Psimorph (Apocalypse)
| 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 | |
This is possibly one of the more dangerous units in X-COM Apocalypse. It doesn't have any weapons besides psionics, but it can cause serious harm to human agents, disabling them with psionic stun or panic, or worse turn them against one another with mind control. They are commonly found inside very large UFOs or roaming around Alien Dimension facilities.
On their own, they are relatively easy to deal with and make big targets because of their size. However, they are at their most powerful if they suddenly join a big battle and start throwing your forces into disarray and confusion.
If confronted, human agents should be moved out of its sight to prevent it from getting a psionic lock on them. Hybrid agents are moderately well protected against their attacks, and Androids are completely immune. These type of agents are best suited to deal with any Psimorphs that are encountered.
Psimorphs can be tricky to capture. See Capturing Live Aliens for tips on how to accomplish this.
See Also
| X-Com: | Agents • Technical Personnel |
| Aliens |
Brainsucker • Multiworm Egg • Multiworm • Hyperworm • Chrysalis • Anthropod • Spitter • Popper • Skeletoid • Micronoid Aggregate • Megaspawn • Psimorph • Queenspawn • Overspawn • |
| Population | Police • Cultist • Gangsters • Building Security • Corporate Hood • Civilians |
| Others | Sectoid |
| Reference | Attributes Of All Units |

