Sectoid (LWOTC)

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Xcom2 sectoid hero.jpg

The Sectoid are the first aliens we've ever faced that carries psionic capabilities and a better physical body integrated with human DNA.

The Sectoid was the first aliens we've faced but now integrated with human DNA has granted them a more durable body. Though despite this they seem to be more fragile to certain weapons and causing them to have a Melee Weakness. The first special ability they are capable of is Mindspin that launches a mental attack to inflict a negative mental effect including mind control. The next ability they are capable of is Psi Reanimation which allows them to revive a humanoid corpse as a zombie. As the aliens progress, a stronger version appears that can cast these abilities over an area affecting multiple targets and escalating the situation more quickly.

Sectoid (Rank 1)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Psi Offense
Psi Offense
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 7 0 70 15 0 33 0 0 12 80 10
Veteran 8 0 75 20 0 33 0 0 12 85 10
Commander 8 0 75 25 10 40 0 0 12 85 10
Legend 9 0 75 30 10 40 0 0 12 85 10
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Beam Pistol 3 - 4 2 3 -
Max Units in Pod = 4
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 1 1 2 2 2 2 2 1 1 1 1 0 0 0 0 0 0 0 0 0
Follower Spawn Weight 0 0 0 2 3 5 6 7 8 7 6 6 6 6 7 8 8 8 8 8
Abilities and Tactical Upgrades
Mindspin
* This ability can inflict disorient, panic or mind control
Launch a mental psionic attack, inflicting a negative mental effect. 3-turn cooldown.
Psi Reanimation
* Each corpse can only be raised once.
Raise a humanoid corpse as a psionic zombie. 4-turn cooldown
Melee Vulnerability
XCOM2 infoIcon custom 1.png
The sectoid's fragile frame makes it more vulnerable to melee attacks, taking an additional 3 damage.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion
Will To Survive
*Enemy damage is reduced by 1 when in cover and attacked through that cover. *Cover against explosives and other indirect attacks is calculated from the point of the explosion. *Armor piercing effects do not eliminate this bonus. *This unit also permanently gains 5 will. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.

15% chance of applying after completion
Lethal
*You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.

8% chance of applying after completion


Sectoid Commander (Rank 2)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Psi Offense
Psi Offense
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 12 0 75 30 10 33 10 0 12 100 12
Veteran 14 0 75 35 10 33 10 0 12 105 12
Commander 16 0 80 40 10 40 15 0 12 105 12
Legend 18 0 80 45 10 40 15 0 12 110 12
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Beam Pistol 3 - 4 2 3 -
Max Units in Pod = 4
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 2 2 2 2 3 3 3 3 3
Follower Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 4 5 5 6 7
Abilities and Tactical Upgrades
Mass Mindspin
* This ability can inflict disorient, panic or mind control * The area of effect is 9-tiles long and extends to 10-tiles wide
Launch a mental psionic attack against all enemeis within a cone, inflicting a negative mental effect. 3-turn cooldown.
Mass Reanimation
* This ability can be used anywhere within line of sight and targets in a 13-tile radius area * Each corpse can only be raised once.
Reanimate all humanoid corpses in a large area into zombies. 3-turn cooldown.
Melee Vulnerability
XCOM2 infoIcon custom 1.png
The sectoid's fragile frame makes it more vulnerable to melee attacks, taking an additional 3 damage.
Flashbang Resistance
* This does not allow the unit to resist sting grenade's effect * Muton Centurion has 20% resist, Sectoid Commanders/Great Archon has 33% resist, General (T1) has 50% resist, Muton elite has 67% resist, Gatekeeper/General (T2) has 75% resist. Rulers guaranteed resist
Have a chance to resist the effects of flashbangs.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion
Will To Survive
*Enemy damage is reduced by 1 when in cover and attacked through that cover. *Cover against explosives and other indirect attacks is calculated from the point of the explosion. *Armor piercing effects do not eliminate this bonus. *This unit also permanently gains 5 will. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.

15% chance of applying after completion
Lethal
*You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.

8% chance of applying after completion


Tips

  • Like most flankable units, they will ideally try to find reasonable cover whenever flanked. This can be taken advantage of if you want to force enemies to move.
  • Unlike the vanilla game, Sectoid's are not required to use their abiltiies first before any other actions. This means that sectoids can and will shoot you if there is a very desirable target.
  • Inflicting any negative mental effect on Sectoid's is a very powerful counter as it will cancel their reanimation or mind controls active.
  • The best result from a mindspin is mind control due to the many tools at your disposal to cancel it, such as a simple flashbang, and effectively waste their turn but make sure you actually have a way to cancel it if it does happen. The next best effect is panic as this can be cured by simply killing the sectoid or various tools to cure the panic. The worst effect is disorient as there is no way around it but to suffer the effect or have tools to cure the effect such as Revival Protocol.