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The incendiary rocket


Guest stewart

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Guest stewart

Anyone found a use for the incendiary rocket which can not be accomplished better with something else which is not based on higher technology.

 

Let's skip the "shoving-it" suggestions, please. :D

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:) That's one thing I wish they did in X-Com with the alien technology is invent a new kind of rocket. The fusion ball thing is just a bit too destructive for my taste
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Guest stewart
Slightly off topic: has anyone tried using incendiaries on Mars? Do they work? :) Worth a try, I think...

They work. Remember you can stand around in T-shirts on Mars. BTW all aliens except Etherials and Zombies have diminished stats on Mars.

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  • 1 month later...

Maybe a bit besides the point, but I'm a little surprised there are no ic-GRENADES in the game! IMHO they would be slightly more useful than IC-rockets. I still wouldn't use them, just pointing out a slight inconsistancy....

 

Maybe there IS an advantage of IC-rockets over the other rockets, though: how about the range of the damage? With HE it's a few (three?) squares, but how much is it with IC? The same damage over the whole burning area? In that case, it would be a lot more effective in combinations with tricks like the one introduced by Stewart (shooting around the corner) :birthday:

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  • 2 weeks later...
The REAPER AUTOPSY says that the creature has two brains and two hearts, but it is very vulnerable to incendiary ammo. If reaper was stronger, faster, more common , we would need to use incendiary ammunition :huh?:
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Guest stewart
That's really just a gaming red herring. Reapers die just as easily with high-explosive if not faster. But if is kind of fun (in a sick way) to watch things on fire running around).
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:uzzi:

 

Mmmmmmmm I love the IC rockets and IC rounds for the autocannon...

 

Night missions in farmland, they burn up wheat fields, orchards, wooden barns and the top wooden level of farm houses very well....

 

Night missions in jungle, man I love the smell of napalm in the rain forest....

 

 

 

 

All this burning has a few nice effects....

 

Lights up an area better then miserable little flares......

 

Cleans out all that nasty shubbery and crops aliens love to hide in......

 

When the fires go out, produces nice smoke clouds for your troops to advance through, and cleared terrain for them advance over.

 

Causes much confusion and panic amongst alians caught in the blaze.... (roasting is apperently bad for their morale)

 

Forces aliens in snipe positions to keep moving as the fire spreads.

 

Good way to capture live aliens in the extreme early game, Fire produces a slow steady source of damage and the smoke produces a slow steady source of stun, meaning a burning alien is much more likely to fall over unconcious then to die outright.

 

A flaming missile through a small or medium UFO door will often encourage the occupants to get out of the oven, or pass out if they decide to stay.

 

A flamer unit guarding a door will ensure that even if an alien comes out and goes back in, he will usually go back in flaming.....

 

Good training for rookies, even in the late game a rookie with a rocket launcher and 4 IC rockets, or an autocannon + IC will get good experiance and be usefull to the squad: Target practice aiming at fences, bushes, and sides of buildings... Weight training lugging the weapon around, Time units and stamina running, quite often with no TU saved, just to keep up with the veteran squad, and reaction cause they always end up as door guards.

 

And the most important reason of all...... FIRE FIRE FIRE !!!!!! Muhahahahahah! Fire is just cool.

 

 

A couple notes from someone who uses fire and smoke alot....

 

Smoke from a burning building/plant life causes much more stun per turn then smoke from a smoke grenade.

 

There seems to be a limit to the number of smoke/burning squares allowed on the map at a time, I prefer the autocannon for lighting fires for illumination, that way you can have several smaller fires rather then the couple huge infernos caused by the missiles...

 

IC missiles are much better for clearing out a building or UFO of aliens though..... a single IC missile through the door of one of those medium cross shaped ships will usually knock out or kill everything inside.

 

If you need to burn out a field you happen to be standing in, have someone with a laser pistol/rifle clear a strip of vegatation free area (firewall) to keep the fire from spreading too close to you.

 

 

 

This is all for the first UFO... I may make a second post about the endless uses for fire in Apoc, but I need to get a working copy of the game first... Right now I'd just be working from memories of my infamous Pyrobot and his 1 man raids on the cult.....

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That's really just a gaming red herring.  Reapers die just as easily with high-explosive if not faster.  But if is kind of fun (in a sick way) to watch things on fire running around).

They even die when hit 3 shots -auto- from a laser rifle

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  • 2 weeks later...
IC missiles are much better for clearing out a building or UFO of aliens though..... a single IC missile through the door of one of those medium cross shaped ships will usually knock out or kill everything inside.

Seems a bit unlikely to me if the inside walls are still intact....

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  • 2 weeks later...

>>>>>

Seems a bit unlikely to me if the inside walls are still intact....

>>>>>

 

 

 

Heh, intact walls? :alienlol:

 

In a normal game I may see 2 or 3 of these with intact walls.... the rest are blown to snot, and those are the ones I am refering to.

 

Yes, with the walls intact the rocket would not do much.

 

But my research order is generally:

 

Medikit

Alien Alloy

Personal armor

Heavy Plasma

Heavy Plasma Clip

Plasma Beam

 

I hate losing inteceptors.

 

Having plasma beams means that unless I'm fighting a battleship I do not lose inteceptors.

 

And having multiple inteceptors with plasma beams early in the game means I shoot down all the early big ships easily, even the battleships....

 

Shooting down the early big ships means I capture sectoid leaders and commanders within the first few months of every game...

 

Having sectoid leaders and commanders that early means that I get Psi and "Cydonia or Bust!" very early in the game.....

 

So at that point, with the game effectivly already won, I have all the time I want to build up a group of soldiers nasty enough to invade Cydonia with little or no losses...

 

Advancing soldiers and administering bases to utterly decimate any alien that comes near my planet is my favorite part of the game... So I let games last a VERY long time before bothering to win..... If I get bored I save the game, take cydonia (power trip) then load the game and go back to making my soldiers better for the next trip....

 

My goal is to take cydonia with one man, no cheating or editing obviously....

 

If only you could use a medkit on yourself..... I hate the fact that a one man team has no healing ability whatsoever.

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  • 3 weeks later...
i never use incidiary anything...honestly, i've never seen anything running around on fire. In fact, I almost exclusively use laser rifles and heavy plasma, even grenades are sort of last resort. I consider most things (like rockets) to be too much of a liability. (one guy with a small rocket launcher gets mind controlled in the skyranger...a phenomenon with two names spelled: T-R-O-U-B-L-E and shortly thereafter L-O-S-S)
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Yes I use heavy plasma almost exclusivly in the end game.... and even in the early game they are my officer weapons....

 

 

But the big weapon have uses...

 

Autocannons give rookies strength training and alot of accuracy practice...

 

Rocket launchers teach teamwork... and throwing accuracy....

 

Outfit a group of your officers as normal to go deal with the ship, but rather then your normal sweeper groups make this death sqaud. (armor, medkits and grenades as you see fit)

 

 

1 Artillery (I use a seargent)

Rocket Launcher(large rocket loaded)

2 large rockets

1 IC rocket

 

2 Beaters (rookie or squaddie)

Autocannon (high explosive in one IC in the other)

1 AC HE ammo

1 AC IC ammo

 

2 Ammo guys (rookie or squaddie)

Laser rifle

3 large rockets

 

1 Scout (rookie)

Laser pistol

Various throwable destructive objects

Medikit (if you did not have space to give them all medikits at least give him one)

 

 

This sweeper squad is great in jungle or farmland for their ability to clear shrubbery and buildings out of the way.... Desert and Tundra are kinda flat and don't really let them use their destructive potential, and mountain terrain is rough on big exploding weapons because of the tunnels and tight crevaces.... So try to send this ship after a ufo down in green terrain...

 

Basically you dont have to scout a whole lot with them, you just blow sctuff up and walk over the debris.... Hey a patch of trees, apply a large rocket, problem removed.... Hey a building, two large rockets and a few cleanup blasts from the lasers, problem removed. Fence in the way, grenade it.... Dark area, shoot it with the IC autocannon.....

 

Rampant destruction can be fun! :devillaugh:

 

As for any aliens in their way.......

 

 

 

And as far as Mind control goes..... you need to implement better human resources standards.... Having 8 or so Psi labs at your training base will allow you to screen your recruits before putting them into live duty stations....

 

Basically, before a soldier goes on any mission they have Spent a month in psi training. (Anyone with 50 or less psi str gets fired, in late or high difficulty games I raise that standard to 70)

 

After the shrinks clear them for action they go on training missions untill they have become squaddies and get a couple kills under their belt.

 

At that point they become acceptable for transfer if a spot opens.....

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I have very high human resource standards...most people are expendable, there are three groups that are NOT.

 

Group 1) snipers...they get whatever weapon will do the most damage at the longest range (usually Heavy Plasma) and train for the entire game to be excellent shots. I've had snipers that I can trust to shoot between groups of my own guys to hit an alien at extreme range. They follow groups of scouts at a safe distance so that there is almost no chance they will ever be ambushed, but they have the best positions on the map so they are most effective. after group 2 emerges, they are no longer very useful.

 

Group 2) psi-attackers...no matter what difficulty, my psi-squad is composed of 4 people -- all must have greater than 90 psi-defense. Their attack doesn't matter much because that goes up with practice.

 

Group 3) Highest ranking officers. These (the Commander and just under that) probably have been with me from day one and didn't fit into either of the earlier categories. They get a blaster-launcher for their trouble and dedication and their favorite passtime is to punch holes in the top of battleships so that I can invade from top and bottom on the second turn.

 

The last two groups hardly ever leave the skyranger or stay very close and very well guarded. For a couple reasons, it is too difficult to re-train psi attackers; and high ranking officers (though they will quickly be replaced with enough of a soldier pool) kill your morale when they die -- plus its nice to see that you have a soldier who has been on over 60 missions.

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  • 2 weeks later...
To me, an IC weapon just plain rocks, especially at night. Who cares about collaterial damage? in my game, an IC round helps light up the way, and kills aliens in the process. :flame: :devilburn:
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  • 7 months later...
  • 3 weeks later...

the only thing fire does is get my men on fire when they decide to go through a fire and run out of TUs in the middle of it :whatwhat: and constantly healing him with a medikit doesn't do much either.

fire also tends to burn down stairs which lead to the last alien thus making their death goddamn hard :cussing:

HE beats IC's donkey! :P

Edited by SupSuper
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fire also tends to burn down stairs which lead to the last alien  thus making their death goddamn hard :cussing:

I don't think that it's all that hard. If the alien is on the second floor of the barn house then just fire a blaster bomb in through the hole where the stairs used to be, or a window. Then you blow up the alien and the whole floor! :devillaugh:

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No, overkill is better :D
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  • 8 months later...

I completely agree with that, I think IC Amno of any kind is always extremely great at night (except against Snakies...' they don't care much for it) in order to see a little bit more, especially in jungles, with all that undergrowth around... :happybanana:

 

My HW team (in the beginning of the game) is usually 2-3 huys with AC (2 HE, 1 IC clips each), and a Rocket launcher guy (with 2-3 rocketc, at least on IC).

Besides, the IC rocket is the most effective weapon (until Psi, of course) to get into a small scout, because you just need to open the door, kill the alien that's facing you, get out, and a little IC rocket in tehre will do the job nicely, WHILE KEEPING THE ELIRIUM REACTOR INTACT!!! ^_^

 

Besides, it's all a question of style... HE and IC amno of any kind is gret for rookies, because you still have lots of chances to inflict damage even if you miss... Ther'es no such thing as missing when there's a wall behind :devillaugh:

(then again, please don't use those point blank)

:hammer:

 

And yeah, an incendiary grenade would be cool, does it exists in real-life?

I know of a couple of UFO crashsites I might have called in a Napalm Airstrike...

"Ahh, I love the smell of Napalm in the morning..."

-- Apocalypse Now

 

:uzzi:

 

Mmmmmmmm  I love the IC rockets and IC rounds for the autocannon...

 

Night missions  in farmland, they burn up wheat fields, orchards, wooden barns and the top wooden level of farm houses very well....

 

Night missions in jungle, man I love the smell of napalm in the rain forest....

 

 

(...)

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IC is usefull for making obstackles to aliens. They seem to avoid fire so with IC rocket you can make a huge wall of fire to avoid contact with chryssalids for example. And like someone said, it's highly usefull at night too. IC rocket lights the whole city up!! (well maybe not entire city but..)
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Ever burn a hidden sniper to death? Those with TFTD, grab a Gas cannon and phosphor shells and go on a port terror mission. Know that huge station with the ore wagons and the storehouse on the top level? Notice how there's often an alien up on the storage level? Fire a phosphor shell up there and, well, go about your business as usual. Or how about just burning a resort down just to get that last alien because the stairs were destroyed?

 

In UFO, farms with orchards are nice examples. Say you know an alien is standing in the orchard but you dare not move because it has a much higher reaction rating than you do. Just fire an incendiary round as close to the orchard as possible and, well, go and hide and wait while the fire spreads. If it's a sectoid, floater or snakeman, it'll be dead in a number of turns. Or maybe the barn. But I prefer to use hi-X packs on barns. Wheat fields are excellent if you know an alien is standing in it.

 

To the original topic: The incendiary rocket's main purpose it to provide a much larger fire patch. The initial impact of the incendiary rocket is more impressive than the other incendiary weapons, and might just kill a weak enemy. The larger blast area means fire spreads a lot faster. It'll also hit the fire/smoke limit faster too, but hey, that's part of the risk. :)

 

If just use it for light, well, there's no sense in using incendiary rockets. But as an indirect attack weapon that is applied over multiple turns, it's not that bad. And if you want to be very accurate, no other weapon in the game can match the aimed shot from a rocket launcher (blasters don't count).

 

- NKF

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hum only played demo...found no real use for the incendry myself

 

then again every weapon I had was low grade so I had to keep shooting the buggers all the time, then maybe just maybe they died LOL

 

had the black imprenator ones and old slug foots...

 

well it had some effect on the slug foors but the damn imprenagors gits loved it :P

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Thanks NKF.

 

To discuss further, what is accomplished by the Incendiary rocket that isn't accomplished by other incendiary ammo. In terms of area and spreading faster and so on, how does it compare with, say, an auto-fired autocannon armed with incendiary ammo?

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Well, individually, an autocannon or even heavy cannon incendiary shell produces much less flame than an incendiary rocket. So, on an individual shot basis, the rocket would still produce the most fire.

 

The autocannon, when using autoshots, would still be attempting to attack one location. Setting fire to a tile already on fire doesn't exactly do anything, right? The impact damage, if there's any units in the blast area, still counts, but incendiary impact effects are so weird that you might just kill the last person you set fire to even if you hit the other target square on.

 

Now, the autocannon can still produce more chaos if you fire individual incendiary shells all over the place, or if your autoshots really go wild. With rookies, I wouldn't be surprised!

 

In UFO and TFTD, I've always found incendiary ammo to be the sort of thing you only need in very small quantities. So if you only want to start one big fire, an incendiary rocket is sufficient. Or if you want to start lots of smaller fires throughout the course of the battle, use the cannons.

 

- NKF

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I'm telling ya all, A good incendiary rocket is ideal to capture that small scout intact without getting 4-5 reaction fires in your guys...

At the very least, they soften up sectoids/floaters so that one shot of puny gun will down them...

 

Then again, ther's the fireworks display at night :D

 

Good point about the aliens not trying to cross fire, gotta try to use that...

And yes Chrysalids are VULNERABLE to IC damage :devillaugh:

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I'm telling ya all, A good incendiary rocket is ideal to capture that small scout intact without getting 4-5 reaction fires in your guys...

 

Interesting! Are you saying, if I step through the door, fire an incendiar rocket they don't shoot back?

 

Good point about the aliens not trying to cross fire, gotta try to use that...

 

I missed that!!!! What a great idea! Why didn't I think of that. :wacko:

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Good point about the aliens not trying to cross fire, gotta try to use that...

 

I missed that!!!! What a great idea! Why didn't I think of that. :wacko:

I know, I know.. I'm a genius.. :rolleyes:

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I'm telling ya all, A good incendiary rocket is ideal to capture that small scout intact without getting 4-5 reaction fires in your guys...

 

Interesting! Are you saying, if I step through the door, fire an incendiar rocket they don't shoot back?

 

No, it's simply that when one of my guys/rookies enter, he usually have time to knock down the first alien, and then either the others shoot him with reaction shots, or they're facing the other way, or he manages to get back out, or he's dead meat. Either way, the kneeled guy right behind him with aimed fire on his rocket launcher won't miss...

IC rockets softens up aliens, and kills the weaker ones... :devilburn:

 

I've noticed that smoke grenades whoosh out flames, though, can anyone confirm?? :huh?:

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Finns know fire; it's why there are Finns after winter. :LOL:

That's true although I suck in making a bonfire <_ i guess have always used someone elses bonfire to keep myself warm.>

 

I've noticed that smoke grenades whoosh out flames, though, can anyone confirm??  :huh?:

I can, it's a known use for smoke grenades. Fire extinguisher :wink:

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Finns know fire; it's why there are Finns after winter. :LOL:

That's true although I suck in making a bonfire <_ i guess have always used someone elses bonfire to keep myself warm.>

I can understand that, I'm Canadian :devilburn:

Ut I was'nt a bad Scout, so I know how to make a fire (just not without matches yet) :hammer:

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  • 2 weeks later...

I dont have much use for incidiary rockets, but if there were incindiary grenades....

 

Is it possible to edit what a weapon does? I think turning the ordinary human grenade into a big (alien grenade size) incindiary blast would work rather nicely...

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I remember how in TFTD I tried to make some delicious Lobster during an underwater mission with a Gas cannon and phosphor shells... Needless to say that didn't work out, darn thing kept it's brownish-yellow colour instead of turning red :P

Took me a lot of hits to bring him down, since I didn't knew at that time that they're so vulnerable to close-combat weapons.

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  • 5 weeks later...

Hi!

 

This is my first post. I just found XCOM1 CE and I have played XCOM1 years ago, but luckily I have this great game again.

 

I was surprised to found this forum. I could never believe that this game is still played. I like it very much but aliens a giving me a hard time. I play experienced level. This forum has helped a lot.

 

Just yesterday I shot IC-rocket against medium scout hull from outside. I knew that there were last alien waiting for my squad to open door and those reaction shots are deadly. The fire went through wall and burnt the alien. My squad just waited. Those IC-rockets :rock: saves lot of soldiers when player is not very good like me.

 

TLE

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IC rounds rock. All of the reasons above, plus this one, make it an awesome addition.

 

When aliens are on fire, they tend to back off! Aliens won't intentionally pass through fire, and if they are caught in the middle of it they USUALLY won't do much action, instead they will waste their TU's on backing out of it, moving AWAY from the fire, AND the battle.

 

Ever had a problem with an enemy that kept popping out of an alley across the map who you can't get to without sacrificing your guys, and you don't have a blasterbomb yet or it's a terror mission and you don't wanna kill civies?

 

Easy answer: Launch a couple of IC rounds infront of the passage the alien is hiding in.. If he moves forward he steps into it, which he will not do.. Allows your guys to close the gap on him. Also lights his donkey up like a christmas tree.

 

My grandpa used to say: "Nuke um' 'til they glow, then shoot them in the dark!"

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Well one other thing I can think of that makes them useful besides roasting aliens for the trill of it, they do serve a good function on night time terror missions. Time to sell those useless flares. I mean c'mon, they can't kill nothin' with their light :)

 

I haven't had a terror mission yet at night in my game since I've been trying to kill those ships as soon as my radar picks those up, but in case I miss one, I have an auto cannon equipped soldier on each transport with mixed ammo. One clip of incindiary is probably all I'll ever need (14 shots with it ought to give you enough to eluminate much of the map for ya on night time missions). Plus as far as I know, if you light something up no fire, it won't go out right away (if ever...probably after several turns. But by then hopefully you've already got the advantage).

 

But where I'm at now, I seldom go to any crashsite thats in the dark, though now after how I equipped those guys, maybe I'll give one a try :) I know, I'm a wuss. Its just that I don't want flares taking up valuable cargo space that could be better used for something that blows something up :) Might as well be auto cannon incindiary round(s) :}

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I carry at most about 4 flares and just pick them up and toss them as I go.. I don't even equip my soldiers with them. i leave them on the ground in the front of the craft so they can be picked up as needed. (only cost a few TU to pick up and throw.. Usually use a medic or bored heavy weapons guy to do so.)

 

As far as fire..

 

There are a few things I have noticed about it.

 

1: It follows the path of flamibles.. Concrete is less flamible walls, walls are less than grass, grass is less than high grass, high grass less than trees and bushes and such.

 

2: The initial burst from the IC rocket/ammo will cause an area effect of burning which will last a few rounds.. It will slowly "go out" after that if it has nowhere to travel.

 

3: If it DOES have somewhere to travel (grass, high grass, trees, etc.), it will keep burning those indefinately. This is great for jungle missions. I fire a couple of auto shots off in different directions and turn far away aliens into crispy critters before I even see them.. I have found half-dead aliens wandering around in the middle of the half-burned jungle after I have cleared a battleship.. Many times, if they are left out there while their crew dies and they have low health, they will panic and drop their weapons.. Funny stuff. It will also clear out high grass areas so you can pass through them without the extra TU it cost to walk through grassy areas. (Wheat fields anybody?)

 

4: Only so much fire can fit on the map! If you have approximately 30 squares of fire, every IC round you launch after that will have no IC burning effect.. It will just die out immediately. I cannot confirm whether it deals IC damage, or any damage at all for that matter.. But I imagine it still does.. Even though nothing has "Caught fire".

Edited by EtherImp
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:LOL: Good ones.

But the flames "leaking" inside the UFO do sound a bit like cheating, does it not? :huh:

 

Anyway, any kind of rockets is great with flying armors, because you VERY rarely miss with those... :D

 

Yep!

 

I was thinking what to do to not loose any soldiers in catching that last alien. It was pure chance that my rocket launcher guy was just in postion to try that. Perhaps aliens don't mind little gas or liquid leaks in their ships outer hulls. :naughty: I hate those last hiding aliens what know all the time where your troops are especially if it is commander and it uses PSI to attack.

 

TLE

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The pros and cons of incendiary rounds over the flares for lighting purposes.

 

Incendiary rounds

Pros:

- Highly portable and doubles as an indirect damage inflictor.

- Placement: Can be placed anywhere, even on the other side of the map.

- Potentially a larger lit area and can cause damage at the same time. Depends on fuel and strength of incendiary round.

 

Cons:

- Placement: Obstructions can limit placement, and accuracy of placement depends on soldier. Cannot be thrown over walls.

- Limited reusability

- Limited by fuel. Also, the flames cannot go on indefinitely, so you'll end up being left in the dark once you've run out of incendiary rounds.

- Flame patches are limited by the number of flame patches in addition to the smoke patches.

- If used exclusively for lighting, it can be a very expensive lighting solution.

 

Flare

Pros:

- Reusable. Once you've cleared an area, the flare can be picked up and repositioned as necessary. Also recoverable at the end of the mission. Cheaper in the long run.

- Long lasting. Will last as long as the mission goes or until it's destroyed.

- Can be thrown in an arc: For throwing over walls.

 

Cons:

- It can be easily destroyed

- Recovery of flares: This can be very risky if you want to reuse a flare that's been placed in an uncertain location that you haven't fully cleared. Not too much of a problem, really.

- Placement: Limited to how strong you are. Throwing arcs are also severely hampered by ceilings, reducing throwing distance drastically.

- The more flares you bring, the more objects you put in your limited object table. This is only a con if you overuse them, othewise a handful is all you really need.

 

I'd rather have a few flares around for the constant lighting on a long night mission. Though, the incendiary rounds work wonders in high fuel areas, like the jungles.

 

- NKF

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  • 1 month later...

Correct me if i'm wrong, but isn't Incendiary ammo strognest of all? I mean, when you read Ufopedia not many aliens are resistant to it (Snakeman and Celatid i think). And it has got area effect too.

Ros

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