Sectoid (LW2)

From UFOpaedia
Revision as of 18:47, 2 March 2017 by Hewhoispale (talk | contribs) (Unit box? Unit box!)
Jump to navigation Jump to search
Name {{{name}}} Rank {{{rank}}}
Force Level
{{{leaderforcelevel}}}
{{{followerforcelevel}}}
Pod Max
{{{podmax}}}
Xcom2 sectoid hero.jpg
Armor 0 Health 7 - 16
Mobility 12 Detection Radius 15
Aim 70 - 80 Armor Piercing 0
Crit Chance 0 - 10 Defense 0 - 20
Dodge 0 Will 80 - 110
Psi 80 - 130

The Sectoid enjoys a somewhat elevated position in the alien hierarchy since the formation of the ADVENT coalition. Extensively modified with human genetics, the Sectiod is much more physically imposing than they have been in the past. Armed with a wrist mounted plasma weapon and powerful psionics, they serve as either patrol leaders for ADVENT pods, or support for more independent aliens patrols.

Eventually, Sectoid Commanders will be seen in the field. Possessing more psionic power than common Sectoids, they are substantively more dangerous.

Sectoid Abilities
Ability Rank Required
UIPerk sectoid mindspin.png
Mindspin
Chance to panic, disorient, or mind control target unit.
Sectoid (Mk1)
UIPerk sectoid psireanimate.png
PSI Reanimate
Reanimate a dead human or ADVENT corpse as a psi-zombie.
Sectoid (Mk1)
LW AbilityMassreanimate.png
PSI Mass Reanimate
Reanimate all dead human or ADVENT corpses as psi-zombies.
Sectoid Command (Mk2)
  • Mindspin is resisted using the target's will score, making Sectoids very effective against shaken soldiers.
  • Disorienting or killing a Sectoid will remove active psionic effects, which includes de-animating psi-zombies.
  • Sectoids will reanimate corpses in view even if their pod hasn't been activated.
  • Sectoids have a hidden perk called "Sectoid Melee Vulnerability" have causes them to take extra damage from melee attacks.
Sectoid Potential Tactical Dark Events
Ability Effected Ranks Chance to Adopt While Active
Center Mass
All ranks 16%
Lethal
All ranks 8%
Will to Survive
All ranks 15%