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Sectoid (XCOM2)

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Revision as of 07:28, 9 February 2016 by Steelpoint (talk | contribs) (Image and psi info update)
Sectoid
Sectoid

The latest and most dangerous variant of the Sectoid race, they have been hybridized with human DNA. The result is a much tougher adversary, combining physical stamina and human psionic potency with the Sectoid's experience in psionic skills. Sectoids carry a plasma pistol, which is about as damaging as an ADVENT Trooper's mag rifle, but their real danger comes from their psionic powers.

Mind Control and Reanimate can, as expected, be countered by killing the controlling Sectoid. Additionally, disorienting the controlling Sectoid will cause them to lose concentration and end the effect - Disorient is available very early through Flashbang grenades.

Sectoid's will usually be escorted by either a single or pair of Advent Troops.

Info

[[]]
1st Appearance ???
HP 3/3/4/4
Aim ?/?/?/?
Defense ?
Will ?
Movement ?
Easy/Normal/Classic/Impossible


Sectoid Armaments
Weapon Base Damage Critical Damage Critical Chance Abilities
Sectoid Plasma Pistol - - - -
Sectoid Abilities
Ability Description

Mind Control
A difficult psi technique that, if successful, grants control of the target for approximately two to three turns. Robotic enemies are immune.

Reanimate
Will reanimate a targeted dead Human and turn them into a Psi Zombie, can be a ADVENT soldier, Xcom operative or a Civilian.

Psi Panic
If successful can cause a target to panic for about two turns.

Mindspin
A attack that if successful will inflict a target with the 'disoriented' status, impacting the target's aim and halving their possible movement.