Difference between revisions of "Mechtoid (EU2012)"

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[[Image:Mechtoid 2.png|right|300px|The Mechtoid]]
 
[[Image:Mechtoid 2.png|right|300px|The Mechtoid]]
The Mechtoid is a MEC developed by the aliens for the [[Sectoid (EU2012)|Sectoids]] that appears on [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. The Mechtoid has an ability called '''Plasma Barrage''' which allows it to fire twice in a turn if it doesn't move and Sectoids (including [[Sectoid Commander (EU2012)|Commanders]]) can mind merge with it and give it a 6 damage reducing shield but the Mechtoid won't die if the merger is killed.  
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The Mechtoid is a MEC developed by the aliens for the [[Sectoid (EU2012)|Sectoids]] that appears on [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. The Mechtoid has an ability called '''Plasma Barrage''' which allows it to fire twice in a turn if it doesn't move and Sectoids (including [[Sectoid Commander (EU2012)|Commanders]]) can mind merge with it and give it a 6 damage reducing shield. The Mechtoid won't die if the merger is killed, but it will lose the shield and take 4 damage.  
  
 
Mechtoids can be fearful foes due to their resilience and firepower and will start appearing halfway through the game, with 1 or 2 Sectoids. After the [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base]] is assaulted you'll see them on the company of Sectoid Commanders, which turns them into a deadly combination of firepower and psionic powers.  
 
Mechtoids can be fearful foes due to their resilience and firepower and will start appearing halfway through the game, with 1 or 2 Sectoids. After the [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base]] is assaulted you'll see them on the company of Sectoid Commanders, which turns them into a deadly combination of firepower and psionic powers.  

Revision as of 01:29, 8 May 2020

The Mechtoid

The Mechtoid is a MEC developed by the aliens for the Sectoids that appears on Enemy Within DLC. The Mechtoid has an ability called Plasma Barrage which allows it to fire twice in a turn if it doesn't move and Sectoids (including Commanders) can mind merge with it and give it a 6 damage reducing shield. The Mechtoid won't die if the merger is killed, but it will lose the shield and take 4 damage.

Mechtoids can be fearful foes due to their resilience and firepower and will start appearing halfway through the game, with 1 or 2 Sectoids. After the Alien Base is assaulted you'll see them on the company of Sectoid Commanders, which turns them into a deadly combination of firepower and psionic powers.

Info

Mechtoid (EU2012).png
1st Appearance June
August (Marathon)
HP 16/20/22/24
Aim 60/70/80/80
Defense 10
Will 0
Movement 14
Easy/Normal/Classic/Impossible
Mechtoid Armaments
Weapon Base Damage Critical Damage Critical Chance
Mechtoid Plasma Cannon 6-8 10 or 12 0
Mechtoid Abilities
Ability Description
PLASMA BARRAGE.png
Plasma Barrage
Twin-linked plasma mini-cannons allow the Mechtoid two shots in the same turn.
ABILITY HARDENED.png
Hardened
Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.

Notes

  • Mechtoids will first appear in June (vanilla) or August (Marathon) with escorting Sectoids. Mechtoids with Sectoid Commanders will appear in July (vanilla) or October (Marathon).
  • Mectoids can attack same target twice unlike Sectopods.
  • Mechtoids are immune to the effects of the new Poison Grenade and to the Flamethrower.
  • Sectoids and Sectoid Commanders can mind merge with Mechtoids that grants +6 HPs. The shield reduces all incoming weapons damage done to the Mechtoid by half.
  • Killing the Sectoid that is mind merged with the Mechtoid cancels the shield and causes 3 damage to the mechanized alien.
  • Recovered dead Mechtoids will give 2 alien artifacts: the Sectoid pilot's corpse and 1 Mechtoid Core.
    • Research of the Mech Core gives 2 new Foundry projects: Shaped Armor (adds 3 extra health to MECs and S.H.I.V.s) and Advanced Servomotors, which increases mobility for these 2 armored units.
  • Killed Mechtoids will also grant 5 Meld.
  • Mechtoids have -1 Damage on Easy, +2 Damage and +15 Critical Chance on Classic, and +4 Damage and +15 Critical Chance on Impossible difficulties.
  • They are still vulnerable to Psi attacks, including Mind Control.
  • Like how Berserkers are often fielded with Muton 'escorts', the Mechtoid will make regular appearances for the rest of a campaign, along with Sectoids and Sectoid Commanders, who will boost them with shields.
  • Whichever way they are killed; they will crush any destructable cover/objects they fall on in their death throes.
  • Their plasma cannon self-destructs into Weapon Fragments when they are killed, but do not recoverably "drop" if killed while under XCOM Mind Control, and they cannot be stunned at all: thus it is slightly more profitable to kill them with weapons fire.
  • They do receive 7 points of damage from Mind Fray attacks from soldiers with the HEAT Ammo ability, as opposed to the usual 5.
  • Even if your soldier is without HEAT, their lack of Will means they are guaranteed Mind fray victims, and should be prioritized as such: removing a portion of their move and aim tends to be a better choice than taking down one of their Sectoid escorts (which will often waste it's next turn linking with the Mechtoid anyways).


Head red 2.png XCOM: Enemy Unknown (2012): Aliens
Aliens:SectoidFloaterThin ManOutsiderMutonChryssalidZombieSectoid CommanderCyberdiscHeavy FloaterBerserkerSectopodDroneMuton EliteEtherealUber Ethereal (*Spoilers*)Mechtoid (EW DLC)Seeker (EW DLC)
Alien Corpses:Sectoid CorpseFloater CorpseThin Man CorpseMuton CorpseChryssalid CorpseDrone WreckCyberdisc WreckSectoid Commander CorpseHeavy Floater CorpseBerserker CorpseMuton Elite CorpseSectopod WreckEthereal CorpseSeeker Wreck (EW DLC)Mechtoid Core (EW DLC)
Data:Overview of AliensAlien StatsAlien ObjectivesAlien Deployment