Difference between revisions of "Psychophract"
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| combat stats: | | combat stats: | ||
| actionpoints = 50 | | actionpoints = 50 | ||
+ | | initiative = 29 | ||
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+ | | strength = 12 | ||
+ | | dexterity = 11 | ||
+ | | agility = 13 | ||
+ | | constitution = 13 | ||
+ | | perception = 13 | ||
+ | | will = 18 | ||
+ | | intelligence = 13 | ||
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| mechanical = 42% / 22 | | mechanical = 42% / 22 |
Latest revision as of 10:18, 15 November 2024
Psychophract | |||||||||
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Description | |||||||||
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Faction | Exosoldiers | ||||||||
Location | The Compound | ||||||||
Loot | Skulljack oddity | ||||||||
Abilities | Immune to fear Advanced Psi Empathy Corporeal Projection Cryogenic Induction Cryokinesis Cryokinetic Orb Cryo-shield Cryostasis Electrokinesis Escalated Psionic Innervation Exoskeleton Power Fast Metabolism Force User Hypothermia Mantra Neural Overclocking Plasma Beam Psychokinetic Elasticity Psychosis Psychostatic Electricity Telekinetic Punch Thermodynamicity | ||||||||
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Psychophracts are the elite psionic commandos of the Exosoldier forces. They will appear only if player has already killed all their normal soldiers. They use Metathermics and Psychokinesis psi abilities in combat.
Description
Psychophracts wear Psychophract Exoskeletons which increase their combat efficiency as long as they are powered and grants them immunity against caltrops. Unlike other exosoldiers, they do not have access to Sensorimotor Command buff.
Fighting Tactics
You can use EMP Grenades to disable their energy shields and exoskeletons to lower their combat effectiveness. Psychophracts have very powerful psionic skills and abilities but they are also slow, so hiding behind corners can help to avoid quick death from their hands. Generally, they prefer to use Plasma Beam when at range and switch to Cryokinesis when they get closer to the player.
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