XCOM 2/Sectoid

''"Although they bear some resemblance to the sectoids first encountered during the invasion, their genetic structure now includes human DNA. They are stronger than ever, with an even greater psionic potential" ~Dr. Richard Tygan''



Sectoids are the first psionic enemy that XCOM encounters. They have a massive health pool, a plasma pistol, and two disruptive abilities.

Stats
Assume unlisted values are 0 or N/A. Unless otherwise specified, all damage ranges are uniformly distributed - each outcome is equally likely.

Types: Psionic

The plasma pistol has a 75% chance to deal 3 damage and a 25% chance to deal 4 damage

Abilities
Mindspin: The sectoid targets a hostile unit and makes a psionic attack. The chance of success is 50 + (Sectoid Psi Offense) - (Soldier Will). If it succeeds, the target will either be disoriented for one turn, disoriented for two turns, panicked for two turns, or mind controlled for two turns. 3 turn cooldown. The result is rolled randomly, with each possible result having the following weight:
 * Disorient for one turn: 0.2 * (Soldier Will)/(Sectoid Psi Offense)
 * Disorient for two turns: 0.2 * (Soldier Will)/(Sectoid Psi Offense)
 * Panic: 0.2 * ( 1 + (Sectoid Psi Offense)/(Soldier Will) )
 * Mind Control: 0.2 * (Sectoid Psi Offense)/(Soldier Will)

In order to find the actual probability of any result, sum up of the weights together, and then divide the weight of your desired result by the sum you just calculated. In many cases, the weights will add up to nearly 1, and so the weight of any result is roughly equal to the actual probability of that result.

If the mindspin panics or mind controls a unit, the panic or mind control will wear off if the sectoid dies or becomes disoriented.

Raise Zombie The sectoid targets a humanoid corpse and raises them as a Psi Zombie. 4 turn cooldown. If a sectoid dies or becomes disoriented, any zombies it raised are all immediately killed.

Melee Vulnerability: Sectoids take an extra 3 damage from melee attacks.

Appearance
There is only one sectoid variant.

Behavior
Enemy behavior is processed one action at a time. Figure out what they will do in the first action, and then figure out what they will do in the second action from their new position with their last action point. Actions are bolded. Actions higher on the list are always attempted first if the conditions are met. The conditions are italicized.

The Sectoid may take on one of many AI jobs. These generally affect their behavior in extremely minor ways, such as causing them to attack civilians in retaliations, attack the device in protect device missions, or randomly enter overwatch when they could have shot at you.

Action 1


 * Retreat
 * Only if last surviving member of a pod, another pod exists, and the objective is not completed. 50% chance
 * If flanked, move
 * Move according to job
 * If its job or default AI considers its current square to be the optimal square, go to next step. The trooper also uses this when moving while the pod is inactive
 * Take flanking shot
 * ''Requires that the sectoid be currently flanking an XCOM unit. 50% chance to choose this option.
 * Psi Zombie or Mindspin
 * if both are available, 66% to use Psi zombie, 34% to use Mindspin
 * raise psi zombie requires a visible humanoid corpse
 * Mindspin requires a visible XCOM operative
 * Overwatch, Multiple possible triggers, checked in the following order:
 * If two or more aliens are already overwatching, do not overwatch, even if the below conditions are true.
 * ''If it can see any XCOM operatives in a zone targeted by a two-turn attack (Psionic Rift, Wrath Cannon, or Blazing Pinions), 100% chance to overwatch. If one alien unit is already overwatching, 50% to overwatch.
 * If all available shots have less than 50 hit and nobody else overwatching, 25% to overwatch.
 * If the VIP is visible, 75% to overwatch. If at least one other alien unit overwatching already, 15% instead to overwatch.
 * If the EVAC and at least one XCOM unit is visible, 100% to overwatch. If at least one other alien unit overwatching already, 75% to overwatch.
 * Shoot
 * Reload
 * Hunt XCOM, staying in cover
 * Called whenever it cannot see any XCOM units, or if the attacker cap has been reached for this turn.

Action 2


 * If flanked, move
 * Take flanking shot
 * ''Requires that the sectoid be currently flanking an XCOM unit. 50% chance to choose this option.
 * Psi Zombie or Mindspin
 * if both are available, 66% to use Psi zombie, 34% to use Mindspin
 * raise psi zombie requires a visible humanoid corpse
 * Mindspin requires a visible XCOM operative
 * Overwatch, Multiple possible triggers, checked in the following order:
 * If two or more aliens are already overwatching, do not overwatch, even if the below conditions are true.
 * ''If it can see any XCOM operatives in a zone targeted by a two-turn attack (Psionic Rift, Wrath Cannon, or Blazing Pinions), 100% chance to overwatch. If one alien unit is already overwatching, 50% to overwatch.
 * If all available shots have less than 50 hit and nobody else overwatching, 25% to overwatch.
 * If the VIP is visible, 75% to overwatch. If at least one other alien unit overwatching already, 15% instead to overwatch.
 * If the EVAC and at least one XCOM unit is visible, 100% to overwatch. If at least one other alien unit overwatching already, 75% to overwatch.
 * Shoot
 * Reload
 * Hunt XCOM, staying in cover
 * Called whenever it cannot see any XCOM units, or if the attacker cap has been reached for this turn.
 * Perform job move
 * Mostly called only to shoot a civilian or the device after moving while inactive