Sectoid Commander (EU2012)
Sectoid Commander Interrogation |
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. |
Source: XCOM: Enemy Unknown (2012) Research Archives
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Sectoid Commander Autopsy |
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... |
Source: XCOM: Enemy Unknown (2012) Research Archives
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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.
1st Appearance | {{{appears}}} |
HP | 10/10/14/14 |
Aim | 85 |
Defense | 20 |
Will | 90 |
Movement | 12 |
Easy/Normal/Classic/Impossible |
Weapon | Damage | Critical Chance | Abilities |
---|---|---|---|
Sectoid Plasma Pistol | 3 | 0 | Unlimited ammo Suppression 20% |
Alien Grenade | 5 | 0 | NA |
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.
Notes
- 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.
XCOM: Enemy Unknown (2012): Aliens | |
Aliens: | Sectoid • Floater • Thin Man • Outsider • Muton • Chryssalid • Zombie • Sectoid Commander • Cyberdisc • Heavy Floater • Berserker • Sectopod • Drone • Muton Elite • Ethereal • Uber Ethereal (*Spoilers*) • Mechtoid (EW DLC) • Seeker (EW DLC) |
Alien Corpses: | Sectoid Corpse • Floater Corpse • Thin Man Corpse • Muton Corpse • Chryssalid Corpse • Drone Wreck • Cyberdisc Wreck • Sectoid Commander Corpse • Heavy Floater Corpse • Berserker Corpse • Muton Elite Corpse • Sectopod Wreck • Ethereal Corpse • Seeker Wreck (EW DLC) • Mechtoid Core (EW DLC) |
Data: | Overview of Aliens • Alien Stats • Alien Objectives • Alien Deployment |