Difference between revisions of "Sectoid (EU2012)"

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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'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.
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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.  
  
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.
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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]].  
  
__TOC__
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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.
  
=== Tactical Advice ===
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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]].  
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.
 
  
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.
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<br clear="all">
 
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==Info==
== Sectoid Soldier ==
 
 
{{Unit Stat Box (EU2012)
 
{{Unit Stat Box (EU2012)
|picture=[[File:Sectoid (EU2012).jpg|200px]]
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|appears=March
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|picture=[[File:Sectoid (EU2012).png|125px]]
 
|hp=3/3/3/4
 
|hp=3/3/3/4
|aim=65
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|aim=65/65/75/75
 
|defense=0
 
|defense=0
 
|will=10
 
|will=10
 
|move=12
 
|move=12
 
}}
 
}}
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.
 
  
 
{| class="wikitable" width="70%"  
 
{| class="wikitable" width="70%"  
 
|-  
 
|-  
|+ 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"  
| align="center" |[[Sectoid Plasma Pistol (EU2012)|Sectoid Plasma Pistol]] || align="center" | 3 || 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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| |[[Sectoid Plasma Pistol (EU2012)|Sectoid Plasma Pistol]] || 2-4 || 4 or 6 || 0 || Unlimited ammo
 
|-
 
|-
 
|}
 
|}
 
'''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.
 
 
== Sectoid Commander ==
 
{{Unit Stat Box (EU2012)
 
|picture=[[File:Sectoid Commander (EU2012).png|200px]]
 
|hp=10/10/14/14
 
|aim=85
 
|defense=20
 
|will=90
 
|move=12
 
}}
 
 
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.)
 
 
  
 
{| class="wikitable" width="70%"  
 
{| class="wikitable" width="70%"  
|+ Sectoid Commander Armaments
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|-
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities
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|+ Sectoid Abilities
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|-
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! width=""50px" align="center" | Ability !! Description
 
|- style="vertical-align:top;"
 
|- style="vertical-align:top;"
| align="center" |[[Sectoid Plasma Pistol (EU2012)|Sectoid Plasma Pistol]] || align="center" | 3 || 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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|- align="center"  
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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" |
 
 
|}
 
|}
  
'''Abilities:'''
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'''Notes'''
* '''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.
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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.
* '''Mind Control''': Very difficult psi technique that, if successful, grants control of the target for 3 turns.  
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** If the Sectoid performing Mind Merge is killed, the other Sectoid will also be killed.  
* '''Greater Mind Merge''': Merge Minds with all lesser allies of the same species nearby, granting them +25% critical chance and +1 health.
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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.  
  
== Notes ==
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==Trivia==  
*When completing the Laser Rifle reasearch, a cutscene is shown with a test of the rifle on a large printout of the 1994 UFOpaedia Sectoid graphic.
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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.
*In the Game Over cutscene, the Spokesman (Mind Controlled by a Sectoid Commander) announces the shutdown of XCOM while a Thin Man grasps his shoulder. This may be a refrence to earlier games, where it is implied that withdrawn countries are thusly easily infliltrated, then Mind Control techniques are used on their leaders and populace. This may also imply that the Council may work on a 50% majority vote system.
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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.  
== External Links ==
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<br>
 
{{Aliens (EU2012)}}
 
{{Aliens (EU2012)}}
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Aliens (EU2012)]]
 
[[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