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Alien Stats

By Zombie

Most of the tabes listed on this page can be downloaded here. (18kb Excel Worksheet).

Core Stats | Skill Level Stats | Calculating Stats from the Core | Strange and Interesting Facts | A Word About The OSG
What the Mind Probe and Psi-Amp Don't Tell You | Editing Alien Stats | Additional Stats | Acknowledgments

From the surface, alien stats seem like a straight-forward idea. As most of us know, there are 5 skill levels to the game and as the difficulty increases, so do enemy stats. Why then do most stat listings around the net only cover one? Even worse, the guides which show all skill levels have values which are unsubstantiated and/or just pull the OSG's (Official Strategy Guide, by David Ellis) numbers at face value. Perhaps it is just easier to blindly copy information than it is to verify.

In any event, the X-COM community deserves better. For this reason, I set out on a long journey to gather all the stats at each skill level one summer day. Six months and countless hours later, I had the data. Unfortunately, this was only for the Collector's Edition of the game. What about the other versions though? Collecting stats from them would be possible, just not practical. There had to be a better (and faster) way.

Core Stats

Thanks to some research by a few forum members, it was determined that alien stats reside in the executable. Not only that, but there is only one set of numbers, not five.  This had a couple of important implications:

  • Comparing stats between versions was now possible and easy.
  • Because there is only one set of alien stats, it must mean that a skill level stat is calculated directly off this "core" or base group.

After checking the executables of as many game versions as possible, all the alien stats matched. Therefore, any information presented here will apply to your version of the game! Here then, are the base values:

Core alien statistics
Alien Race/Rank TU Sta He Br Rea FA TA Str PST PSK Fr L/R Re Un EnR VPS Agg Mel Int
Floater Soldier 50 90 35 80 50 50 58 40 35 0 8 6 4 12 30 12 2 70 4
Floater Navigator 50 90 35 80 50 50 58 40 35 0 8 6 4 12 30 14 2 70 5
Floater Medic 50 90 35 80 50 50 58 40 35 0 8 6 4 12 30 16 1 70 6
Floater Engineer 50 90 35 80 50 50 58 40 35 0 8 6 4 12 30 18 2 70 7
Floater Leader 55 95 40 80 60 60 58 47 40 0 16 12 8 12 30 25 0 70 8
Floater Commander 60 100 45 80 66 63 65 48 45 0 24 18 12 16 30 35 0 76 8
Sectoid Soldier 54 90 30 80 63 52 58 30 40 0 4 3 2 2 30 10 2 76 3
Sectoid Navigator 54 90 30 80 63 52 58 30 40 0 4 3 2 2 30 12 2 76 4
Sectoid Medic 54 90 30 80 63 52 58 30 40 0 4 3 2 2 30 14 1 76 5
Sectoid Engineer 54 90 30 80 63 52 58 30 40 0 4 3 2 2 30 16 2 76 6
Sectoid Leader 54 90 30 80 63 52 58 30 50 50 4 3 2 2 30 20 1 76 7
Sectoid Commander 54 90 30 80 63 52 58 30 50 60 4 3 2 2 30 25 0 76 8
Snakeman Soldier 40 80 45 80 45 58 65 47 40 0 20 18 16 12 30 15 2 54 2
Snakeman Navigator 40 80 45 80 45 58 65 47 40 0 20 18 16 12 30 17 2 54 3
Snakeman Engineer 40 80 45 80 45 58 65 47 40 0 20 18 16 12 30 20 2 54 4
Snakeman Leader 40 80 45 80 55 65 65 47 45 0 20 24 22 20 30 28 2 54 5
Snakeman Commander 45 84 55 80 65 58 65 47 50 0 26 26 22 20 30 36 2 54 6
Ethereal Soldier 68 96 55 80 75 74 80 48 50 40 35 35 35 35 40 20 1 85 6
Ethereal Leader 68 96 55 80 75 74 80 48 60 45 40 40 40 40 40 30 1 85 7
Ethereal Commander 68 96 55 80 75 74 80 48 65 50 45 45 45 45 40 40 1 85 8
Muton Soldier 56 90 125 80 60 54 62 70 25 0 20 20 20 10 40 15 2 78 2
Muton Navigator 56 90 125 80 60 54 62 70 25 0 24 24 24 15 40 17 2 78 3
Muton Engineer 56 90 125 80 60 54 62 70 25 0 28 28 28 20 40 19 2 78 4
Reaper 62 90 148 90 64 0 0 90 35 0 28 28 28 4 34 25 2 80 2
Chryssalid 110 140 96 100 70 0 0 110 50 0 34 34 34 34 40 25 2 80 4
Silacoid 40 80 114 100 40 0 0 70 80 0 50 50 50 10 40 20 2 80 3
Celatid 70 90 68 90 40 100 0 70 60 0 20 20 20 20 40 20 2 80 4
Sectopod 62 90 96 110 64 60 0 90 100 0 145 130 100 90 50 30 1 80 4
Cyberdisc 62 90 120 110 64 60 0 90 100 0 34 34 34 34 50 20 1 80 5

 

Expand/Contract, Click here to show/hide Key

Skill Level Stats

Below you will find the stats to each skill level. Click on a tab to expand the selection.

Expand/Contract, Beginner Skill Level

 

Expand/Contract, Experienced Skill Level

 

Expand/Contract, Veteran Skill Level

 

Expand/Contract, Genius Skill Level

 

Expand/Contract, Superhuman Skill Level


From the tables above it quickly became apparent that some stats change while others do not. The ones which never change are:

  • Health
  • Bravery
  • Throwing Accuracy
  • Energy Recharge
  • Victory Points
  • Aggression
  • Intelligence
  • Most other stats

The stats which do change are:

  • Time Units
  • Stamina/Energy
  • Reactions
  • Strength
  • Psionic Strength
  • Psionic Skill
  • Melee
  • Firing Accuracy
  • Armor

Calculating Skill Level Stats from the Core

"How exactly are the changing stats calculated?" That was the big question on my mind while looking at the data. First I compared Beginner against Experienced. A ratio between the two stat levels yielded a rough percentage, but in order to nail it down exactly a comparison between all the skill levels was necessary. What I came up with was rather surprising; most stats increase with a constant percentage while a couple stats are strange. The stats which change by constant percentage include:

  • Time Units: 4%
  • Stamina/Energy: 4%
  • Reactions: 6%
  • Strength: 2%
  • Psionic Strength: 4%
  • Psionic Skill: 4%
  • Melee: 4%

Those which are different include:

  • Firing Accuracy: Beginner level FA is one-half the core value, while Experienced through Superhuman recieve a 6% increase per level.
  • Armor: Beginner level aliens have one-half the core value while higher difficulty levels stay at the core with no improvement per level.

To arrive at an equation linking the core to the different skill levels required a little creative thinking on my part. Since the Beginner skill level numbers match the core group exactly, no modification is necessary. For this reason, I assumed the modifier would be 0 for the lowest skill level and something simple (think: integer) for the higher levels. Turns out, this was a valid theory which led me to introduce a new term in the equation to bridge skill levels called the Skill Level Multiplier, or SLM for short.

       SLM values

  • Beginner: 0
  • Experienced: 1
  • Veteran: 2
  • Genius: 3
  • Superhuman: 4

With this last piece of data in-hand I was able to formulate a generalized equation to describe the stats which change and have Beginner levels equal to the core.

Skill Value = INT(Core Value * (100 + (Percentage * SLM)) / 100)

As an example, let's assume we want to find the number of Time Units a Superhuman Chryssalid has. The core TU for the Chryssalid is 110 while the percentage is 4% and the Skill Level Multiplier is 4. Now it is just a matter of substituting these values into the equation:

Superhuman TU = INT(110 * (100 + (4 * 4)) / 100)
                        = INT(110 * (100 + 16) / 100)
                        = INT(110 * 116 / 100)
                        = INT(12760 / 100)
                        = INT(127.60)
                        = 127

This number agrees with the Chryssalid's TU during an actual Superhuman mission. (Note: The "INT" function is a necessary part of the equation because it models how the game handles numbers with decimals. Since X-COM was programmed using declared variables as Integer to save space, the INT function serves as the liaison between a real-world calculation and a number given in the game. Therefore, fractional parts of the number are dropped or truncated).

Strange and Interesting Facts

  • Zombie stats are not listed in the executable where the normal aliens are situated. Not only that, but their stats do not change as the skill level increases. For more information on this oddity, see the Editing Alien Stats heading on this page.
  • Civilian stats are also constants and do not change.
  • Chryssalids which are spawned in a mission by the game have stats modified in the normal way. However, Chryssalids which hatch from Zombies have all their stats set to their core, irregardless of current difficulty level. For instance, a normal Superhuman Chryssalid has 127 TU while a Superhuman Chryssalid hatched from a Zombie has only 110 TU! Apparently the game neglects to modify the stats during a mission.

A Word About The Official Strategy Guide

Alien Stats (Characterestics) start on pg 249 and continue to pg 260. The Beginner Skill level is fine except for a few small errors. However, at the higher difficulty levels the OSG's data falls far short of expectations. I have a suspicion the author failed to recognize what effect integer rounding would play or wasn't privy to the exact equation. In any event, be aware that the OSG's alien stat tables should not be used due to massive errors. The information presented here supersedes that from the OSG through rigorous tests.

What the Mind Probe and Psi-Amp Don't Tell You

Often, during the heat of a battle, you may decide to use the Mind Probe or Psi-Amp to look at an alien's stats. These devices really only touch the tip of the iceberg in terms of what is possible to know. And although Soldier and Tank attributes can be accessed directly, they have the same limitations placed on them as the aliens. This is due to the fact that only so much information can be presented on one screen.

Below is a table of the data which isn't normally shown. Note: For stats which change due to skill level such as Melee and Psi, the core values are given. Also, psionic stats will only be shown in-game when Psionic Skill is > 0. Most units have no skill in this area and thus have missing stats.

Unseen stats
Alien Race/Rank Mel EnR St Kn Flt Dmf PSk Pst Msb VPS Agg Int
Floater Soldier 70 30 21 16 2 1 0 35 4 12 2 4
Floater Navigator 70 30 21 16 2 1 0 35 4 14 2 5
Floater Medic 70 30 21 16 2 1 0 35 4 16 1 6
Floater Engineer 70 30 21 16 2 1 0 35 4 18 2 7
Floater Leader 70 30 21 16 2 1 0 40 4 25 0 9
Floater Commander 76 30 21 16 2 1 0 45 4 35 0 8
Sectoid Soldier 76 30 16 12 0 1 0 40 3 10 2 3
Sectoid Navigator 76 30 16 12 0 1 0 40 3 12 2 4
Sectoid Medic 76 30 16 12 0 1 0 40 3 14 1 5
Sectoid Engineer 76 30 16 12 0 1 0 40 3 16 2 6
Sectoid Leader 76 30 16 12 0 1 50 50 3 20 1 7
Sectoid Commander 76 30 16 12 0 1 60 50 3 25 0 8
Snakeman Soldier 54 30 18 18 0 5 0 40 4 15 2 2
Snakeman Navigator 54 30 18 18 0 5 0 40 4 17 2 3
Snakeman Engineer 54 30 18 18 0 5 0 40 4 20 2 4
Snakeman Leader 54 30 18 18 0 5 0 45 4 28 2 5
Snakeman Commander 54 30 18 18 0 5 0 50 4 36 2 6
Ethereal Soldier 85 40 20 15 0 6 40 50 4 20 1 6
Ethereal Leader 85 40 20 15 0 6 45 60 4 30 1 7
Ethereal Commander 85 40 20 15 0 6 50 65 4 40 1 8
Muton Soldier 78 40 21 16 0 7 0 25 4 15 2 2
Muton Navigator 78 40 21 16 0 7 0 25 4 17 2 3
Muton Engineer 78 40 21 16 0 7 0 25 4 19 2 4
Reaper 80 34 23 16 0 10 0 35 4 25 2 2
Chryssalid 80 40 21 16 0 9 0 50 4 25 2 4
Silacoid 80 40 10 10 0 8 0 80 4 20 2 3
Celatid 80 40 12 12 6 1 0 60 4 20 2 4
Sectopod 80 50 23 16 0 11 0 100 4 30 1 4
Cyberdisc 80 50 15 15 2 12 0 100 4 20 1 5
Zombie 80 20 18 18 0 13 0 80 4 18 2 3
Civilian 50 20 21 16 2 1 0 5 4 10 0 1
Tank 70 50 16 16 0 4 0 100 30 20 2 3
Hovertank 70 50 12 12 6 4 0 100 30 20 2 3


Melee (Mel): All units have this ability but only the Reaper, Chryssalid, Silacoid and Zombie can use it. The melee value is a percentage used to calculate the base chance of "hitting" the target.
Energy Recharge (EnR): Determines how fast a unit recovers Energy (aka Stamina) lost through movement during a round.
Standing Height (St): Standing height of the unit.
Kneeling Height (Kn): Kneeling height of the unit. Only X-COM soldiers can kneel so technically this stat goes unused for the aliens.
Floating Height (Flt): Determines how high the unit is above the ground. Celatids and Hovertanks are the high-fliers at 6 units while the Floater and Cyberdisc are ground-huggers at 2 units. Surprisingly, Civilians actually float, but you never notice this on a mission.
Damage Modifier (Dmf): This number represents a category each unit uses for determining the susceptiblity to weapons in the game.
Psionic Skill (PSk): Most units have no Psionic Skill and therefore are unable to wage psionic attacks. Sectoid Leaders and Commanders have this ability as do all Ethereals. If you are lucky enough to capture and interrogate one of these aliens your soldiers can also get this ability through training.
Psionic Strength (Pst): A number between 0 and 100 which indicates how well a unit can use and resist psionic attacks.
Motion Scanner Blip Size (Msb): For every tile a unit moves, it gets this value added to a counter in unitref.dat. The bigger the number, the bigger the blip the Motion Scanner will show.
Victory Points (VPS): Points received when you kill that unit.
Aggression (Agg): A rating of 0-2 which determines how aggressive an alien is. High ranking aliens have low aggression while the "grunts" get the higher numbers.
Intelligence (Int): A number between 2 and 8 which indicates how long an alien will remember the location of a unit once spotted.

Editing Alien Stats

If you have a Geoscape and Tactical executable, alien stats start at non-offset byte 379,729 in the Geoscape. The CE version has a single unified executable called "UFO Defense" in which the alien stats start at non-offset byte 480,145. Both have 33 records of 39 bytes each.

Byte Represents Values Unitref Zombie
0 Race 3-16 [000] 17
1 Rank 0-7 [042] 7
2 Unknown 1 0 [011] 0
3 Flying 0-1 DNA 0§
4 Time Units 35-110 [025] 40
5 Health 30-148 [026] 84
6 Stamina 65-140 [027] 110
7 Reactions 20-75 [028] 40
8 Strength 20-110 [017] 84
9 Firing Accuracy 0-100 [023] 0
10 Throwing Accuracy 0-80 [024] 0
11 Melee 50-85 [057] 80
12 Front Armor 0-145 [029] 4
13 Left Armor 0-130 [030] 4
14 Right Armor 0-130 [031] 4
15 Rear Armor 0-130 [032] 4
16 Under Armor 0-100 [033] 4
17 Unknown 2 0 [034] 0
18 Energy Recharge 20-50 [035] 20
19 MCD Index 0 [036] 0
20 Unknown 3 1 ? 1
21 Inventory Layout 0 [046] 0
22 Loftemps Index 1 2-5 [048] 3
23 Loftemps Index 2 2-5 [052] 3
24 Standing Height 10-23 [049] 18
25 Kneeling Height 10-18 [050] 18
26 Floating Height 0-6 [051] 0
27 Damage Modifiers 1-12 [055] 13
28 Psionic Skill 0-60 [037] 0
29 Psionic Strength 5-100 [057] 80
30 Bravery 0-3 [059] 0
31 Motion Scanner Size 3-30 [061] 4
32 Unknown 4 0-1 [071] 0
33 Unknown 5 0 ? 0
34 Corpse Type 50-79 [038] 57
35 Size 0-1 DNA 0§
36 Victory Points 10-40 [039] 18
37 Aggression 0-2 [044] 2
38 Intelligence 1-8 [073] 3
Record Alien/Unit
1 Floater Soldier
2 Floater Navigator
3 Floater Medic
4 Floater Engineer
5 Floater Leader
6 Floater Commander
7 Reaper Terrorist
8 Sectoid Soldier
9 Sectoid Navigator
10 Sectoid Medic
11 Sectoid Engineer
12 Sectoid Leader
13 Sectoid Commander
14 Snakeman Soldier
15 Snakeman Navigator
16 Snakeman Engineer
17 Snakeman Leader
18 Snakeman Commander
19 Ethereal Soldier
20 Ethereal Leader
21 Ethereal Commander
22 Muton Soldier
23 Muton Navigator
24 Muton Engineer
25 Tank
26 Male Civilian
27 Female Civilian
28 Chryssalid Terrorist
29 Silacoid Terrorist
30 Celatid Terrorist
31 Sectopod Terrorist
32 Cyberdisc Terrorist
33 Hovertank

 This column represents the theoretical stats for the Zombie which may or may not be found in the executable. All stats were collected by looking at unitref offsets which should hold.
§ Flying ability and size information are not found in unitref, but we can safely derive them through logic.
 These values do not have a corresponding unitref offset but since all the aliens have the same value it should be safe to assume the Zombie inherits them too.
As of yet, there are still eight unknown byte fields. They are summarized below.

  • Unknown 1 (byte 2): Corresponds to Unitref[011]. Always 0. Probably is some sort of flag.
  • Unknown 2 (byte 17): Corresponds to Unitref[034]. Always 0.
  • Unknown 3 (byte 20): No corresponding Unitref offset. Always 1.
  • Unknown 4 (byte 32): Corresponds to Unitref[071]. Everything 0 except for Cyberdisc which is 1. It's not explosion related.
  • Unknown 5 (byte 33): No corresponding Unitref offset. Always 0.

Additional Stats

The following information is found in the UFO Defense executable starting at non-offset 447,868 consisting of 8 records having 20 bytes each. Or if you have the DOS version, it can be found in tactical.exe starting at 391,278. These stats are mainly the in-built weapon turrets for tanks and aliens. Accuracy and TU costs are given as percentages.

Unit Damage Type Ammo Type Damage Snap Acc. Snap TU's Auto Acc. Auto TU's Aim Acc. Aim TU's Blaster Eff?
Tank/Cannon 0 4 60 60 33 0 0 90 80 0
Tank/Rocket Lnchr 2 12 85 55 45 0 0 115 75 0
Tank/Laser Cannon 3 17 110 50 33 0 0 85 75 0
Hovertank/Plasma 4 36 110 86 30 0 0 100 60 0
Hovertank/Launcher 2 40 140 0 0 0 0 120 80 1
Celatid 7 38 140 75 30 0 0 110 60 0
Cyberdisc 4 34 130 75 30 0 0 110 60 0
Sectopod 3 34 100 75 30 50 35 110 60 0

 

Damage Type Value
Armour Piercing 0
Incendiary 1
High Explosive 2
Laser 3
Plasma 4
Stun 5
Melee 6
Acid Spit 7
Turret damage types for aliens and tanks follow the same damage types for normal weapons. With a little testing on my part, it was determined that the value of 6 was melee. Editing these values only changes the type of damage the weapon inflicts, not what the bolt looks like coming out of the turret. It is interesting to note that the Sectopod's damage type is 3 which corresponds to laser, not plasma as is often assumed.

Firing Accuracy Stats

Firing "Accuracy" is a little confusing, but hopefully this will clear up any confusion. The first type of accuracy is weapon firing accuracy. This is the accuracy of the weapon iteslf. Next is unit firing accuracy, which is how well (or how proficient) the unit can fire a weapon. These two accuracies are then multiplied together to get a "base chance to hit" (or BCTH). BCTH is the unmodified accuracy you see when clicking on a weapon.

Terrorist with integrated weapons have a firing accuracy which works in the same manner. The "turret" weapon accuracy is multiplied by the terrorists firing accuracy leading to a BCTH. These numbers are what the unit will see during a mission for firing accuracy.

Alien Shot Type Beg. Exp. Vet. Gen. Sup.
Celatid Auto DNA DNA DNA DNA DNA
Snap 37% 79% 84% 88% 93%
Aimed 55% 116% 123% 129% 136%
Sectopod Auto 15% 31% 33% 35% 37%
Snap 22% 47% 50% 52% 55%
Aimed 33% 69% 73% 77% 81%
Cyberdisc Auto DNA DNA DNA DNA DNA
Snap 22% 47% 50% 52% 55%
Aimed 33% 69% 73% 77% 81%

Melee Stats

There are four aliens in the game which rely on melee (or Hand To Hand) as their primary attack method. It was determined that a single HTH attack costs a constant 15 TU no matter what the alien, their stats, or the skill level. It is therefore possible to construct a table showing how many attacks each alien could wage in a single round:

Alien Damage Beg. Exp. Vet. Gen. Sup.
Reaper 90 4 4 4 4 4
Chryssalid 110 7 7 7 8 8
Silacoid 70 2 2 2 2 3
Zombie 84 2 2 2 2 2


Accuracy of melee attacks is not guaranteed to be a successful event, even though the alien needs to be standing on a tile next to your unit. Calculating melee accuracy is very similar to firing accuracy determinations (see above), except that in melee accuracy, you multiply the melee accuracy stat by the units strength rating. The result is the infamous base chance to hit. Note that because both of these stats increase with respect to skill level, the BCTH jumps fairly fast. In fact, at Genius and Superhuman skill levels, the Chryssalid is more than 100% accurate leading to automatic success (zombification).

Alien Beg. Exp. Vet. Gen. Sup.
Reaper 72% 75% 79% 84% 89%
Chryssalid 88% 92% 98% 103% 108%
Silacoid 56% 58% 61% 65% 69%
Zombie 67% 67% 67% 67% 67%

Psionic Stats

There are two alien races which possess psionic abilities: Ethereals and Sectoids. All Ethereals and the Sectoid Leaders and Commanders have this attribute. It was determined that a single psionic attack costs a constant 26 TU no matter what the alien, their stats, or the skill level. It is therefore possible to construct a table showing how many attacks each alien could wage in a single round:

Alien Beg. Exp. Vet. Gen. Sup.
Sectoid Leader 2 2 2 2 2
Sectoid Commander 2 2 2 2 2
Ethereal Soldier 2 2 2 2 3
Ethereal Leader 2 2 2 2 3
Ethereal Commander 2 2 2 2 3


To generalize, each alien can wage two psionic attacks per round. Only Superhuman Ethereals can wage three.

Acknowledgments

A project of this size and magnitiude could never be completed without some help. I would like to extend my deepest thanks and gratitude to the following individuals:

NKF for his "lemon" psi stat viewer.
Bomb Bloke for his "dump" unitref viewer/logger.
Hatfarm for his excellent editors.
Stewart for providing the original 1.0 executable for testing.
MikeTheRed for for cracking the core stats from each executable version and invaluable technical assistance.
Seb76 for deciphering three unknowns in the alien stats (Loftemps Indexes and MCD Index).