Unit Types (UFO2000)

From UFOpaedia
Jump to: navigation, search

Humans

Unarmored (a.k.a. "t-shirt")

Base cost (with minimum stats): 395

Unarmored

Unarmored soldiers have the 2nd worst armor of the game, followed only by Sectoids. And, just like the original game it doesn't provide much protection against any type of fire, friendly or otherwise. But you can still implement the old "send the cheap rookie first" strategy, or the cannon fodder tactic to waste their ammo and Time Units for an opportunistic strike later.

Armour levels

  • Front- 12
  • Left- 8
  • Right- 8
  • Rear- 5
  • Under- 2


Standard Armor (a.k.a. "blue armor")

Base cost (with minimum stats): 705

Personal Armor

Standard armor can be quite useful and is medium priced. It can be difficult to kill the wearer with only one shot, which causes a better survival rate. However, when single handedly facing a power suit it will be at a severe disadvantage. Personal armor can survive long range fire from enemies but it is somewhat vulnerable to quickly suffering critical injuries, which will limit the accuracy of the soldier.

Armour levels

  • Front- 50
  • Left- 40
  • Right- 40
  • Rear- 30
  • Under- 30


Power Suit

Base cost (with minimum stats): 1105

Power Suit

The big X-COM armor. Units equipped with this armor are walking tanks due to their ability to take damage. Power suits can't be easily killed in one shot if they have intact armor on all sides. It is common for a soldier in a power suit to take hits on several locations and still stand until a hit strikes it at an already damaged location. It is nessasary to concentrate large amounts of firepower onto one location to kill them, especially if the weapon being used against them is a conventional human gun (i.e. not lasers). The power suits are vulnerable at close distances because even their armor isn't enough to protect them from laser/plasma rifles' auto fire at point blank range if the shooter is even partially compotent. Their cost limits their numbers, which can be a disadvantage, in part because power suits can be taken down more easily if they becomes outnumbered or surrounded by less-armored units but they are nonetheless enough of an investment that you might want to consider putting in one or two just to have a Plan B if you get off to a bad start. Plus, who wouldn't want to fight for good old mother earth in this?

Armour levels

  • Front- 100
  • Left- 80
  • Right- 80
  • Rear- 70
  • Under- 60


Flying Suit

Base cost (with minimum stats): 1355

Flying Suit

Flying suits are power suits with the ability to fly and extra armor. The first characteristic can make them able to preform a variety of roles. However, cover is necessary to prevent enemy units to spot them on the air. Otherwise, if they're hovering on the open they are easy targets (the proverbial duck on the water).

Armour levels

  • Front- 110
  • Left- 90
  • Right- 90
  • Rear- 80
  • Under- 70


Aliens

Sectoid

Base cost (with minimum stats) : 353

Sectoid

Sectoids are your standard little green man type alien. They have extremely low armor values, but it is matched by an equally low cost. Sectoids won't stand up in a firefight, but they do serve as good scouts or distractions. Although some sinister players have taken it a little too far...

Armour levels

  • Front- 4
  • Left- 3
  • Right- 3
  • Rear- 2
  • Under- 2


Muton

Base cost (with minimum stats) : 905

Muton

Mutons are large, scary aliens who can easily take a bruising and still fight back. They are the perfect addition to a team which requires some muscle or plans to get shot up. Mutons are a good choice if you don't want to spend the points for power or flying armor but you also want decent armor.

Armour levels

  • Front- 70
  • Left- 60
  • Right- 60
  • Rear- 50
  • Under- 50


Snakeman

Base cost (with minimum stats) : 605

Snakeman

Snakemen are predatory hunters who have armor that is just below human standard armor. They are good filler in any team because they have a low point value and only marginally sub par armor. Let's face it though, you should throw at least one snakeman onto your team for the pure cool factor that they provide.

Armour levels

  • Front- 40
  • Left- 30
  • Right- 30
  • Rear- 20
  • Under- 20


Ethereal

Base cost (with minimum stats) : 955

Ethereal

Ethereals are strange cloaked aliens who have slightly better than standard armor and the ability to fly. This gives them a strong amount of versatility when it comes to the roles they can play.

Armour levels

  • Front- 60
  • Left- 50
  • Right- 50
  • Rear- 40
  • Under- 40


Floater

Base cost (with minimum stats) : 615

Floater

Floaters are the cheapest flying unit in the game. Unfortunately this means that their armor isn't going to help them much more than humans with no armor. They make excellent scouts due to their mobility, and because explosions do not travel up far they are excellent for hovering over the enemy and blowing them up or being used with the scout and sniper tactic, provided the former tactic is used at high altitudes.

Armour levels

  • Front- 20
  • Left- 15
  • Right- 15
  • Rear- 10
  • Under- 10


Chryssalid

Base cost (with minimum stats) : 755

Chryssalid

This unit isn't very specialized since its armor is only slightly above the personal armour. However it is good at giving your other troops the distraction you need to finish offending enemy units off. Using them in this way is still not very effective if you plan on using them for cannon fodder as the Chryssalid's armor won't stop a few good shots from laser/plasma weapons. A good tactic for the Chryssalid is to arm it with an explosive weapon since it has a higher chance of living long enough to fire it and cause major amounts of damage. But let's face it, it's always fun to see a new player, who's played UFO Defense long enough, freak out at the sight of a chryssalid. Psychological Warfare at its best.

Armour levels

  • Front- 55
  • Left- 45
  • Right- 45
  • Rear- 35
  • Under- 35


See Also

Unit Stats