Difference between revisions of "Sectoid Commander (EU2012)"

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(Created page with "{{Ref Open | title = Sectoid Commander Interrogation}}right|thumb|Sectoid Commander This specimen has a uniquely defined cellular struc...")
 
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{{Ref Open | title = Sectoid Commander Interrogation}}[[Image:Sectoid Commander 2 (EU2012).png|right|thumb|Sectoid Commander]]
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[[Image:Sectoid Commander 2 (EU2012).png|right|300px|Sectoid Commander]]
This specimen has a uniquely defined cellular structure within its brain, augmented by a series of advanced cybernetic implants that must have been ingrained shortly after its "birth." Due to the unusual abilities exhibited by this captive in the field, we've had to be particularly cautious during the interrogation process. Evidence of a telekinetic power unlike anything previously recorded in known science has left some members of the research team unwilling to approach the subject. We were met with limited success in retrieving new information directly from the captive, although we have come to understand how the captive was able to interact with the mysterious device we found within the alien base. We've also had time to further analyze the modules implanted in the subject's body, which will likely lead to a number of unexpected advances.
 
{{Ref Close | source = XCOM: Enemy Unknown (2012) Research Archives}}
 
  
{{Ref Open | title = Sectoid Commander Autopsy}}[[Image:Sectoid Commander 3 (EU2012).png|right|thumb|Sectoid Commander Autopsy]]
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The Sectoid Commander makes a non-interactive appearance in the tutorial mission if you have it enabled, but your first proper Sectoid Commander encounter will be in the [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base]]. After that, they will be at the helm of [[UFOs (EU2012)|UFOs]] right up until you assault the [[Overseer (EU2012)|Overseer UFO]], at which point they are permanently replaced by [[Ethereal (EU2012)|Ethereals]].
After an extensive analysis of this specimen's brain tissue, we've discovered some unusual activity in the synaptic connections that may be the source of the... abilities our troops encountered in the field. Although somewhat similar in physical appearance to the Sectoid we previously identified, this "Commander" variant has an easily differentiated internal composition. We've theorized that these "enhanced electrical synapses," capable of transmitting nerve impulses at nearly three times the normal rate, are the product of careful genetic manipulation. If our theory holds true, that means the aliens are capable of modifying even the most complex tissue at a genetic level...
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These aliens have the ability to mind control your soldiers and after the alien base assault they will always deploy in groups of 2 or 3. Allowing them to live throughout the alien turn can be an extremely dangerous (and deadly) experience due to their psionic powers.
{{Ref Close | source = XCOM: Enemy Unknown (2012) Research Archives}}
 
  
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.
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In the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] DLC: once 'unlocked' in the Alien Base Assault, they will still make regular appearances, with one (often also with a regular [[Sectoid (EU2012)|Sectoid]]) or two combined with a [[Mechtoid (EU2012)|Mechtoid]], even after the [[Psi Link (EU2012)|Ethereal Device]] is captured.
 
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<br clear="all">
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, have a Sniper hit the soldier with Disabling Shot 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.
 
 
 
The first Sectoid Commander you ever encounter will be in the Alien Base. After that, they will be at the helm of UFOs right up until you assault the Overseer UFO, at which point they are permanently replaced by Ethereals.
 
  
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== Info ==
 
{{Unit Stat Box (EU2012)
 
{{Unit Stat Box (EU2012)
|picture=[[File:Sectoid Commander (EU2012).png|125px]]
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|picture=[[File:Sectoid Commander 1 (EU2012).png|150px]]
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|appears=Alien Base
 
|hp=10/10/14/14
 
|hp=10/10/14/14
|aim=85
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|aim=85/85/95/95
 
|defense=20
 
|defense=20
|will=90
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|will=90/90/115/125
 
|move=12
 
|move=12
 
}}
 
}}
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{| class="wikitable" width="70%"  
 
{| class="wikitable" width="70%"  
 
|+ Sectoid Commander Armaments
 
|+ Sectoid Commander Armaments
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! 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;"
| align="center" |[[Sectoid Plasma Pistol (EU2012)|Sectoid Plasma Pistol]] || align="center" | 3 || align="center" | 0 || align="center" | Unlimited ammo<br>Suppression 20%
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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
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|- align="center"
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| [[Alien Grenade (EU2012)|Alien Grenade]]|| 5 || NA || NA || NA
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|}
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{| class="wikitable" width="70%"
 +
|-
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|+ Sectoid Commander Abilities
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|-
 +
! width=""50px" align="center" | Ability !! Description
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|- style="vertical-align:top;"
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|- align="center"
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| [[File:PSIONIC_MINDFRAY.png|24px]]<br>'''Mind Fray'''|| ''Use psi abilities in combat to unlock further psi training. Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing 5 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.''
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|- align="center"  
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| [[File:PSIONIC MINDCONTROL.png|24px]]<br>'''Mind Control''' || ''Very difficult psi technique that, if successful, grants control of the target for 3 turns. Robotic enemies are immune. 5 turn cooldown.''
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|- align="center"  
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| [[File:PSIONIC PANIC.png|24px]]<br>'''Psi Panic''' || ''Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.''
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|- align="center"  
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| [[File:PSIONIC_GREATERMINDMERGE.png|24px]]<br>'''Greater Mind Merge''' || ''Merge minds with all lesser allies of the same species nearby, granting them +25 critical chance and +1 health.''
 
|-
 
|-
| align="center" |[[Alien Grenade (EU2012)|Alien Grenade]]|| align="center" | 5  || align="center" | 0 || align="center" | NA
 
 
|}
 
|}
  
'''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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* On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], Sectoid Commanders can also Mind Merge with [[Mechtoid (EU2012)|Mechtoids]] giving them a 6 HP shield that reduces all incoming damage by 50%. If the Commander is killed, the Mechtoid's shield will be deactivated and it will receive 3 damage points.
* '''Mind Control''': Very difficult psi technique that, if successful, grants control of the target for 3 turns.
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* Mechtoids with Sectoid Commanders will appear in July (vanilla) or October (Marathon).
* '''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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*[[Suppression (EU2012)|Suppressing]] or using Disabling Shot on these aliens is very likely to make them use Mind Control on your soldiers, so be aware!
 
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*On the other hand, leaving a soldier exposed to them can be a lot less dangerous since they'll be more likely to fire their Plasma Pistols instead at the soldier than mind controlling him/her.
__TOC__
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*[[S.H.I.V. (EU2012)|S.H.I.V.s]] can be one of the best units against these aliens since they can't be mind controlled by them.
 
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*If killed during a successful mission a [[Sectoid Commander Corpse (EU2012)|Sectoid Commander Corpse]] will be recovered.
=== Tactical Advice ===
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** On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], researching a Sectoid Commander corpse will unlock the [[Gene Mods (EU2012)#Neural Feedback|Neural Feedback]] gene mod and the [[Mimic Beacon (EU2012)|Mimic Beacon]].
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.
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*If [[Arc Thrower (EU2012)|captured]] during a mission and [[Interrogate Sectoid Commander (EU2012)|interrogated]] afterwards they will provide a [[Research (EU2012)#Research Credits|reduction]] in the time required for Psionic research.
 
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** Capturing a Sectoid Commander will also recover intact its Plasma Pistol, which can be used later by your troops after it's researched, as well as its Alien Grenade, which can be used immediately without any research required.
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.
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==Trivia==
 
 
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 ==
 
 
*A Sectoid Commander may be seen on the Tutorial mission where it is mind controlling the German solder.
 
*A Sectoid Commander may be seen on the Tutorial mission where it is mind controlling the German solder.
*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 reference 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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*In the Game Over cutscene, the Council Representative (mind controlled by a Sectoid Commander) announces the shutdown of XCOM while a [[Thin Man (EU2012)|Thin Man]] grasps his shoulder. This may be a reference to earlier games, where it is implied that withdrawn countries are thusly easily infiltrated, then Mind Control techniques are used on their leaders and populace.
 
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<br>
 
{{Aliens (EU2012)}}
 
{{Aliens (EU2012)}}
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{{EU2012 Style}}
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Aliens (EU2012)]]
 
[[Category: Aliens (EU2012)]]

Latest revision as of 16:55, 9 November 2017

Sectoid Commander

The Sectoid Commander makes a non-interactive appearance in the tutorial mission if you have it enabled, but your first proper Sectoid Commander encounter will be in the Alien Base. After that, they will be at the helm of UFOs right up until you assault the Overseer UFO, at which point they are permanently replaced by Ethereals. These aliens have the ability to mind control your soldiers and after the alien base assault they will always deploy in groups of 2 or 3. Allowing them to live throughout the alien turn can be an extremely dangerous (and deadly) experience due to their psionic powers.

In the Enemy Within DLC: once 'unlocked' in the Alien Base Assault, they will still make regular appearances, with one (often also with a regular Sectoid) or two combined with a Mechtoid, even after the Ethereal Device is captured.

Info

Sectoid Commander 1 (EU2012).png
1st Appearance Alien Base
HP 10/10/14/14
Aim 85/85/95/95
Defense 20
Will 90/90/115/125
Movement 12
Easy/Normal/Classic/Impossible


Sectoid Commander Armaments
Weapon Base Damage Critical Damage Critical Chance Abilities
Sectoid Plasma Pistol 2-4 4 or 6 0 Unlimited ammo
Alien Grenade 5 NA NA NA
Sectoid Commander Abilities
Ability Description
PSIONIC MINDFRAY.png
Mind Fray
Use psi abilities in combat to unlock further psi training. Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing 5 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.
PSIONIC MINDCONTROL.png
Mind Control
Very difficult psi technique that, if successful, grants control of the target for 3 turns. Robotic enemies are immune. 5 turn cooldown.
PSIONIC PANIC.png
Psi Panic
Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.
PSIONIC GREATERMINDMERGE.png
Greater Mind Merge
Merge minds with all lesser allies of the same species nearby, granting them +25 critical chance and +1 health.

Notes

  • On the Enemy Within DLC, Sectoid Commanders can also Mind Merge with Mechtoids giving them a 6 HP shield that reduces all incoming damage by 50%. If the Commander is killed, the Mechtoid's shield will be deactivated and it will receive 3 damage points.
  • Mechtoids with Sectoid Commanders will appear in July (vanilla) or October (Marathon).
  • Suppressing or using Disabling Shot on these aliens is very likely to make them use Mind Control on your soldiers, so be aware!
  • On the other hand, leaving a soldier exposed to them can be a lot less dangerous since they'll be more likely to fire their Plasma Pistols instead at the soldier than mind controlling him/her.
  • S.H.I.V.s can be one of the best units against these aliens since they can't be mind controlled by them.
  • If killed during a successful mission a Sectoid Commander Corpse will be recovered.
  • If captured during a mission and interrogated afterwards they will provide a reduction in the time required for Psionic research.
    • Capturing a Sectoid Commander will also recover intact its Plasma Pistol, which can be used later by your troops after it's researched, as well as its Alien Grenade, which can be used immediately without any research required.

Trivia

  • A Sectoid Commander may be seen on the Tutorial mission where it is mind controlling the German solder.
  • In the Game Over cutscene, the Council Representative (mind controlled by a Sectoid Commander) announces the shutdown of XCOM while a Thin Man grasps his shoulder. This may be a reference to earlier games, where it is implied that withdrawn countries are thusly easily infiltrated, then Mind Control techniques are used on their leaders and populace.


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