XCOM: Enemy Within MEC modifications like Bioelectric Skin, Mimetic Skin, and Adaptive Bone Marrow. Strategies for fighting Sectopods.
MEC Modifications:
- Back: Deals damage to enemy psi-attackers based on the unit's Will (Will / 10 + 1). Costs $35 and 10 meld. Unlocked by researching Sectoid Commander autopsy.
- Heart:
- Secondary Heart: Prevents instant death when HP reaches 0, avoiding critical injuries and Will loss. Does not work against Chryssalids. Extends bleed out timer by two turns. Costs $75 and 15 meld. Unlocked by researching Cyberdisk autopsy.
- Adrenal Neurosympathy: Grants allies 'combat rush' (+10 aim, +5 critical chance, random extra movement) on kill. 5-turn cooldown. Does not stack. Removes panic. Costs $10 and 25 meld. Unlocked by researching Muton autopsy.
- Skin:
- Bioelectric Skin: Reveals nearby enemies as blue electric signals through walls. Costs $35 and 15 meld. Unlocked by researching Chryssalid autopsy.
- Mimetic Skin: Cloaks soldiers in full (cover (press the cover button to crouch behind walls or objects)) if not spotted. Effect breaks if moving to cover or attacking. Prevents Ghost Armor's ghost ability and Ghost Grenades' effect. Stacks with sniper's Low Profile skill. Costs $75 and 35 meld. Unlocked by researching Seeker autopsy.
- Eyes:
- Hyperreactive Pupils: +10 aim to the next shot if the first misses. Costs $15 and 5 meld. Unlocked by researching Meld Recombination (available when modding starts).
- Depth Perception: Height advantage grants +5 aim and +5 critical chance. Costs $15 and 5 meld. Available when modding starts.
- Legs:
- Muscle Fiber Density: Allows units to jump to elevated positions without needing ladders or inclines. Costs $60 and 25 meld. Unlocked by researching Thin Man autopsy.
- Adaptive Bone Marrow: Regenerates 2 HP per turn (to HP max without armor). Reduces wound recovery time by two-thirds. Costs $30 and 15 meld. Available when modding starts.
The Aliens (XAYI) - Sectopod:
Sectopods have doubled HP due to halving all damage taken. Their counter, Heavy Troopers with Heat Ammo, are nerfed as Heat Ammo now provides only a +50% bonus to robots instead of +100%. The key to defeating them is to run away and plan an ambush.
Sectopod Stats (Classic Difficulty):
- Aim: 90
- HP: 30
- Defense: 40 (does not take (cover))
Sectopod Abilities:
- Fire Cannon: Fires the main weapon. Can fire twice at one target or disperse fire. Deals 10 damage. Firing automatically triggers (overwatch).
- Barrage: Sectopod enters an artillery stance, ending its turn. On the next enemy turn, it unleashes a missile barrage.
Tips
- For Sectopods, lure them away from their drone escort to isolate them.
- An EMP MEC is highly effective at disabling Sectopods for a turn and dealing full damage.
- Punching a Sectopod with a MEC (especially with the Close Combat upgrade) is an effective way to finish it off. A punch with the upgrade deals 9 damage, while one without deals 6 damage.
- Hover Shivs can defeat Sectopods by staying airborne, shooting, and using (suppress)ion.
- If you lack EMP MECs or Hover Shivs, focus on overwhelming the Sectopod with all available firepower, though this is difficult due to its high HP and defense. Consider restarting to prioritize MECs and Hover Shivs.
- A sniper with (disabling shot) can also work against Sectopods but is not guaranteed.
- MEC upgrades are essential, especially since this (DLC (downloadable content — extra missions or items released after launch)) is defined by them.
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