Difference between revisions of "Sectopod (XCOM2)"

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Large mechanized walkers. Sectopods are very tough and have heavy armor; you'll almost certainly need to shred it before your soldiers will be able to make much of a dent. They have good aim with their high damage cannons that can fire twice per turn, and they've got over their restriction of having to fire on different targets. Sectopods can launch an attack called the Wraith Cannon, a beam-based derivative of their previous incarnation's Missile Salvos (in that it takes a turn to prepare before firing). For 'melee,' it has a AoE/close-range electric attack called Lightning Field. They also have the ability to move into a high stance, enhancing their range and line of sight. They have no qualms about moving through buildings and obstacles to clear a line to your soldiers; they are able to move in the high stance, increasing the damage to higher floors they can do.
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The Sectopod is a huge ADVENT walker. It is extremely tough, with 24-40 HP and 4-6 armor, difficulty dependent. They are late-game pod leader units, appearing in August (or earlier on Legend). They take up 4 squares on the Battlescape grid.
  
Interestingly, like their [[Sectopod|original incarnation]], they also take up 4 squares on the battlefield's grid.
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Sectopods have good aim, and can improve it by using their High Stance ability, a free action that makes it taller, granting it a height advantage. Their high damage Sectopod Cannon hits for 10-11 damage and can fire twice per turn.
  
Explosives and acid weapons greatly help to remove armor and to get the most out of your attacks. A Specialist is a necessity if you cannot take it out in one round (appropriately an Achievement), in order to disable it for a turn or so. But, if you can manage to ''control it'' (with a base Tech score of 125, this is also an Achievement): have fun playing as a Metal Gear for a few rounds!
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Sectopods can launch an attack called the Wrath Cannon, a devastating attack that deals 9-12 damage and destroys cover, but take one turn to charge up. They also have Lightning Field, a melee-range area of effect attack that deals 7-9 damage. Sectopods have no qualms about moving through buildings and obstacles to clear a line to your soldiers, even in high stance, which only increase the damage they can do to buildings.
  
Lastly, like their Enemy Within incarnation, they also explode with significant force when they are destroyed. Especially keep this in mind if you're controlling one: not also if ADVENT or aliens manage to destroy it, but do not forget that you can still target and fire upon it while it is under your control. Take advantage of this, if you can.
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Explosives and acid weapons greatly help to remove armor, and AP rounds make its armor mostly irrelevant.  Shredder and Rupture are very useful abilities, with a Rupture shot both shredding armor and increasing all damage done.
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A Psi Operative can use Stasis to freeze it for a turn, but will also stop it from taking any damage. The Specialist's Haywire Protocol can disable or even control it for a few turns (both are Achievements). Grenadiers with Frost Bombs can also disable it, but for one turn only.
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Being a robotic unit, Bluescreen Rounds and EMP Bombs are also very useful weapons against Sectopods. Both of these weapons will not only damage a Sectopod, but will reduce its hack resistance, making a subsequent Haywire easier. Gunslingers should abuse both Bluescreen Rounds and Rupture for massive damage output - a single Fan Fire with Bluescreen Rounds and a prior Rupture shot will mean certain destruction for the Sectopod, even on Legend. That's not even involving the other Gunslinger abilities.
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In addition, an EMP Bomb will disorient the Sectopod, reducing its aim and preventing it from using special abilities (though relying only on this effect is very risky; a disoriented Sectopod is still a very capable enemy).
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Lastly, like their Enemy Within incarnation, they also explode with significant force when they are destroyed, damaging nearby units and the environment. Having a Sectopod standing next to an objective is a very dangerous situation. Moving backwards make prompt the Sectopod to move forward and be Fan Fired into the ground.
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Once you destroy a Sectopod in a non-evac mission, and research the resulting Sectopod Wreck, you'll be able to build the GREMLIN MKIII, which will substantially improve the abilities of your Specialists.
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According to the autopsy report, XCOM soldiers believe that the Sectopod is piloted by an alien. However, this is not the case, as it is completely autonomous.
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[[Category:XCOM 2]]
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[[Category:Enemies (XCOM 2)]]
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[[Category:ADVENT (XCOM 2)]]

Revision as of 07:38, 5 May 2019

The Sectopod is a huge ADVENT walker. It is extremely tough, with 24-40 HP and 4-6 armor, difficulty dependent. They are late-game pod leader units, appearing in August (or earlier on Legend). They take up 4 squares on the Battlescape grid.

Sectopods have good aim, and can improve it by using their High Stance ability, a free action that makes it taller, granting it a height advantage. Their high damage Sectopod Cannon hits for 10-11 damage and can fire twice per turn.

Sectopods can launch an attack called the Wrath Cannon, a devastating attack that deals 9-12 damage and destroys cover, but take one turn to charge up. They also have Lightning Field, a melee-range area of effect attack that deals 7-9 damage. Sectopods have no qualms about moving through buildings and obstacles to clear a line to your soldiers, even in high stance, which only increase the damage they can do to buildings.

Explosives and acid weapons greatly help to remove armor, and AP rounds make its armor mostly irrelevant. Shredder and Rupture are very useful abilities, with a Rupture shot both shredding armor and increasing all damage done.

A Psi Operative can use Stasis to freeze it for a turn, but will also stop it from taking any damage. The Specialist's Haywire Protocol can disable or even control it for a few turns (both are Achievements). Grenadiers with Frost Bombs can also disable it, but for one turn only.

Being a robotic unit, Bluescreen Rounds and EMP Bombs are also very useful weapons against Sectopods. Both of these weapons will not only damage a Sectopod, but will reduce its hack resistance, making a subsequent Haywire easier. Gunslingers should abuse both Bluescreen Rounds and Rupture for massive damage output - a single Fan Fire with Bluescreen Rounds and a prior Rupture shot will mean certain destruction for the Sectopod, even on Legend. That's not even involving the other Gunslinger abilities.

In addition, an EMP Bomb will disorient the Sectopod, reducing its aim and preventing it from using special abilities (though relying only on this effect is very risky; a disoriented Sectopod is still a very capable enemy).

Lastly, like their Enemy Within incarnation, they also explode with significant force when they are destroyed, damaging nearby units and the environment. Having a Sectopod standing next to an objective is a very dangerous situation. Moving backwards make prompt the Sectopod to move forward and be Fan Fired into the ground.

Once you destroy a Sectopod in a non-evac mission, and research the resulting Sectopod Wreck, you'll be able to build the GREMLIN MKIII, which will substantially improve the abilities of your Specialists.

According to the autopsy report, XCOM soldiers believe that the Sectopod is piloted by an alien. However, this is not the case, as it is completely autonomous.