Difference between revisions of "Psimorph (Apocalypse)"

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[[Image:Psimorph_(Alive).jpg|thumb|right|The Psimorph UFOpaedia entry, if captured alive.]]
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{{Ref Open | title = Psimorph}}[[Image:Psimorph_(Alive).jpg|right|Live Psimorph]]
[[Image:Psimorph_Autopsy.jpg|thumb|right|The Psimorph Autopsy report fromt the UFOpaedia.]]
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The Psimorph is a rare and highly specialized Alien. Its Psionic powers and defense are formidable, it is likely to be used as an Alien commander in battle situations. Despite its ability to fly, its mobility is limited due to its bulk and lack of a skeletal structure. Unlike other Alien types it seems to survive quite well in our environment. It represents a serious threat to our Agents. Our best form of defense is with biological weapons and strong Psi-defense.
This is quite possibly one of the most dangerous units, if not THE most dangerous unit, in X-Com Apocalypse. Your men are mind-controlled by this thing like your men mind control [[Anthropod (Apocalypse)|Anthropods,]] who have virtually no psionic resistance. If you EVER confront one of these things, send your troops scurrying to the far corners of the map, and send in a robot or two to take it out. It doesn't have any weapons besides psionics, but it can take your troops over quickly, and more often than not, it takes control over them mentally, turning your men against one another. This thing is even more powerful when it decides to pop out in the middle of a huge battle against Anthropods, [[Skeletoid|Skeletoids,]] and the occasional [[Megaspawn (Apocalypse)|Megaspawn,]] throwing your forces into disarray and confusion, and lighting you up as a perfect target for the attackers.
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{{Ref Close | source = X-COM Apocalypse Ufopedia}}
  
To Capture: Hoo boy. This is one hell of a hard creature to capture. My suggestion: Arm an android (or a unit with the mind shield glitch *see note*) with a stun grapple and a devastator cannon. Kill ALL the units except for the Psimorph, because this thing NEEDS to be alone when it is captured. (This should probably be the only thing you capture alive this entire mission) Once the Psimorph is alone, send your units off to their little corners of the map. Shoot the psimorph three times (assuming it's at full health) with the Devastator, alternating between stun and devastator. Once the third shot is fired from the Devastator, DROP IT! That's right, DROP it. If you don't, your man will kill the Psimorph with the next shot. Have him fire the stun gun one or more times, and the Psimorph will fall. THESE WAKE UP FAST! If you don't have a guy standing over him with a stun gun at all times, he will wake up and disappear quickly. He wakes up around three times a minute, so keep a CLOSE eye on him.
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{{Ref Open | title = Psimorph Autopsy}}[[Image:Psimorph_Autopsy.jpg|right|Psimorph Autopsy]]
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The creature has internal devices that generate an anti-grav field allowing it to float through the air. Without this mechanism the Psimorph would collapse in a mass of jelly-like flesh and tentacles. It has a number of separate brain structures which are extremely well developed indicating potential leadership functions and Psionic capabilities. All of the major organs are duplicated about twelve times which would seem to be a defense mechanism allowing the creature to function despite sustaining massive damage.
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{{Ref Close | source = X-COM Apocalypse Ufopedia}}
  
'''''Official Entry (Captured Alive):''''' "The Psimorph is a rare and highly specialized Alien. Its Psionic powers and defense are formidable, it is likely to be used as an Alien commander in battle situations. Despite its ability to fly, its mobility is limited due to its bulk and lack of a skeletal structure. Unlike other Alien types it seems to survive quite well in our environment. It represents a serious threat to our Agents. Our best form of defense is with biological weapons and strong Psi-defense."
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{{Infobox open}}
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{{Apocalypse Statbox Module
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| name = Psimorph
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| time_units = 36-41
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| health = 420-487
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| stamina = 45-52
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| reactions = 30-34
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| strength = 50
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| bravery = 80
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| psi_energy = 100
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| psi_attack = 85-88
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| psi_defense = 80-91
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| accuracy = 30-42
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}}
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{{Apocalypse Statbox Module/Hidden
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| armor_head = 10-16
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| armor_torso = 10-16
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| armor_arms = 10-16
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| armor_legs = 10-16
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| score = 30
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| size_X = 70
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| size_Y = 19
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}}
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{{Apocalypse Statbox Module/Unique Stats
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| damage_modifier_group = Psimorph
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| inventory = no
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| innate_weapon = Mind Bender
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| unique_attributes = can fly
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}}
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{{Infobox close}}
  
'''''Official Entry (Autopsy):''''' "The creature has internal devices that generate an anti-grav field allowing it to float through the air. Without this mechanism the Psimorph would collapse in a mass of jelly-like flesh and tentacles. It has a number of separate brain structures which are extremely well developed indicating potential leadership functions and Psionic capabilities. All of the major organs are duplicated about twelve times which would seem to be a defense mechanism allowing the creature to function despite sustaining massive damage."
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Psimorphs are best described as stronger, tougher and flying versions of the [[Micronoid Aggregate]]. As with the Micronoids, their only offensive capabilities are their Psionic powers. They are quite large, taking up eight tiles (2x2x2) on the Battlescape map.
  
*Note: A good idea, though, is to piss off Marsec later in the game. Their soldiers start carrying a device by the name of Mind Shield, which amplifies your soldiers stats so that they are impossible to control. This shouldn't be in the game, but it is, and it even has a glitch! One mind shield, if still turned on at the end of the game, will cause a PERMANENT stat boost to your soldiers psionic defense stats. Pretty darn nice. So grab one, and then go on numerous raiding parties, making your men immune to this darn creature.  
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These aliens are rarely encountered in Mega-Primus, as they will only be present during [[Alien Mothership (Apocalypse)|Alien Mothership]] recovery missions; they are never dropped during Infiltration missions. They are more common in the Alien Dimension, appearing in six of its buildings.
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Psimorphs make banshee-like wailing noises.
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==Tactical Notes==
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On their own, Psimorphs are relatively easy to deal with. While they have a lot of Health, they lack the Micronoids' resistances, and their large size makes them easier to hit. However, they are at their most powerful if they suddenly join a big battle and start throwing X-COM forces into disarray and confusion.
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Androids and highly-trained Hybrids are the safest way to fight Psimorphs. Human Agents can be moved out of the Psimorphs' sight to prevent them from getting a Psionic lock. Equipping Agents with [[Toxigun|Toxiguns]] will also help minimize damage should they get mind-controlled. Other aliens should be lured away from Psimorphs if possible. Due to their size, Psimorphs will be hampered in narrow, enclosed spaces, as they will block other aliens' line of fire.
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Psimorphs can be tricky to capture. See [[Capturing Live Aliens (Apocalypse)|Capturing Live Aliens]] for tips on how to accomplish this.
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==Bugs==
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According to the game files, a single Psimorph is supposed to appear during [[Alien Battleship (Apocalypse)|Battleship]] recovery missions, but it does not. This appears to have something to do with the game trying to spawn too many different types and/or "squads" of aliens at once (see the Talk page of the Micronoid Aggregate article for more information).
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Like the [[Megaspawn]], a Psimorph may not be visible to an X-COM Agent if a part of its body is hidden behind a terrain object, even if the alien is floating right in front of the Agent.
  
 
==See Also==
 
==See Also==
 
* [[Aliens (Apocalypse)|Aliens]]
 
* [[Aliens (Apocalypse)|Aliens]]
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* [[Alien Life Forms (Apocalypse)|Alien Life Forms]]
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* [[Innate_Weapons_(Apocalypse)|Innate Weapons]]
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{{Unit Navbar (Apocalypse)}}
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[[Category: Apocalypse]]
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[[Category: Aliens (Apocalypse)]]
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[[Category: Research (Apocalypse)]]

Revision as of 08:52, 31 July 2020

Psimorph
Live Psimorph

The Psimorph is a rare and highly specialized Alien. Its Psionic powers and defense are formidable, it is likely to be used as an Alien commander in battle situations. Despite its ability to fly, its mobility is limited due to its bulk and lack of a skeletal structure. Unlike other Alien types it seems to survive quite well in our environment. It represents a serious threat to our Agents. Our best form of defense is with biological weapons and strong Psi-defense.

Source: X-COM Apocalypse Ufopedia
Psimorph Autopsy
Psimorph Autopsy

The creature has internal devices that generate an anti-grav field allowing it to float through the air. Without this mechanism the Psimorph would collapse in a mass of jelly-like flesh and tentacles. It has a number of separate brain structures which are extremely well developed indicating potential leadership functions and Psionic capabilities. All of the major organs are duplicated about twelve times which would seem to be a defense mechanism allowing the creature to function despite sustaining massive damage.

Source: X-COM Apocalypse Ufopedia
Psimorph
Time Units 36-41
Health 420-487
Stamina 45-52
Reactions 30-34
Strength 50
Bravery 80
Psi Energy 100
Psi Attack 85-88
Psi Defense 80-91
Accuracy 30-42
Hidden Attributes
Head Armor 10-16
Torso Armor 10-16
Arm Armor 10-16
Leg Armor 10-16
Score 30
Size X 70
Size Y 19
Other information
Damage Modifier Group Psimorph
Inventory no
Innate Weapon Mind Bender
Unique Attributes can fly

Psimorphs are best described as stronger, tougher and flying versions of the Micronoid Aggregate. As with the Micronoids, their only offensive capabilities are their Psionic powers. They are quite large, taking up eight tiles (2x2x2) on the Battlescape map.

These aliens are rarely encountered in Mega-Primus, as they will only be present during Alien Mothership recovery missions; they are never dropped during Infiltration missions. They are more common in the Alien Dimension, appearing in six of its buildings.

Psimorphs make banshee-like wailing noises.

Tactical Notes

On their own, Psimorphs are relatively easy to deal with. While they have a lot of Health, they lack the Micronoids' resistances, and their large size makes them easier to hit. However, they are at their most powerful if they suddenly join a big battle and start throwing X-COM forces into disarray and confusion.

Androids and highly-trained Hybrids are the safest way to fight Psimorphs. Human Agents can be moved out of the Psimorphs' sight to prevent them from getting a Psionic lock. Equipping Agents with Toxiguns will also help minimize damage should they get mind-controlled. Other aliens should be lured away from Psimorphs if possible. Due to their size, Psimorphs will be hampered in narrow, enclosed spaces, as they will block other aliens' line of fire.

Psimorphs can be tricky to capture. See Capturing Live Aliens for tips on how to accomplish this.

Bugs

According to the game files, a single Psimorph is supposed to appear during Battleship recovery missions, but it does not. This appears to have something to do with the game trying to spawn too many different types and/or "squads" of aliens at once (see the Talk page of the Micronoid Aggregate article for more information).

Like the Megaspawn, a Psimorph may not be visible to an X-COM Agent if a part of its body is hidden behind a terrain object, even if the alien is floating right in front of the Agent.

See Also


Apocalypse InsigniaX-COM: Apocalypse All Units
X-Com: AgentsTechnical Personnel
Aliens

BrainsuckerMultiworm EggMultiwormHyperwormChrysalisAnthropodSpitterPopperSkeletoidMicronoid AggregateMegaspawnPsimorphQueenspawnOverspawn

Population PoliceCultistGangstersBuilding SecurityCorporate HoodCivilians
Others Sectoid
Reference Attributes Of All Units