XCOM 2
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[WOTC] Sectoid Abductor
 
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48.300 MB
May 14, 2018 @ 10:59am
Feb 27 @ 5:49pm
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[WOTC] Sectoid Abductor

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In 1 collection by MrShadowCX
CreativeXenos WOTC mod collection.
35 items
Description
-- Sectoid Abductor--
-- Mod by Team CreativeXenos --
-- Blender, SDK and Rigging : Super awsome totally not fat just big boned : ObelixDk --
-- Maya, PhotoShop and textures: HulkCX --
-- VFX, SDK: .vhs --
-- Coding, art and conceptual idea : Shadow79 --

-- Special thanks to Robojumper for helping with bug fixes --


What is the Sectoid Abductor?

The Sectoid Abductor is a play on the classic abduction stories of old. They came for me, and beamed me up to their ship, stories. The Abductor has had a bit of a texture redesign to look somewhat more like the classic Grey but with added "stuff". Why? Just because we think it looks cool. The scary human teeth are gone and back is the more classic looking Sectoid mouth. The Abductor is still weak vs Melee. It can still do everything the base game Sectoid can. The changes are...

. Its reanimated Zombies do not die when it dies.

. 3 to 5 more HP than the base Sectoid (depending on Diff level)

. Its weapon is a bit more powerful. 1 more damage early game but there is also a late game version with stronger weapoon.

. Is immune to Mental attacks

. Has a Stun shot with its beam weapon. If it can stun a soldier or in any way find a stunned soldier in its line of sight...it will make that soldier a priority. If 2 or more are in play, one will try and stun and the next will try and abduct your soldier. This abduction is not set to turns like the Chosen's kidnap. If you have a stunned soldier and you see Sectoid Abductors, you need to kill, stasis or in some way shut them down. Stand blade storm soldiers next to your vulnerable soldiers to protect them. the Abductors will try and snacth them ASAP. They are not interested in long drawn out fights. They are there to grab a soldier and run.

. Being the stun shot is just that and does not do damage, it can still stun a Templar who tries to parry.


The Sectoid Abductor will first start to show up at Force Level 5 and throughout the game.


Have fun and protect your vulnerable soldiers. This mod is not meant for the casual player so please no complaining that you did not know your soldiers would be taken if left alone lol.


Sectoid Abductors can show up in greater numbers in an Abduction SitRep that only happens during Retaliation missions and can also be summoned in by chosen.


PLEASE DONT FORGET to rate this mod :)
Popular Discussions View All (3)
12
Jan 17 @ 4:50pm
BUG REPORTS HERE PLEASE!
MrShadowCX
6
Jul 11, 2018 @ 4:02am
Elders=necrontyr
brolegion
2
Jul 4, 2018 @ 12:34pm
Russian translation
victorlapin
< >
167 Comments
Puggly the Grey Feb 25 @ 7:14am 
Man, these guys are so cool, we need an allies unknown mod for these fellas.
MrShadowCX  [author] Feb 23 @ 11:20am 
was just working on this very thing. Was something I had planed last night but forgot
Flamingcheesepie Feb 23 @ 8:50am 
The mod is questionable from the balance standpoint. From being leaders of a pod it's fine, but why are they followers at force level 4? Base sectoids don't even become followers till 6, and the abductor is even stronger. I edited the EncounterList in the ini so they can't become followers till force level 7, but still.
jonabar Feb 22 @ 9:10am 
my bad luck then
MrShadowCX  [author] Feb 22 @ 9:06am 
Um... it does.
jonabar Feb 21 @ 11:05pm 
great mod, but can you make it drop sectoid corpses?
MrShadowCX  [author] Feb 10 @ 5:36pm 
every month and you can change that % in the ini content file yes
Lupelius Feb 10 @ 1:24pm 
I LOVE this as an added tactical challenge...i just ran into a pod of like 7 or so with added pod size and they took my tank :D ... is it an every month 50% chance to get a rescue at the end, or just the month of the abduction? Can i change the % at which the mission will spawn? Thanks for this mod.
MrShadowCX  [author] Jan 29 @ 6:37pm 
the stun shot works off ow will power. Have high will and or mind shields and youre ok. Or install the mod Diverse Alien Pods and youll only ever see 1 to 2 Abductors in a pod. Much easier to handle than 3 or 4. Of which I can not fix because thats the way Firaxis hard coded Aline pods to act. In the Sectoid Abductor mod, i have it set to ONLY ever allow 2 max in a pod, but the Alien pod system ignores this :(
Element UK Jan 29 @ 2:46am 
We know it's intended. Just that its problematic when they are so successful more often than a campaign can stand )