Floater/Jacky 50A

Bio
Floaters are enemies encountered in XCOM: Enemy Unknown. Floaters are monstrous cyborgs equipped with a Light Plasma Rifle and twin jetpacks. Due to this, Floaters can eventually do 2 specific abilities. The 1st is called Launch. Basically, the Floater launches to the air and lands behind enemy lines. The 2nd is called Airborne. Basically, it enables Floaters to fly and grants them some more protection from attacks. When they are airborne, they are harder to be hit. They also has more health than both Sectoid and Thin Man, and they are armed with Light Plasma Rifles, which makes them deadly. However, despite all the deadliness, Floaters are inaccurate, having just 50 aim, but very mobile. During terror sites, these Floaters are also deadly, not hesitating to kill a civilian. Another noteworthy fact of the Floater is that although they look cybernetic, they are categorized as organic aliens, since the fact it is hinted that Floaters are first are failed biological aliens created, and because of the failure, mechanical additions are added to Floaters.

Class
Blaster
 * Blasters deals critical damage to Bruisers and gains Focused Attacks if being attacked or attacking Bruisers.
 * Vulnernable to Tacticians. Tacticians gains extra turn and gains Tactical Maneuvers if attacked or attacking Blasters.

Stats

 * Health:
 * Stamina:
 * Attack:
 * Defense:
 * Accuracy:
 * Evasion:

Passives
Mechanical Make-Up
 * Chance to not be inflicted by harmful non-magical damage over time debuffs during an attack.
 * Vulnernable to critical hits.
 * Critical hits deals extra damage to Floaters and makes the Floater takes 20% more damage from all sources.

Actions
Light Plasma Rifle Airborne Overwatch
 * 3 hits.
 * Attacks one enemy.
 * Energy plasma ranged attack.
 * Inflicts:
 * Pain: Increases damage taken by 8%.
 * Panic (20%): Chance to lose grip on reality, losing a turn and does random things, even attacking own teammates or enemies.
 * Special properties:
 * Fatal Blow: Instantly defeats enemies with 30% health or less than 30%.
 * Buff.
 * Buffs self.
 * Grants:
 * (Self) Flying: Immune to ground attacks.
 * Special properties:
 * Fuel: Requires fuel to do this action. 6 fuels are granted at first, making the fly effect lasts for 6 turns. After the fuel dries out, this action has 2 turn cool down and fuel must be refilled by recharge.
 * Debuff.
 * Debuffs all enemies.
 * Inflicts:
 * Overwatched: Attacks are guaranteed to be countered by the one that inflicts this debuff.
 * Grants:
 * (Self)   Overwatch: Counters targets debuffed with Overwatched, but with 30% less accuracy. However, only can counter once before being re-applied on the next turn