation given the Psyon responsible will be nearby (as their Mind Control requires line of sight), but Leaders and Officers are tough and have good Armour so killing them in a single turn is not always possible.

Mantids

Rank Armor Health Time Units Accuracy Strength Reflexes Bravery Type Body Size Abilities
Scientist 0 55 75 54 45 55 35 Living Small 270-degree vision arc
Chemical Immune
Soldier 0 55 75 54 45 55 40 Living Small 270-degree vision arc
Chemical Immune
Warrior 0 80 75 54 45 55 45 Living Small 270-degree vision arc
Chemical Immune
Officer 0 60 75 54 45 55 45 Living Small 270-degree vision arc
Chemical Immune
Elite 0 120 75 60 45 55 55 Living Small 270-degree vision arc
Chemical Immune
Praetorian 0 160 75 60 45 55 60 Living Small 270-degree vision arc
Chemical Immune

Mantids are fast, agile insectoid aliens with high Time Units and a wide 270-degree vision arc, which makes them very difficult to flank or sneak up on. They have no natural Armour and only moderate HP, but their high mobility lets them close distance quickly. They are immune to chemical/gas effects.

Some Mantids are armed with Bio-Rifles and Bio-Cannons, which fire living Symbiote projectiles (see below) rather than conventional ammunition. Their low Bravery means they can be suppressed relatively easily, and their lack of armour makes them vulnerable to any weapon once you can land a hit.

Be aware that the basic Bio-Rifle requires 51% Time Units to fire, so a Suppressed Mantid cannot launch a Symbiote at you! (Unfortunately the same is not true for the Bio-Cannon.)

Symbiotes

Rank Armor Health Time Units Accuracy Strength Reflexes Bravery Type Body Size Abilities
Symbiote 0 20 40 60 35 40 80 Living Tiny 3 turn lifespan

Symbiotes are small melee-only living weapons fired by Mantids equipped with the Bio-Rifle and Bio-Cannon weapons. With only 20HP, they are easy to kill - and they will die 3 turns after being spawned even if you won't kill them yourself.

However, Symbiotes can inflict quite a lot of damage in their short lifespan - their bite attack does a lot of damage against early-game armour, and can cause a lot of Bleeding Wounds. Symbiotes become less of a problem later in the game due to the poor armour penetation of their attacks, but as each bite destroys 10 Armour on the target and the Bio-Cannon spawns two Symbiotes per shot, you shouldn't ignore them completely either.

Most weapons can kill Symbiotes easily, but the pistol or a grenade are usually the most time-efficient way to deal with them. Also, Symbiotes have relatively low TU, so if all else fails you can always just run away from them.

Symbiotes can't jump over obstacles or climb through windows, which can be beneficial when trying to avoid them.

Remember Symbiotes are crushable, so vehicles and the Colossus Battlesuit can kill them just by pathing over them!

Sebillians

Rank Armor Health Time Units Accuracy Strength Reflexes Bravery Type Body Size Abilities
Engineer 0 70 65 50 60 50 60 Living Normal Regeneration (50)
35% Energy Resistance
-2% hit chance per tile
Soldier 0 90 65 50 60 50 70 Living Normal Regeneration (50)
35% Energy Resistance
-2% hit chance per tile
Warrior 0 135 65 55 60 50 75 Living Normal Regeneration (75)
35% Energy Resistance
-2% hit chance per tile
Officer 0 150 65 60 60 50 75 Living Normal Regeneration (75)
35% Energy Resistance
-2% hit chance per tile
Elite 0 240 65 60 60 50 80 Living Normal Regeneration (100)
35% Energy Resistance
-2% hit chance per tile
Leader 0 275 65 62 60 50 80 Living Normal Regeneration (100)
35% Energy Resistance
-2% hit chance per tile
Praetorian 0 320 65 63 60 50 85 Living Normal Regeneration (150)
35% Energy Resistance
-2% hit chance per tile

Sebillians are tough, reptilian aliens defined by their Regeneration ability, which restores a chunk of health every turn (from 50 HP/turn on the weakest ranks up to 150 HP/turn on a Praetorian). Combined with their naturally high HP and 35% resistance against Energy weapons (Laser and Fusion), this makes them very durable.

However, they are not invulnerable. Even the strongest Sebillians have no Armour, and killing them quickly means their Regeneration will not have a chance to trigger. Additionally, 35% of any HP damage sustained by any combatant (including Sebillians) is permanent and cannot be healed - so they can eventually be worn down even if they survive for multiple rounds.

Finally, their "poor eyesight" ability gives them a -2% hit penalty per tile of range. They are therefore most dangerous at close range and easier to deal with from a distance.

Wraiths

Rank Armor Health Time Units Accuracy Strength Reflexes Bravery Type Body Size Abilities
Scientist 0 72 60 59 55 70 50 Living Normal Cloaking Field
Soldier 0 72 60 59 55 70 60 Living Normal Cloaking Field
Warrior 0 120 60 65 55 70 65 Living Normal Cloaking Field
Officer 0 100 60 72 55 70 65 Living Normal Cloaking Field
Elite 0 175 60 68 55 70 70 Living Normal Cloaking Field
Leader 0 150 60 70 55 70 70 Living Normal Cloaking Field
Praetorian 0 225 60 73 55 70 75 Living Normal Cloaking Field

Mentarch

Rank Armor Health Time Units Accuracy Strength Reflexes Bravery Type Body Size Abilities
Mentarch 25 60 40 50 60 50 80 Living Normal Hovering
Heavy Mentarch 35 120 40 50 60 50 100 Living Normal Hovering

Androns

Rank Armor Health Time Units Accuracy Strength Reflexes Bravery Type Body Size Abilities
Soldier 30 50 55 50 80 30 100 Robotic Large 35% Kinetic Resistance
Warrior 35 60 55 50 80 30 100 Robotic Large 35% Kinetic Resistance
Elite 45 120 55 55 80 30 100 Robotic Large 35% Kinetic Resistance
Praetorian 60 150 55 60 80 30 100 Robotic Large 35% Kinetic Resistance

Reapers

Rank Armor Health Time Units Accuracy Strength Reflexes Bravery Type Body Size Abilities
Reaper 0 100 75 90 60 75 100 Living Normal Infestation
Fearless
Alpha 0 200 75 90 60 75 100 Living Normal Infestation
Fearless
Zombie * 100 50 60 60 25 100 Living Normal Hatches into Reaper after 3 turns
Fearless

Servitors

Rank Armor Health Time Units Accuracy Strength Reflexes Bravery Type Body Size Abilities
Servitor 20 60 70 50 60 60 100 Robotic Small Auto-Heal Ray
Death Explosion (40 Dmg)
Heavy Servitor 35 120 70 50 60 60 100 Robotic Small Auto-Heal Ray
Death Explosion (60 Dmg)

Cyberdrones

Rank Armor Health Time Units Accuracy Strength Reflexes Bravery Type Body Size Abilities
Cyberdrone 15 150 50 50 60 35 100 Robotic Large Frontal Armour (100)
Acoustic Scanners
Hovering
Heavy Cyberdrone 25 250 50 50 60 35 100 Robotic Large Frontal Armour (150)
Acoustic Scanners
Hovering

Eternals

Rank Armor Health Time Units Accuracy Strength Reflexes Bravery Type Body Size Abilities
Eternal 25 250 60 70 100 50 90 Living Normal Mind Control (120)
Mesmerise
Regeneration (100)
Cloaking Field
Hovering
High Eternal 50 500 60 63 100 50 90 Living Normal Mind Control (120)
Mesmerise
Regeneration (150)
Cloaking Field
Hovering
Acoustic Scanners