Difference between revisions of "Sectoid (EU2012)"

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'''Abilities:'''
 
'''Abilities:'''
 
*'''Mind Merge''': the merged ally receives +1 hit points, increased accuracy and increased critical hit chance. Mind Merge also functions as a Sectoid Medikit since any injured Sectoids receiving Mind Merge will heal +1 HP on the next turn.
 
*'''Mind Merge''': the merged ally receives +1 hit points, increased accuracy and increased critical hit chance. Mind Merge also functions as a Sectoid Medikit since any injured Sectoids receiving Mind Merge will heal +1 HP on the next turn.
 
=== 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 (the soldier will receive the kill count and EXP for both). 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.
 
 
The Sectoid and their Commanders are the only source of the useful Plasma Pistol (once captured, you can then research and manufacture them yourself), and if you wish for a full armament, recovery is required before either Sectoid breed is phased out of front-line combat. You can either capture a Sectoid early on, or; after assaulting the Alien Base, capturing a Commander, or researching Psionics, building a Psi trooper to have Mind Control, and MCing and preparing a Commander to be killed by his fellow aliens (must be done ''before'' the Overseer UFO is assaulted, due to Commanders being completley replaced with Ethereals). A capture is reccomended for both, as interrogating a Sectoid will be of greater ease at the low level you will be at the start of the war (and will thusly reduce research time for Beam weapons, which will make fighting (and capturing) all other species much easier), and interrogating a Commander reduces reasearch time for all Psionics-related projects.
 
 
As cannon fodder for all but in the beggining of Impossible difficulty, Sectoids begin to be phased out a few months into the campaign. Once the Alien Base is conquered, they may still appear on larger UFOs as compliment to Sectoid Commanders. Once the Hyperwave uplink is installed, you have about 1-2 weeks before the Overseer UFO begins to appear (it can be let go, but your monthy Council Reports will suffer), so it may be worthwhile to hold off on it's construction in your base, and 'farm' Commanders for Plasma Pistols and for experience dealing with Psionic attacks before having to deal with Etherials (for example: a trooper who is MCing an alien CANNOT even be selected for Mind Control themselves: If all a Commander/Ethereal can see is Controlling soldiers, they will not attempt Mind Control... and will use Mind Fray or Psi Lance). After the Overseer UFO is captured, Sectoid Commanders will never reappear except aboard the Temple Ship, and Sectoids almost entirely dissapear, useless for capture/reasearch purposes. Capturing the Base's Commander is recommended, as it is the only guaranteed time that only one Commander will appear (though you may want to hold off if the battles along the way have been particularly hard). Sectoids very rarely appear late-game: in large UFOs and the last guaranteed appearance before the Temple Ship is the Council Mission at the truck stop (the Spokesman will mention "a truck carrying unusual cargo"), though this mission may appear at any time.
 
  
 
== Notes ==
 
== Notes ==

Revision as of 01:35, 28 July 2013

Sectoid Interrogation
Sectoid

Our interrogation of the small alien captive was a learning experience for all parties involved. Although traditionally an interrogation would imply a discussion of sorts, perhaps under coercion, that possibility was out of the question given these unique circumstances. We were instead forced to undertake a more aggressive approach, namely, through a series of invasive cranial probes inserted into the subject's prefrontal cortex. By interpreting the captive's responses to various stimuli, we were able to discern a great deal of information... more so than I had originally anticipated. Although it seemed to have little understanding of the various modifications it had been subjected to at some point in the past, we did garner some information relating to the aliens miniaturized implants and power cells used in their weaponry. We've already begun analyzing this data for possible incorporation into future advanced weapons prototypes, including several power-intensive beam weapons.

Source: XCOM: Enemy Unknown (2012) Research Archives
Sectoid Autopsy
Sectoid Autopsy

We've found no discernible genetic variance between any of the small humanoid aliens that have been examined thus far. They are perfect genetic copies, each and every one of them. The subject's brain is quite sizable with respect to its body, and appears to have been augmented even further with cybernetic implants of some kind. Considering the...fragile nature of this creature's physical form, it is safe to assume that these implants were intended to somehow improve the combat effectiveness of the species. Dr. Shen and the engineering team have already developed several theories as to how we might be able to adapt these implants for our own use. Additional tactical information may be available in the field when viewing hostile targets in the Unit Analysis View.

Dr. Vahlen's Personal Note: Cloning, genetic manipulation, biomedical implants... the implications of this technology and the alien's motives are not reassuring.

Source: XCOM: Enemy Unknown (2012) Research Archives

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 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 proficient 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.

Stats

Sectoid (EU2012).png
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. You may want to keep a stock of their corpses on hand, as they are used for the useful one-use-each Targeting Boost module for your Interceptors.

Sectoid Soldier Armaments
Weapon Damage Critical Chance Abilities
Sectoid Plasma Pistol 3 0 Unlimited ammo
Suppression 20%

Abilities:

  • Mind Merge: the merged ally receives +1 hit points, increased accuracy and increased critical hit chance. Mind Merge also functions as a Sectoid Medikit since any injured Sectoids receiving Mind Merge will heal +1 HP on the next turn.

Notes

  • When completing the Laser Rifle research, a cutscene is shown with a test of the rifle on a large printout of the 1994 UFOpaedia Sectoid graphic.

External Links

Head red 2.png XCOM: Enemy Unknown (2012): Aliens
Aliens:SectoidFloaterThin ManOutsiderMutonChryssalidZombieSectoid CommanderCyberdiscHeavy FloaterBerserkerSectopodDroneMuton EliteEtherealUber Ethereal (*Spoilers*)Mechtoid (EW DLC)Seeker (EW DLC)
Alien Corpses:Sectoid CorpseFloater CorpseThin Man CorpseMuton CorpseChryssalid CorpseDrone WreckCyberdisc WreckSectoid Commander CorpseHeavy Floater CorpseBerserker CorpseMuton Elite CorpseSectopod WreckEthereal CorpseSeeker Wreck (EW DLC)Mechtoid Core (EW DLC)
Data:Overview of AliensAlien StatsAlien ObjectivesAlien Deployment