Difference between revisions of "Mind Bender"

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[[Marsec]] has produced the mind bender as the modern day application of the old [[Psi-Amp]] that amplifies a user's latent psionic powers.
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[[Image:Equip-Pedia-MindBenderV2-(Apocalypse).png|right]]
 
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A Psionic projection device for psionically trained Agents. This device must be used in order to initiate Psionic attacks in combat situations. The target needs to be within clear line of sight of the operator before an attack can begin. The Agent has a choice of four different attacks of increasing difficulty. Psionic Probe reveals information about the target, Psionic Panic reduces morale, Psionic Stun will render the target unconscious and psionic control will allow complete control of the target. ''From: Apocalypse Ufopaedia''
Even so, psionic powers today are nowhere near as powerful as they used to be, and are now limited to strictly line of sight attacks. Gone are the days of nigh peerless dominance over your enemy forces with sheer willpower alone.
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<table><tr><td>[[Image:Mind_Bender_(Apocalypse).png|left]]</td><td>
 
 
In fact, latent psionic powers have watered down so much that only those spliced with [[Sectoid]] genes are even able to use them to any great effect. Ordinary humans at best can use it to probe enemies once in a blue moon. [[Androids (Apocalypse)|Androids]] can use the mind bender as a fancy paper weight.
 
 
 
A highly skilled [[Hybrids (Apocalypse)|hybrid]] however can effectively direct the Mind Bender to practical use in combat. It can be used to ''probe'' an enemy's vital statistics, ''stun'' an alien by numbing its mind or even force it out of combat temporarily by making it ''panic''. The more useful but most difficult attack is ''mind control'', although this can only be done very briefly.
 
 
 
Though the duration of a mind control session is short, a lot can be done. For example, in a few seconds you can instruct the victim to set all of its grenades timers and have it throw its Disruptor shield over to you before breaking the psionic link. Or just make it jump off the side of a building.
 
 
 
One major disadvantage of the Mind Bender is that very few aliens are susceptible to psionic attacks. The only two that can be reliably affected by it are the [[Anthropod (Apocalypse)|Anthropod]] and [[Skeletoid (Apocalypse)|Skeletoid]]. All other aliens are either highly resistant to psi attacks ([[Multiworm]], [[Hyperworm]], [[Queenspawn]], [[Psimorph]], [[Micronoid Aggregate]]), or practically immune [[Spitter]], [[Brainsucker]], [[Multiworm Egg]], [[Chrysalis]], [[Popper]], [[Megaspawn]] (only probes work on these, and even then only one-fifth of the time). Human opponents, on the hand, are fair game.
 
 
 
It's not an essential device to have in combat, as it does not have very immediate initial benefits. It does however pay off in the long run after you've invested the time and money in training naturally powerful hybrids. It becomes indispensible for disarming humans and humanoid aliens of their Disruptor shields.
 
 
 
== Stats ==
 
[[Image:Marsec_Mind_Bender_(UFOpaedia).png|frame|Mind Bender]]
 
<table><tr><td>[[Image:Marsec_Mind_Bender.png|left]]</td><td>
 
 
* Size: 2 x 2
 
* Size: 2 x 2
 
* Weight: 3
 
* Weight: 3
 
* Manufacturer: [[Marsec]]
 
* Manufacturer: [[Marsec]]
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* Available: Week 1
 
* Base Price: $1,200
 
* Base Price: $1,200
 
* Minimum Weekly Stock: 3
 
* Minimum Weekly Stock: 3
 
* Maximum Weekly Stock: 12
 
* Maximum Weekly Stock: 12
* Battlescape Score: 5</td></tr></table>
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* Battlescape Score: 5
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</td></tr></table>
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"A Psionic projection device for psionically trained Agents. This device must be used in order to initiate Psionic attacks in combat situations. The target needs to be within clear line of sight of the operator before an attack can begin. The Agent has a choice of four different attacks of increasing difficulty. Psionic Probe reveals information about the target, Psionic Panic reduces morale, Psionic Stun will render the target unconscious and psionic control will allow complete control of the target."
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[[Image:Mindbender_Icon_Using_(Apocalypse).png|left]] A device used to direct a user's [[Psionics_(Apocalypse)|psionic]] energy into projections: Probe, Stun, Panic, Control.
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= Usage Note =
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Human/Sectoid [[Agents_(Apocalypse)|hybrids]] gifted with high psionic traits are commonly used as the best Psi-troops. Psionic manipulation of a target is a difficult exercise but is useful for combat support once a hybrid has undertaken prolonged psi-gym training. The unit targeted must be visible to the psi-trooper for the projection to start/work. When placed in the hand and selected, a representation of the user's psionic attributes are displayed: Psi-Energy, Psi-Attack, and Psi-Defence along with four buttons denoting each projection:
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; Real Time notes
 
: When using the mind bender in real-time combat, in addition to the initial cost of each attack, as long as any psionic effect is in place, the user's psi energy will be drained to keep up the attack. This continues the attack, and the user continues to deal morale or stun damage to the target.
 
  
:Psi-energy costs differ depending on the severity of the attack used. Once psi-energy is completely drained the attack ceases to take effect. Psi Energy recharges over time. It is recommended that the psi-link is maintained only for as long as necessary to conserve psi energy.
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'''Probe'''<br>
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[[Image:Mindbender_Icon_Probe_(Apocalypse).png|left]]
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Projection cost: 8 Psi-Energy
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A probe of any unit will display their inventory and attributes. It is used to find a unit carrying strong explosives (dangerous threat), a unit with low bravery (easy to panic), and who should be mind-controlled (low psi-defence). A probe projection is instant but will deplete psi-energy over time if kept active.
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; Turn based notes
 
: When using the mind bender in turn-based combat, there is no additional psi-energy cost as stun and panic are treated as a one-off attack against the target. Likewise, a successful mind control will only ever last until the end of the turn. Assuming they have enough PSI energy and TU, multiple psi attacks can be made by a single unit in one turn. Mind controlled units may only have a few TUs left, but since priming or dropping items does not have a TU cost it can still be a very effective tactic.
 
  
:As in real-time combat, psi attacks have differing psi-energy costs. Psi-energy will slow recharge every turn. Stun and Panic attacks will affect the target immediately, the floating icon above the target is only an indication that it succeeded, there is no need to maintain further visibility nor does "breaking the link" with another action remove/decrease the effect.
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'''Stun'''<br>
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[[Image:Mindbender_Icon_Stun_(Apocalypse).png|left]]
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Projection cost: 10 Psi-Energy
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A stun attack is dependant on time. It is used to temporarily disable an active unit which may be a dangerous threat in which direct fire is not possible and cannot be reached with grenades, any X-Com unit under mind-control, hostile flying units, and to assist in the capture of psi-weak aliens.
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Note: Any airbourne unit targeted by any stun effect will fall out of the sky once unconscious.
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= Mind Bender Quick Overview =
 
  
The mind bender is akin to a sorceror's magic staff. A device to channel the user's energy.  
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'''Panic'''<br>
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[[Image:Mindbender_Icon_Panic_(Apocalypse).png|left]]
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Projection cost: 16 Psi-Energy
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A panic attack is dependant on time. It is used to decrease the morale. Any targeted unit may start to panic once morale drops below half with a better chance to panic, the lower it goes. A demoralised entity is unable to function predictably and may start to run in random directions, fire off weapons without regard, and may run into view of hostiles. Once morale is decreased sufficiently, any further losses of other friendly units may again panic the victim.
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The mind bender provides several functions. The first is a display of the agent's psi stats. These are the same that you can view in the inventory screen, although you can see any updates to the stats as they happen. The data may not be instantaneous, so give the game a few seconds to update the screen. In Real Time Combat, bringing up this panel will also break any current active attack you may have on at the moment.
 
  
The primary use of the mind bender is to perform four separate psi attacks on the enemy. Probe, Panic, Stun and Mind Control.  
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'''Control'''<br>
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[[Image:Mindbender_Icon_Control_(Apocalypse).png|left]]
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Projection cost: 32 Psi-Energy
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A control unit projection is an instant effect. A difficult but powerful battlescape projection which allows a highly trained hybrid X-Com agent to temporarily 'steal' any unit, typically with low psionic defense. '''The unit becomes an X-Com agent''' ...until the projecting hybrid's Psi Energy depletes to zero, either is killed, or the turn-coat unit has been mind controlled by any other [[Psimorph_(Apocalypse)|non X-Com]] entity.
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;Probe: The easiest function, and only gives you access to the target's statistics in the inventory screen. Costs 8 Psi-energy.
 
  
; Panic: Causes the target to lose morale. One of the easier attacks with minimal drain in real-time. Once the target's morale is too low, it will start to panic. Costs 10 Psi-energy.
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'''Cancel An Active Projection'''<br>
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If a user wishes to halt a projection, select another projection but don't apply it to a target, or select the Mind Bender in an agent's hand.
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;Stun: Inflicts stun damage on an enemy target. If the stun threshold exceeds the unit's health, it will be knocked out. Stun damage is the same as the type caused by the stun grenade or stun grapple. Costs 16 Psi-energy.
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Tactics when using [[Psionics_(Apocalypse)|'''Psionics''']] in combat and other general hints.
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;Mind Control: Takes full control over the target. The hardest and most expensive attack to perform. Costs 32 Psi-energy.
 
  
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{{Equipment (Apocalypse) Navbar}}
  
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[[Category: Apocalypse]]
 
[[Category: Apocalypse]]
[[Category: Agents Equipment (Apocalypse)]]
 

Latest revision as of 06:49, 22 November 2023

Equip-Pedia-MindBenderV2-(Apocalypse).png
A Psionic projection device for psionically trained Agents. This device must be used in order to initiate Psionic attacks in combat situations. The target needs to be within clear line of sight of the operator before an attack can begin. The Agent has a choice of four different attacks of increasing difficulty. Psionic Probe reveals information about the target, Psionic Panic reduces morale, Psionic Stun will render the target unconscious and psionic control will allow complete control of the target.  From: Apocalypse Ufopaedia
Mind Bender (Apocalypse).png
  • Size: 2 x 2
  • Weight: 3
  • Manufacturer: Marsec
  • Available: Week 1
  • Base Price: $1,200
  • Minimum Weekly Stock: 3
  • Maximum Weekly Stock: 12
  • Battlescape Score: 5


Mindbender Icon Using (Apocalypse).png

A device used to direct a user's psionic energy into projections: Probe, Stun, Panic, Control.


Human/Sectoid hybrids gifted with high psionic traits are commonly used as the best Psi-troops. Psionic manipulation of a target is a difficult exercise but is useful for combat support once a hybrid has undertaken prolonged psi-gym training. The unit targeted must be visible to the psi-trooper for the projection to start/work. When placed in the hand and selected, a representation of the user's psionic attributes are displayed: Psi-Energy, Psi-Attack, and Psi-Defence along with four buttons denoting each projection:


Probe

Mindbender Icon Probe (Apocalypse).png

Projection cost: 8 Psi-Energy
A probe of any unit will display their inventory and attributes. It is used to find a unit carrying strong explosives (dangerous threat), a unit with low bravery (easy to panic), and who should be mind-controlled (low psi-defence). A probe projection is instant but will deplete psi-energy over time if kept active.


Stun

Mindbender Icon Stun (Apocalypse).png

Projection cost: 10 Psi-Energy
A stun attack is dependant on time. It is used to temporarily disable an active unit which may be a dangerous threat in which direct fire is not possible and cannot be reached with grenades, any X-Com unit under mind-control, hostile flying units, and to assist in the capture of psi-weak aliens. Note: Any airbourne unit targeted by any stun effect will fall out of the sky once unconscious.


Panic

Mindbender Icon Panic (Apocalypse).png

Projection cost: 16 Psi-Energy
A panic attack is dependant on time. It is used to decrease the morale. Any targeted unit may start to panic once morale drops below half with a better chance to panic, the lower it goes. A demoralised entity is unable to function predictably and may start to run in random directions, fire off weapons without regard, and may run into view of hostiles. Once morale is decreased sufficiently, any further losses of other friendly units may again panic the victim.


Control

Mindbender Icon Control (Apocalypse).png

Projection cost: 32 Psi-Energy
A control unit projection is an instant effect. A difficult but powerful battlescape projection which allows a highly trained hybrid X-Com agent to temporarily 'steal' any unit, typically with low psionic defense. The unit becomes an X-Com agent ...until the projecting hybrid's Psi Energy depletes to zero, either is killed, or the turn-coat unit has been mind controlled by any other non X-Com entity.


Cancel An Active Projection
If a user wishes to halt a projection, select another projection but don't apply it to a target, or select the Mind Bender in an agent's hand.

Tactics when using Psionics in combat and other general hints.


Apocalypse Insignia X-Com: Apocalypse: Equipment
Weapons:Megapol LawpistolMarsec M4000 Machine GunMegapol Laser Sniper GunMegapol Auto CannonMegapol Plasma GunMarsec Heavy LauncherMarsec MinilauncherMegapol Stun GrapplePower Sword
Megapol AP GrenadeMegapol Stun GrenadeMegapol Smoke GrenadeMarsec Proximity MineMarsec High ExplosiveDiablo Incendiary Grenade
ToxigunAlien Gas Grenade
Equipment:ArmorMind ShieldMind BenderMedi-KitMotion ScannerPsicloneElerium
Alien Artifacts:Disruptor GunDevastator CannonBoomeroidBrainsucker LauncherEntropy LauncherDimension Missile LauncherVortex MinePersonal Disruptor ShieldPersonal TeleporterPersonal Cloaking Field
Other:Innate/Grown-In Weapons