Gatekeeper (LW2)

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Aim 70/80/80/80
Critchance 0/0/10/10
Defense 25/35/40/40
Health 20/20/25/30
Mobility 15/16/16/16
Will 100/110/120/120
Weapon Beam Cannon (9-12 damage)
Abilities Gateway (5-7 damage), Consume (7-10 damage), Dying Explosion (5 damage, shred 2)

An entity that can only be described as a psionic equivalent of the Cyberdisc, the Gatekeeper is one of the most powerful enemies you will encounter. In its closed state it will have an enormous amount of armor, making it a very durable enemy. The Gatekeeper opens its shell to use psionic attacks; the most notable one is Gateway, which deals a medium amount of damage within its area of effect and also raises any corpse in the area as a psi zombie, and if it kills any of your troops or civilians they will be automatically raised too. In melee, it can use Consume, draining a soldier's health to heal itself- if the target is killed, it will become a psi zombie.

When its shell is open, its armour will be reduces to half of its base amount, but like the Cyberdisc it will close up after the first hit it takes in a turn. Like the Sectopod, Gatekeepers demolish terrain by moving through it.

A Gatekeeper is the "end boss" of the Psionic Gate storyline mission, though they can be encountered earlier than that in regular missions if the aliens are advanced enough.

Gatekeepers are a mixture of robotic and organic. They count as robotic for the purposes of Bluescreen Rounds, combat protocol, etc, and are immune to gas and fire, but they are unaffected by Haywire Protocol. Meanwhile they are valid targets for mind-affecting psionics (though they have high psionic defence), and, notably, flashbang grenades work and are highly effective at disrupting their psionics - a disoriented Gatekeeper still has access to its cannon though, which a flanking attack from can still be very dangerous.

Note : Data retrieve from XCOM2 page

Gatekeeper corps usages
Arc Blaster
Arc Blaster
Alien Psi Amp
Alien Psi Amp