Spectre (LWOTC)

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LWOTC Spectre.jpg

The Spectre is a mysterious alien lifeform that holds unique characteristics and special abilities that causes chaos in the field.

The Spectre is a mysterioius unit of unkown origin that poses a very unique threat to our soldiers. They are a very elusive unit, boasting some dodge, has Lightning Reflexes and even the ability to completely Vanish to conceal themselves. They don't deal as much damage as other units but the threat they pose comes from their special abilities. Their Horror ability fires out tentacles to a humanoid soldier, dealing guaranteed damage, healing the spectre and can even panic our soldiers rendering them useless for a turn. The most dangerous ability, Shadowbind, binds our soldier and eventually knocking them unconscious while the Spectre also creates a shadow copy of that soldier carrying the same abilities.

Spectre (Rank 1)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Hack Defense
Hack Defense
Detection Radius
Detection Radius (tiles)
Rookie 11 0 65 0 33 0 10 15 100 150 8
Veteran 13 0 70 0 33 0 20 15 100 150 8
Commander 14 0 80 15 40 0 20 15 100 150 8
Legend 16 0 80 15 40 0 20 15 100 150 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Plasma Rifle 4 - 5 2 3 -
Max Units in Pod = 1
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 0 0 0 0 0 0 0 1 1 2 3 3 3 2 1 0 0 0 0 0
Follower Spawn Weight 0 0 0 0 0 0 0 0 0 0 1 2 3 4 5 6 4 3 2 1
Abilities and Tactical Upgrades
Mechanical Chasis
XCOM2 infoIcon custom 1.png
The mechanical frame grants immunity to fire and poison.
Vanishing
* This ability costs 1-action, is non-turn ending and has a 3-turn cooldown
Become concealed and gain 25% bonus mobility
Horror
* The spectre is healed equal to the amount of damage dealt. * Horror deals 3/5 damage based on the unit tier.
Shoot out tentacles that seek and bind a humanoid target, dealing psionic damage and healing the spectre. 2-turn cooldown
Shadowbind
* This ability costs 1-action, is non-turn ending and has a 4-turn cooldown. * The effect of this ability is not cancelled when the Spectre is disoriented but it can be prevented from being used if disoriented earlier * The bound target can be revived by destroying the shadow copy, the Spectre or using an ability to revive them. * This ability cannot target those immune to negative mental effects
Bind a humanoid target within movement range, causing them to fall unconscious and creating a shadow copy of the unit gaining the same abilities. 4-turn cooldown.
Lightning Reflexes
*Reaction fire shots against you have a significantly decreased chance to hit. *The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion
Lethal
*You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.

8% chance of applying after completion


Elite Spectre (Rank 2)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Hack Defense
Hack Defense
Detection Radius
Detection Radius (tiles)
Rookie 16 0 75 0 33 0 15 15 100 150 8
Veteran 20 0 80 0 33 0 25 15 100 150 8
Commander 22 0 80 15 40 0 25 15 100 150 8
Legend 25 0 80 15 40 0 25 15 100 150 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Plasma Rifle 6 - 7 2 3 -
Max Units in Pod = 1
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 2 3 3 2 1
Follower Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 2 2
Abilities and Tactical Upgrades
Mechanical Chasis
XCOM2 infoIcon custom 1.png
The mechanical frame grants immunity to fire and poison.
Vanishing
* This ability costs 1-action, is non-turn ending and has a 3-turn cooldown
Become concealed and gain 25% bonus mobility
Horror
* The spectre is healed equal to the amount of damage dealt. * Horror deals 3/5 damage based on the unit tier.
Shoot out tentacles that seek and bind a humanoid target, dealing psionic damage and healing the spectre. 2-turn cooldown
Shadowbind
* This ability costs 1-action, is non-turn ending and has a 4-turn cooldown. * The effect of this ability is not cancelled when the Spectre is disoriented but it can be prevented from being used if disoriented earlier * The bound target can be revived by destroying the shadow copy, the Spectre or using an ability to revive them. * This ability cannot target those immune to negative mental effects
Bind a humanoid target within movement range, causing them to fall unconscious and creating a shadow copy of the unit gaining the same abilities. 4-turn cooldown.
Lightning Reflexes
*Reaction fire shots against you have a significantly decreased chance to hit. *The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
Low Profile
*Makes partial cover count as full.
Makes partial cover count as full.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion
Lethal
*You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.

8% chance of applying after completion


Tips

  • Like most flankable units, they will ideally try to find reasonable cover whenever flanked. This can be taken advantage of if you want to force enemies to move.
  • The Spectre is a very mysterious unit that boasts many unique characteristics that is not apparent.
    • It may not seem like it but they are considered to be a mechanical unit, carrying similar properties such as immunity to poison and burning while also being vulnerable to anti-mec effects such as bluescreen. Unlike other mechanical units, they are not able to be hacked but as they are also not a biological unit they cannot be affected by some mental effects such as mind control
    • While it is considered a mechanical unit, it also carries some properities similar to some humanoid enemies unlike the other alien units. They are able to be targeted by abilities such as Soulfire or Justice. They are also vulnerable to flashbangs, allowing them to become disoriented.
  • Spectre's most dangerous ability, Shadowbind, is an extreme threat as not only does it knock out one of your soldiers but it also creates a new one for them. To mitigate this, it is best to try and deal with all other units quickly such that the loss of a soldier is not severe or to take out the spectre first if possible unless there are more dangerous threats needing more immediate attention.
  • Unlike other effects such as mind control that takes control of other units, Shadowbind cannot be cancelled by disabling the Spectre. You must destroy the copy or the Spectre to restore your soldier. Ideally it is best to kill the Spectre to not waste actions on the shadow copy if possible. If necessary, you can use abilities such as Revival Protocol to revive your soldier. One key note is that while disabling the spectre does not cancel the shadowbind, you can still prevent them from using the ability in the first place by disabling their abilities through disorientation or stun.