OpenXcom Forum

OpenXcom => Fan-Stuff => Topic started by: The_Funktasm on January 15, 2017, 02:28:04 pm

Title: XCOM Crossovers that'd never work
Post by: The_Funktasm on January 15, 2017, 02:28:04 pm
Essentially, what would be the worst or most humorously mismatching crossovers for XCom.

First, Fist of the North Star:

Yeah, fighting aliens with a divine martial art is great, but plasma isn't something you can pluck out of the air and throw back at someone. And XCOM isn't exactly the setting to spend a whole episode reminiscing about someone you've lost... It would however possibly benefit from units exploding into bits.


Evangelion:

We've all had that squaddie that goes berserk or breaks at the exact wrong moment. That. Essentially that times 100 or more. Like imagine that squaddie is the BEST POSSIBLE HOPE!


System Shock:

"I think I'll get those aliens once I get more clips for my favorite weapons! And some medikits..." (wow, it's like the real thing!)


Command and Conquer:

"Maybe with enough squaddies, I can beat this alien base! Maybe not... Better build a few more Avengers..."


Day of the Tentacle:

"The flickering fluorescent light makes the sectoids look especially threatening!"


And etc... I think you guys get the model by now.
Title: Re: XCOM Crossovers that'd never work
Post by: yrizoud on January 15, 2017, 03:39:59 pm
Pokémon:
"Gotta catch'em all, before they take over the world!"
Title: Re: XCOM Crossovers that'd never work
Post by: Solarius Scorch on January 15, 2017, 05:53:31 pm
Fake Taxi and similar.
You can't see inside cars in X-Com very well and you can't enter small cars. Combined with low battlescape resolution, it wouldn't work.
Title: Re: XCOM Crossovers that'd never work
Post by: Warboy1982 on January 16, 2017, 06:14:51 am
UFO and TFTD
Title: Re: XCOM Crossovers that'd never work
Post by: Cmndr_Stryker on January 31, 2017, 11:26:21 pm
How about Borderlands?

" Introducing... XCOM: Cydonian Assualt! The first ever game in the franchise with four player co-op and over 100,000 versions of the same Laser Rifle everyone loves.  Don't forget the endless alien massacre required to level up your character.  Starring: Generic soldier classes,  The Martian next door, and a final mission that doesn't even involve going to Mars."
Title: Re: XCOM Crossovers that'd never work
Post by: Slaughter on February 01, 2017, 02:22:48 am
X-COM/Signs.

"Research Finished: The Dihidrogen Monoxide Solution."

"Commander, experiments indicate the aliens die if exposed to water.  It works like acid on them.

Our intel indicates the aliens use no tools or weapons in their invasion, despite their ability to travel across the Universe. They are physically strong and fast, but otherwise can be deterred by a simple sturdy wood door. We have determined the best model of wooden door to combat this threat.

We have manages to procure the most powerful and effective squirt guns, super soakers, water cannons and firecars. Our organization has also built simple but effective water vapor grenades. They are now available for purchase.

We have also built efficient armor made of metal plates interlocked with water baloons. We believe this shall be a most effective mean of protection.

According to our projections, the aliens will be extinguished from wetter regions in a few days. We should be able to eradicate and capture the rest of these invaders in a few weeks and minimum casualties on deserts and other dry areas.

Good hunting and have fun, Commander!

Enviado de meu SM-G3502T usando Tapatalk

Title: Re: XCOM Crossovers that'd never work
Post by: Countdown on February 01, 2017, 12:43:49 pm
X-COM/Signs.

"Research Finished: The Dihidrogen Monoxide Solution."

"Commander, experiments indicate the aliens die if exposed to water.  It works like acid on them.

... We have manages to procure the most powerful and effective squirt guns, super soakers, water cannons and firecars.

Haha, great reference. I actually liked the movie Signs for entertainment, but yeah the whole logic with aliens not using their tech and then being killed by water was kinda dumb.
Title: Re: XCOM Crossovers that'd never work
Post by: Roxis231 on February 04, 2017, 12:20:26 am
Conker's Bad Fur Day.

You can only hit the Aliens with what you find on the ground, the terror units are humanised Dasies and the Cyberbrain is a 200 ton pile of Opera singing POOP that you can only defeat by hitting it with rolls of toilet paper.

Weedkiller based flamethowers, and rocket propelled toilet paper missiles anyone?
Title: Re: XCOM Crossovers that'd never work
Post by: alinare on February 04, 2017, 06:37:09 pm
XCOM and Mazinger Z.
Title: Re: XCOM Crossovers that'd never work
Post by: The_Funktasm on February 07, 2017, 04:26:09 am
I was about to say Dragon Ball Z, but then I realized...

One terror mission lasting 60+ turns.
Only being able to have one Commander at a time. Like for life.
That bug with difficulty.
A lot of dead civilians.
Saving the world but not publicly.
"Shoot it with the Heavy Plasma/Blaster Launcher/Spirit Bomb! It's the only way!"
The bad guy just sitting there in the smoke cloud that's clearing around him from the attack that didn't kill him.
The weak link on the team that somehow escapes promotion every time.

And so on...

Then there's a more appropriate one that wouldn't work at all. Rome: Total War or any Civ game.

Why? You'd lose America to the aliens every time, first month even, if it was based on the current political climate. (no, really... look at the matrix, or they live. "I didn't sell out! I bought in!")
Title: Re: XCOM Crossovers that'd never work
Post by: SquirrelofNukes on March 17, 2017, 03:28:34 am
Doom and Xcom

let me mow down this pinky demon
op welp doomguy is dead
HELL IS HERE
HARAMBE
Title: Re: XCOM Crossovers that'd never work
Post by: ohartenstein23 on March 17, 2017, 04:09:08 am
Doom and Xcom

let me mow down this pinky demon
op welp doomguy is dead
HELL IS HERE
HARAMBE

Try playing Piratez, you may be interested in some of the sources of inspiration.
Title: Re: XCOM Crossovers that'd never work
Post by: SquirrelofNukes on March 18, 2017, 01:45:33 am
Try playing Piratez, you may be interested in some of the sources of inspiration.

I saw that..... lol

how bout X-COM and Kerbal Space Program and Battlefield 1

guy with a trench club and Mk. IV tanks vs a battalion of sectoids  :D
Title: Re: XCOM Crossovers that'd never work
Post by: The Reaver of Darkness on July 29, 2017, 07:35:57 pm
Grand Theft Auto

Steal a battleship and use it to blast other alien craft, alien bases, then fly it to Cydonia and blast the whole city to bits from orbit. The space police take your toy away but at least your planet is safe from the (stellar) neighborhood thugs.
Title: Re: XCOM Crossovers that'd never work
Post by: wolfreal on July 29, 2017, 08:35:39 pm
Grand Theft Auto

Steal a battleship and use it to blast other alien craft, alien bases, then fly it to Cydonia and blast the whole city to bits from orbit. The space police take your toy away but at least your planet is safe from the (stellar) neighborhood thugs.

Actually, that one sounds funny to play  :D
Title: Re: XCOM Crossovers that'd never work
Post by: The Reaver of Darkness on July 30, 2017, 03:16:56 am
Day of the Tentacle:

You've got to use the porta potty time machine to send agents into the future (TFTD) or past (Piratez??) so you can play three games at once, in which timeline continuity is thrown out the window and changes you make in the past apply in the future at the same time relative to the way the player experiences them.
Title: Re: XCOM Crossovers that'd never work
Post by: tkzv on November 21, 2017, 11:03:59 pm
Then there's a more appropriate one that wouldn't work at all. Rome: Total War or any Civ game.
There was an official Civilization 2 mod about X-COM :)

Day of the Tentacle:

You've got to use the porta potty time machine to send agents into the future (TFTD) or past (Piratez??) so you can play three games at once, in which timeline continuity is thrown out the window and changes you make in the past apply in the future at the same time relative to the way the player experiences them.
This one would greatly benefit if Geoscape can switch map and date/time on the fly. Even without that the mod would be workable, with missions to past and future launched from today. The Chron-o-John would limit squad size to 3 or maybe even 1. There can be researches to improve the time machine and missions to capture bigger diamonds.

The biggest problem is the plot, which is effectively written in research items and mission briefings. The research tree has to allow significant freedom to the player (per the spirit of DotT), yet keep the player jumping between timelines to add variety.

Plus, there's a question: if you can travel in time, can you save your lost operatives? And a bigger question: what will be the overall tone of the game — how bloody will it be? It's nearly impossible to keep everybody alive in X-COM (if you count the civilians), but there were no deaths in LucasArts adventures.

Let's say, the game starts with hordes of mutant evil tentacles appearing out of nowhere all over the globe, causing havoc. They sent Ethereals and Governor of Mars packing by the spring of 1999, solving your biggest problem, and becoming the major problem themselves.

At first you only react to signals of savage tentacles. Eventually you capture a moustached leader, one of many sent from the future (late 22nd century) to guide them. You find out that future tentacles are busy installing Sludge-o-Matic machines all over the world in the distant past (late 18th century) and the mutagen slowly transforms common cephalopods.

To prevent humans from interfering with their plan, future tentacles covered the last millennium with some neutralizing field that only allows time travel within a narrow tunnel, with way stations in 1999. They don't understand the time travel technology very well, thus they can't control where the way station is going to be, hence the need to guard the way stations with mobs of not-fully-mutated savage tentacles.

You can track down mutagen sources in the past, storm them and neutralize them, but that would create a problem. No mutagen — no tentacles in the present — space aliens didn't leave. If you figure how to scare them off, there'd be a paradox: no mutagen — no tentacles in the present — no reason to keep X-COM around that long — X-COM has been disbanded long ago — tentacles are back. Some researcher may claim you've already went that route and are now back to square 1. So, you need to
capture tentacle specialists in the past, where they are few, easy to find and aren't well defended;
extract knowledge of the future from them — locations of poorly-defended information and valuable equipment and materials;
use this knowledge for stealthy raids;
maybe attack some places guarded by tentacles to sabotage something in the present and past to compromise future defences;
there can also be cases when a prisoner lures you into a trap;
rinse and repeat until you can build your own time machine that can dig its own tunnels, all the while suppressing tentacle mobs, who get stronger, smarter and better armed with time.

You will find there are people, who know tentacles well: Bernard, Hoagie, Laverne and Edisons family. They've been captured, and you need to send rescue missions after them. Debriefing them reveals important pieces of information: you need Dr. Fred to build the ultimate time machine, Bernard knows where he hid the blueprints, Laverne picked up a lot of info about tentacle biology while she was their prisoner, Ed and Edna observed tentacles for years and are also needed for Fred's peace of mind. Can't think of use for Hoagie. Ah! He's so dirty, he's immune to the tentacles' toxins.

When all is said and done, you discover that the thing that scared the aliens away is the Slugde-o-Matic mutagen — ­it makes the servitor races rebellious. They didn't leave in fear, they started a civil war. So, for continued existence of independent Earth X-COM can't just cancel this tentacle affair. It has to take the place of future tentacles, take over the mutagen production, and integrate the sentient tentacles into the human society. And to come up with a plausible cover story.

How about that for a mod?

The biggest gimmick of DotT was immediate changes in the present and future, when something was done in the past. The "immediate" has to become "when the space-time ripples reach our year, usually no more than a month". I know the events can be triggered by finished research, but can they be triggered by successful missions?
Title: Re: XCOM Crossovers that'd never work
Post by: ohartenstein23 on November 22, 2017, 12:59:12 am
Ignoring how convoluted that was, yes, OXCE+ adds the option to have either winning or finishing a mission grant a 'free' research.
Title: Re: XCOM Crossovers that'd never work
Post by: tkzv on November 22, 2017, 04:49:06 am
Ignoring how convoluted that was, yes, OXCE+ adds the option to have either winning or finishing a mission grant a 'free' research.
Time travel has to be convoluted :)
Title: Re: XCOM Crossovers that'd never work
Post by: Solarius Scorch on November 22, 2017, 12:50:19 pm
Yeah, that's why they are fun :)
Title: Re: XCOM Crossovers that'd never work
Post by: The Reaver of Darkness on November 24, 2017, 08:36:30 pm
The Chron-o-John would limit squad size to 3 or maybe even 1.


Can't think of use for Hoagie. Ah! He's so dirty, he's immune to the tentacles' toxins.
I wouldn't limit squad size too much. DotT is a puzzle adventure with no death; one player squads are safe in it. Anything using X-Com battlescape engine should have shooting and danger.


I wouldn't do that to Hoagie, he's not THAT dirty. But here's a use for him: he's actually brave (or maybe aloof) enough to confront the tentacles. Perhaps once your soldiers have slaughtered enough of the things, you reach a turning point in the game in which you've got to escort Hoagie to the Tentacle Brain so he can present it with a "gift". (Google Translate gift from German)
Title: Re: XCOM Crossovers that'd never work
Post by: tkzv on November 29, 2017, 01:25:43 am
Google Translate gift from German
:) Yes, German word for "poison" is fun.
Title: Re: XCOM Crossovers that'd never work
Post by: DoxaLogos (JG) on March 07, 2018, 03:20:53 pm
Star Wars and XCOM.  Won't mix.  Star Wars is always about many planets throughout the galaxy.  As cool it would be to take on Vader with some lightsabers, the story arc wouldn't work.
Title: Re: XCOM Crossovers that'd never work
Post by: Slaughter on March 21, 2018, 04:13:18 am
Star Wars and XCOM.  Won't mix.  Star Wars is always about many planets throughout the galaxy.  As cool it would be to take on Vader with some lightsabers, the story arc wouldn't work.

Psionic Rape Hell.

A third of your soldiers panic at once

The other third start shooting their friends

The remaining third find out that bringing plasma rifles and laser rifles was the wrong call, and their shots just get bounced back.

Note to self: Research Cortisol Armor next time.

How about Clone Wars? You have to take a planet (and a few moons and other nearby planets too), you have your army of clones, other non-clone dudes, and a few Jedi, that are precious and have imba powers, but you get few. You fight Droids, weird enemy aliens and renegade Darkseiders serving Count Dooku.

The final boss is some epic Droid/Darksider fight. And then Order 66 hits after the final boss, mind-controlling all your Clones irreversibly, so you have to win by surviving against your remaining heavily-armed Fett clone soldiers that your nurtured through the entire game.

Title: Re: XCOM Crossovers that'd never work
Post by: DoxaLogos (JG) on March 21, 2018, 04:29:49 am
I could see Clone Wars as a possibility.  Again, I think the only issue is that it's still more focused on a single planet unless you can reskin the globe each time you travel to a different planet (that'd be cool).
Title: Re: XCOM Crossovers that'd never work
Post by: Solarius Scorch on March 21, 2018, 04:47:01 pm
Star Wars: Rebels especially (season 1) showed us that keeping the plot to just one planet is perfectly viable.
Title: Re: XCOM Crossovers that'd never work
Post by: Dr.Crowley on May 27, 2018, 02:26:56 pm
Doom and Xcom

let me mow down this pinky demon
op welp doomguy is dead
HELL IS HERE
HARAMBE

Oh please. Classic Doom is very good theme for a mod - remember Doom 2: Hell on Earth? The demons are invading our planet, the military tries to fight it and our hero is chosen to train a small squad of SPEHS MUHREENSspace marines as professional demonslayers. You must find the source of invasion and kick some hellspawn's ass. Simple.
Actually many franchises involving some sort of invaders and those who fight them would become a good X-Com TC (even superhero comics) - Duke Nukem 3D is another example. Who want to guide Earth Defence Forces, eh?
Even Toho's Godzilla franchise can serve as inspiration, I guess... if we could make a kaiju in X-Com 8)

As for hilarious crossover ideas - imagine yourself Mario/X-Com. In Soviet Russia Goombas stomp you, no less ;D
Title: Re: XCOM Crossovers that'd never work
Post by: NKF on May 29, 2018, 09:44:26 am
Even Toho's Godzilla franchise can serve as inspiration, I guess... if we could make a kaiju in X-Com 8)

Thanks to this I started doodling madly on my bus ride home this afternoon. The Overspawn fits into the kaiju theme quote nicely. In a similar vein and in response to an earlier mention of a Mazinger Z crossover, I'm already imaging a giant robot with a Megapol helmet styled head with an open brain cavity that can dock a small X-Com vehicle.

I don't know why, but I can see this totally working in the X-Com Apocalypse setting. 
Title: Re: XCOM Crossovers that'd never work
Post by: Hobbes on May 29, 2018, 07:13:47 pm
In a similar vein and in response to an earlier mention of a Mazinger Z crossover, I'm already imaging a giant robot with a Megapol helmet styled head with an open brain cavity that can dock a small X-Com vehicle.

X-Com vs Battletech vs Pacific Rim crossover? ;)
Title: Re: XCOM Crossovers that'd never work
Post by: ohartenstein23 on May 29, 2018, 07:17:29 pm
X-Com vs Battletech vs Pacific Rim crossover? ;)

Have you been reading my future mod plans?
Title: Re: XCOM Crossovers that'd never work
Post by: Hobbes on May 31, 2018, 04:53:55 pm
Have you been reading my future mod plans?

Jurassic-Com!

The aliens decide to turn all of Earth into a galactic dinosaur theme park where extraterrestrial visitors can see and appreciate giant lizards. Your job is to help mankind survive both dinosaurs and the aliens ;)
Title: Re: XCOM Crossovers that'd never work
Post by: Solarius Scorch on May 31, 2018, 08:32:38 pm
Jurassic-Com!

The aliens decide to turn all of Earth into a galactic dinosaur theme park where extraterrestrial visitors can see and appreciate giant lizards. Your job is to help mankind survive both dinosaurs and the aliens ;)

I thought it would be: the alien lizards decide to turn all of Earth into a human theme park where extraterrestrial visitors can see and appreciate homo sapiens in their daily struggle with depression, tiredness, and identity crisis. Your job is to open the damn electric gate and shoot every tourist dead!
Title: Re: XCOM Crossovers that'd never work
Post by: ohartenstein23 on May 31, 2018, 08:35:59 pm
I thought it would be: the alien lizards decide to turn all of Earth into a human theme park where extraterrestrial visitors can see and appreciate homo sapiens in their daily struggle with depression, tiredness, and identity crisis. Your job is to open the damn electric gate and shoot every tourist dead!

Complete with reverse terror missions where you fight against the alien lizard security teams while hunting down the tourists!
Title: Re: XCOM Crossovers that'd never work
Post by: Solarius Scorch on May 31, 2018, 08:41:16 pm
Complete with reverse terror missions where you fight against the alien lizard security teams while hunting down the tourists!

Yeah, that's most of the game, at least until your alien overlords send in special forces.
Shooting hapless tourists is more of a bonus.
Title: Re: XCOM Crossovers that'd never work
Post by: The_Funktasm on November 18, 2018, 02:19:44 pm
XCom meets Hotline Miami. One squaddie has to clear the entire ufo in a bloodsoaked panic.
Title: Re: XCOM Crossovers that'd never work
Post by: The Reaver of Darkness on November 18, 2018, 02:41:41 pm
X-Com meets any zombie apocalypse movie: you do terror missions in which the zombified civilians turn other civilians into zombies and your job is to shoot the civilians who are still okay before they turn into zombies.

This could be an X-Com/Warcraft 3 crossover.
Title: Re: XCOM Crossovers that'd never work
Post by: The_Funktasm on November 18, 2018, 04:16:43 pm
In the opposite direction to the usual one...

Darkest Dungeon and XCOM.

"Steadfast soldiers stand against the alien horde, armed by conquest!"
Title: Re: XCOM Crossovers that'd never work
Post by: Hobbes on November 18, 2018, 11:18:25 pm
XCom meets Hotline Miami.

XCom meets Miami Vice

Crockett and Tubbs fighting aliens.
Title: Re: XCOM Crossovers that'd never work
Post by: The_Funktasm on November 22, 2018, 02:32:34 pm
XCom meets Miami Vice

Crockett and Tubbs fighting aliens.

If such a mod existed, I would certainly use the soundtrack for general gameplay.

https://www.youtube.com/watch?v=4hvNQTXaWLU

Not gonna lie, in the right themed mod a midi of the theme would be a great GMDEFEND replacement. In any mod it'd be a great GMDEFEND replacement.
Title: Re: XCOM Crossovers that'd never work
Post by: tarkalak on May 31, 2019, 02:35:31 pm
Song of Ice and X-fire. (Game of Thrones)

Geoscope:
1. An enlarged map of Westeros (it is the size of South America) surrounded by sea.
You play the Targariens during the conquest.
or
2. The whole world and you play Old Valyria.

You have two crafts:
Land armies that move extremely slow.
Dragon flights that accept only dragon riders.

Your soldiers are the generals, and their armor is the type of unit they command - archers, cavalry, etc.
The Targariens/Valyrians can accept both Dragons or ground unit armors.

You cannot build Dragons, or if Valyria it takes forever to make new ones.

The graphics of the units are hundreds of men in 2x2 units and of course fire breathing dragons.

Fire and Blood.
(And lots of boobs obviously.) ;)

Title: Re: XCOM Crossovers that'd never work
Post by: N7Kopper on September 28, 2019, 10:59:22 am
Funny how this thread's titled "crossovers that'll never work" and there are some legit ones here. Here's my crack!

Quest for Glory VI: X-traterrestrial Action (look the series never had much consistent subtitling okay?)

How would you mesh a heroic fantasy with a gritty alien invasion simulator? How would you balance character imports and how frankly OP the Magic ability is (especially on the three classes that don't have it by default, and especially on the Paladin) without trivialising the strategic and tactical parts of the game? Hell, half of the wives you could have by the end of Dragon Fire could be considered so OP that they should have Geoscape abilities! As in, instant mission deployment with no ship, full healing in both Geo and Battlescapes, shooting down a battleship with a few clicks or pacifying a Terror Mission so effectively you get free research kind of powerful. Then again, OXCE supports mana now... :) (but not a full suite of intrinsic abilities that could be used for learned spells - I'm sure you're limited to one special intrinsic weapon without using hand slots)

Anyway, it would probably have Weirdlings and the aliens from Space Quest (being a Sierra game and all) - and knowing their sense of humour, you'd probably need Roger Wilco to save the Earth/Gloriana, having to first figure out how to get him out from wherever he is in space, time, and sequels. And even with the power of X-Com and Devon Aidendale at your command, the final mission would just be defending some VIPs for a set number of turns before Roger manages to press the self-destruct button on the super toilet housing the gaggle of galactic insurance salesmen.

Song of Ice and X-fire.
Seems more like a total conversion than a crossover. Perhaps if those were the enemy factions and you played as X-COM somehow? Put you in mostly the reverse position of your technology being superior to the enemy's (although not enough to be a complete walkover - consider the absolute force of a bullet compared to an arrow or bolt), but you still needing to do research to learn all that magic and how to tame dragons and junk.
Title: Re: XCOM Crossovers that'd never work
Post by: The Reaver of Darkness on September 29, 2019, 02:53:20 am
Song of Ice and X-fire. (Game of Thrones)

Geoscape time controls:

[1 hour] [1 day]
[1 week] [1 month]
[1 year] [10 years]

= = = = = = = = = = = = = = = =

Here's a twist on X-Com, rather than a crossover: the aliens are primitive steampunk people who travel the galaxy in wooden spaceships powered with coal. Their sheer numbers and economic power clash against our extremely advanced warfare technology.

Actually come to think of it, it might play almost the same as X-Com.
Title: Re: XCOM Crossovers that'd never work
Post by: betatester on October 19, 2019, 11:16:36 pm
Xcom vs Discwold

because the discwold is a disc and not a sphere.

One possible mod: aliens are discworld inhabitants that the great A'tuin have brought here Magicians and the Librarian, Witches, Barbarians, Assassins, Trolls, Watch, or worst Mimes. The Commander of all being Vetinari.

The mission to cydonia is in fact a fly to A'tuin and Ankh Morpork invasion
Title: Re: XCOM Crossovers that'd never work
Post by: Nikita_Sadkov on November 04, 2019, 12:38:36 am
Maybe something of Silent Hill vs Pokemons crossover set inside XCOM like mechanics. Say city of Silent Hill gradually merges with Pokemon city. Now you have the same city in superposition of several dimensions.

Also, I believe there was already a Mario game with XCOM-like gameplay.

(https://i.imgur.com/oG181JQ.jpg)
Title: Re: XCOM Crossovers that'd never work
Post by: Mathel on November 04, 2019, 11:49:20 am
Harry Potter vs X-Com aliens. The wizards would be horribly outmatched.  You would play as the wizards. They would have Apparation, Floo, Portkey and Brooms as "crafts", and their armors would be various robes and brooms. They could have magical creatures as "HWP"s. The Brooms craft would only allow entities capable of flight.
The wizards' weapons would be wands and they would cast various spells out of them. They could also have other magical weapons, such as dungbombs.
Title: Re: XCOM Crossovers that'd never work
Post by: Hashirama015 on December 17, 2019, 07:49:46 pm
XCOM x Dark Souls?
parrying a chrysalid? backstabbing a sectopod? hmmm how about getting a chaos plasma launcher+7 to blast them all the way to mars