Difference between revisions of "Sectoid (EU2012)"

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== Sectoid Soldier ==
 
== Sectoid Soldier ==
 
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Revision as of 15:30, 13 November 2012

The Sectoids are a small, grey alien race. Every Sectoid is a perfect genetic copy but some are chosen to command the pack with deadly psionic abilities. They are augmented with cybernetic implants to support their frail physiques in combat situations. They are usually the first alien species encountered in combat by XCOM's ground forces. Within the alien army the Sectoids fill the role of scientists and abductors. You will usually find them experimenting on prostrate humans during abduction missions.

Sectoids are physically feeble. They cannot move very far and their lack of accuracy hints to their inability to handle recoil effectively. However, these little grey aliens are profficient in the use of deadly psionic powers. They use these psionic abilities to make their kinsmen more deadly in combat or even to turn your soldiers into slaves to their will. This race prefers the use of wrist mounted plasma pistols.

Tactical Advice

Sectoid Soldiers are basic alien peons. They use Mind Merge to try and make up for their shortcomings. However, their reliance on the mind merge ability makes them potentially vulnerable because killing the Sectoid performing the merge will also kill the one receiving it, giving an opportunity for a double kill.

Sectoid Commanders have much higher health than regular Sectoids and massive accuracy, but their pistol is the least of your worries. Sectoid Commanders will usually begin by using Mind Control. If one of your soldiers gets controlled, heed the advice below.

Sectoid Soldier

Sectoid (EU2012).jpg
1st Appearance {{{appears}}}
HP 3/3/3/4
Aim 65
Defense 0
Will 10
Movement 12
Easy/Normal/Classic/Impossible

A common foe, these standard foot soldiers are often seen early on in the game during abduction missions and also staffing small UFOs. They have low health and accuracy but can psionically merge minds with their brethren to improve their health, accuracy and critical chance.

Sectoid Soldier Armaments
Weapon Damage Critical Chance Class Terrain Damage Range Reaction Angle Reaction Range Size Abilities
Sectoid Plasma Pistol 4 0 Sectoid 125 27 200 NA Small Unlimited ammo
Suppression 20%

Abilities:

  • Mind Merge: the merged ally receives +1 hit points, increased accuracy, & increased critical hit chance.

Sectoid Commander

Sectoid Commander (EU2012).png
1st Appearance {{{appears}}}
HP 10/10/14/14
Aim 85
Defense 20
Will 90
Movement 12
Easy/Normal/Classic/Impossible


These elite leaders of the Sectoid race command some of the most powerful psionics seen in the game.

They have far higher health than regular Sectoid infantry and their firing accuracy is also among the best you will see in the game, though this is not what makes them dangerous.

They possess the frightening ability to take control of one of your soldiers for about three turns. You can either run from the controlled soldier until he or she is released back into your control, kill the Sectoid commander to break the psionic link or, if in dire circumstances kill the captured soldier to ensure he is no longer a threat to your squad.

They also use a more advanced version of the mind merge ability, providing the same bonuses but to multiple Sectoids at the same time.

Researching the creature's corpse allows access to the Psi Labs, through it you gain the ability to test your soldiers in Psionic aptitude.

You may find Sectoid Commanders at the helm of bases or UFOs. (After the Outsider has been researched.)

Sectoid Commander Armaments
Weapon Damage Critical Chance Class Terrain Damage Range Reaction Angle Reaction Range Size Abilities
Sectoid Plasma Pistol 4 0 Sectoid 125 27 200 NA Small Unlimited ammo
Suppression 20%
Alien Grenade 5 0 Any 250 17 240 Small

Abilities:

  • Mind Fray: Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility and doing 5 base damage. Lasts 2 turns, 1 turn cooldown.
  • Mind Control: Very difficult psi technique that, if successful, grants control of the target for 3 turns.
  • Greater Mind Merge: Merge Minds with all lesser allies of the same species nearby, granting them +25% critical chance and +1 health.