Difference between revisions of "Sectoid (EU2012)"

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The Sectoids are a small, grey alien race. They are usually the first alien species encountered in combat by XCOM's ground forces.
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{{OriginalVersion (EU2012)}}
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{{BureauVersion (EU2012)}}
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[[File:Sectoid 2 (EU2012).png|300px|right|Sectoid]]
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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 (EU2012)|XCOM]]'s ground forces. Sectoids can be found throughout the entire campaign, although they'll appear less and less as more advanced alien races are deployed.  
  
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.
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Sectoids are physically feeble. However, these little grey aliens are proficient in the use of deadly psionic powers to merge minds with their brethren and improve their health, accuracy and [[Critical Hits (EU2012)|critical chance]].  
  
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 far 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.
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Their tactics will change according to their numbers: while a lone Sectoid will usually retreat when outnumbered and prefer instead to conduct Overwatch ambushes, they'll also press forward and try to outflank your soldiers when several of them are active.  
  
== Sectoid Soldier ==
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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 [[Interceptor (EU2012)|Interceptors]].
  
  
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.
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<br clear="all">
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==Info==
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{{Unit Stat Box (EU2012)
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|appears=March
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|picture=[[File:Sectoid (EU2012).png|125px]]
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|hp=3/3/3/4
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|aim=65/65/75/75
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|defense=0
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|will=10
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|move=12
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}}
  
'''Abilities:'''
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{| class="wikitable" width="70%"  
*'''Mind Merge''': the merged ally receives +1 hit points, increased accuracy, & increased critical hit chance.
 
 
 
{| class="wikitable" width="100%"  
 
 
|-  
 
|-  
|+ Sectoid Soldier Armaments
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|+ Sectoid Armaments
 
|-  
 
|-  
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities
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! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities
 
|- style="vertical-align:top;"
 
|- style="vertical-align:top;"
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|- align="center"
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| |[[Sectoid Plasma Pistol (EU2012)|Sectoid Plasma Pistol]] || 2-4 || 4 or 6 || 0 || Unlimited ammo
 
|-
 
|-
| align="center" |[[Sectoid Pistol (EU2012)|Sectoid Plasma Pistol]] || align="center" | 4 || align="center" | 0 || align="center" | [[Sectoid (EU2012)|Sectoid]] || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Small || align="center" | Unlimited ammo<br>Suppression 20%
 
|-
 
{|
 
| [[File:Sectoid (EU2012).jpg|thumb]]
 
 
|}
 
|}
  
 
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{| class="wikitable" width="70%"  
 
 
== Sectoid Commander ==
 
 
 
 
 
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 accuracy is also slightly better, 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 except with slightly better benefits. 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.)
 
 
 
'''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.
 
 
 
 
 
{| class="wikitable" width="100%"  
 
 
|-  
 
|-  
|+ Sectoid Commander Armaments
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|+ Sectoid Abilities
 
|-  
 
|-  
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities
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! width=""50px" align="center" | Ability !! Description
 
|- style="vertical-align:top;"
 
|- style="vertical-align:top;"
|-
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|- align="center"  
| align="center" |[[Sectoid Pistol (EU2012)|Sectoid Plasma Pistol]] || align="center" | 4 || align="center" | 0 || align="center" | [[Sectoid (EU2012)|Sectoid]] || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Small || align="center" | Unlimited ammo<br>Suppression 20%
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| [[File:HEAVY SUPPRESSION.png|24px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.''
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|-align="center"  
|-
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| [[File:PSIONIC MINDMERGE.png|24px]]<br>'''Mind Merge''' || ''Psionically assist an ally, granting the ally an array of stat bonuses.''<br>The Sectoid receiving Mind Merge will have +1 HP, +25 Will and +25 Critical Chance.  
| align="center" |[[Alien Grenade (EU2012)|Alien Grenade]]|| align="center" | 5 || align="center" | 0 || align="center" | Any || align="center" | 250 || align="center" | 17 || align="center" | 240 || align="center" | Small || align="center" |
 
 
|-
 
|-
 
|}
 
|}
  
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'''Notes'''
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* Mind Merge also functions as a Sectoid [[Medikit (EU2012)|Medikit]] since any injured Sectoids receiving Mind Merge will heal +1 HP on the next turn.
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** If the Sectoid performing Mind Merge is killed, the other Sectoid will also be killed.
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** On the Enemy Within DLC, Sectoids can also Mind Merge with [[Mechtoid (EU2012)|Mechtoids]] giving them a 6 HP shield that reduces all incoming damage by 50%. If the Sectoid is killed, the Mechtoid's shield will be deactivated and it will receive 3 damage points.
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*If killed during a successful mission a [[Sectoid Corpse (EU2012)|Sectoid Corpse]] will be recovered.
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* After finishing [[Sectoid Autopsy (EU2012)|Sectoid Autopsy]] research, their corpses can be used to create [[Uplink Targeting (Aim) (EU2012)|Uplink Targeting]] modules to be used by interceptor craft.
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*If [[Arc Thrower (EU2012)|captured]] during a mission and [[Interrogate Sectoid (EU2012)|interrogated]] afterwards they will provide a [[Research (EU2012)#Research Credits|reduction]] in the time required to research [[Weapon Fragments (EU2012)|Weapon Fragments]] and all laser projects.
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** Capturing a Sectoid will also recover intact its Plasma Pistol, which can be used later by your troops after it's researched.
  
{|
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==Trivia==
| [[File:Sectoid Commander (EU2012).png|thumb]]
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*When completing the [[Laser Rifle (EU2012)|Laser Rifle]] research, a cutscene is shown with a test of the rifle on a large printout of the 1994 UFOpaedia [[Sectoid]] graphic.
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*An image of the original game's Sectoid can also be seen on the arcade game present on the [[Bar (EU2012)|Bar]] map.
 
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<br>
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{{Aliens (EU2012)}}
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]
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[[Category: Aliens (EU2012)]]

Latest revision as of 16:54, 9 November 2017

For the original UFO: Enemy Unknown (1994) version, see Sectoid
For the version that appears in The Bureau, see Sectoid (Bureau)


Sectoid

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. Sectoids can be found throughout the entire campaign, although they'll appear less and less as more advanced alien races are deployed.

Sectoids are physically feeble. However, these little grey aliens are proficient in the use of deadly psionic powers to merge minds with their brethren and improve their health, accuracy and critical chance.

Their tactics will change according to their numbers: while a lone Sectoid will usually retreat when outnumbered and prefer instead to conduct Overwatch ambushes, they'll also press forward and try to outflank your soldiers when several of them are active.

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.



Info

Sectoid (EU2012).png
1st Appearance March
HP 3/3/3/4
Aim 65/65/75/75
Defense 0
Will 10
Movement 12
Easy/Normal/Classic/Impossible


Sectoid Armaments
Weapon Base Damage Critical Damage Critical Chance Abilities
Sectoid Plasma Pistol 2-4 4 or 6 0 Unlimited ammo
Sectoid Abilities
Ability Description
HEAVY SUPPRESSION.png
Suppression
Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty.
PSIONIC MINDMERGE.png
Mind Merge
Psionically assist an ally, granting the ally an array of stat bonuses.
The Sectoid receiving Mind Merge will have +1 HP, +25 Will and +25 Critical Chance.

Notes

  • Mind Merge also functions as a Sectoid Medikit since any injured Sectoids receiving Mind Merge will heal +1 HP on the next turn.
    • If the Sectoid performing Mind Merge is killed, the other Sectoid will also be killed.
    • On the Enemy Within DLC, Sectoids can also Mind Merge with Mechtoids giving them a 6 HP shield that reduces all incoming damage by 50%. If the Sectoid is killed, the Mechtoid's shield will be deactivated and it will receive 3 damage points.
  • If killed during a successful mission a Sectoid Corpse will be recovered.
  • After finishing Sectoid Autopsy research, their corpses can be used to create Uplink Targeting modules to be used by interceptor craft.
  • If captured during a mission and interrogated afterwards they will provide a reduction in the time required to research Weapon Fragments and all laser projects.
    • Capturing a Sectoid will also recover intact its Plasma Pistol, which can be used later by your troops after it's researched.

Trivia

  • 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.
  • An image of the original game's Sectoid can also be seen on the arcade game present on the Bar map.


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