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  • This group of Sub-Sets allows the player access to the full arsenal of weapons spread over two respective pages. ===='''Human & Alien Weapons'''====
    13 KB (2,067 words) - 10:40, 10 July 2006
  • [[Image:Security Breach Trailer 2 (EU2012).png|right|200px|Security Breach Trailer]] ...T comm array, you covert operative can hack it, disabling all EXALT forces weapons for a short time.
    8 KB (1,325 words) - 00:14, 19 February 2017
  • ...lefield, and can use their knowledge of ADVENT's inner workings to support XCOM's covert operations. ...al to their creators, and eventually left her completely isolated from the alien psionic network. She soon realized that she and her fellow hybrids were not
    12 KB (1,720 words) - 15:08, 2 June 2020
  • ...by XCOM [[Soldiers (XCOM2)|soldiers]] to provide protection against enemy weapons fire and environmental hazards, along with providing unique abilities to th |[[WAR Suit (XCOM2)|WAR Suit]]||align="center" |+6||+2|||||||Allows the soldier to mount a heavy weapon. Grants an ability similar
    4 KB (485 words) - 19:08, 18 February 2016
  • The standard issue XCom pistol is a high powered semi-automatic with a 12 round capacity. | height = 2
    5 KB (814 words) - 22:36, 28 December 2023
  • ...choosing which soldiers to augment, as each MEC class can be created from 2 different soldier classes. ...soldiers. MECs, SHIVs, and biosoldiers all fall under the broad category ''XCOM units'' or just ''units''.
    11 KB (1,649 words) - 14:29, 21 December 2023
  • Armour overall provides more health to soldiers, allowing XCOM soldiers to withstand additional punishment. Armours with flight mode and t ...uisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}!!rowspan="2" {{Required for combined (Long War)}}
    26 KB (3,589 words) - 20:09, 25 July 2020
  • | Craft Weapons || 48 || 2 | Craft Missiles || 48 || 2
    15 KB (1,531 words) - 03:41, 22 June 2019
  • ...r the [[Stun Rod]], the Small Launcher and its Stun Bomb are unique in the XCOM arsenal. It is a fired weapon which can knock units unconscious if they are ...only fire one shot between reloads, reducing its effectiveness over other weapons.
    8 KB (1,249 words) - 21:59, 9 November 2015
  • ...List_(LWR)#Alien Only Perks|<span style="color:black;">2</span>&nbsp;&nbsp;Alien Only Perks]] ...WR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]</br>'''Equipment: '''[[Equipment (LWR)
    92 KB (13,407 words) - 20:50, 7 May 2024
  • ...ar|Long War 1]], Long War 2 makes some changes to the weapons available to XCOM: * 5 tiers of primary weapons are available: Conventional, Laser, Magnetic, Coilgun and Plasma.
    16 KB (2,403 words) - 11:46, 13 April 2024
  • ...Engineering. They can also be built quickly, which increases the Credits, Alien Alloys, Elerium and Meld costs, but halves the build time. The values betwe ...uisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}!!rowspan="2" {{Required for combined (Long War)}}
    28 KB (3,949 words) - 08:14, 2 April 2021
  • ...ht into an ambush. A more methodical exit from the Skyranger will maximize alien causalities while increasing the life expectancy of agents. Image:Darksun_geoscape_002.png|XCOM has shot down one of the first UFO's (CRASH-SITE-1 was in the ocean). Time
    8 KB (1,368 words) - 08:50, 9 February 2019
  • ...e mode enabled with the fourth patch released for [[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]. '''Second Wave''' was initially unavailable to most playe ''[[Weapons (EU2012)|Weapons]] have a much wider range of damage.''
    12 KB (1,874 words) - 22:04, 14 January 2016
  • === No Alien Psionics === ...s a point when your troops and tactics are so Psi-resistant that disabling Alien Psionics actually makes the game harder, because all the the Aliens are at
    15 KB (2,517 words) - 04:02, 22 May 2015
  • ...012)|weapons]] and other [[Equipment (EU2012)|equipment]]. [[XCOM (EU2012)|XCOM]] soldiers may also be assigned to the [[OTS (EU2012)|Officer Training Scho * Finally there are also 'XCOM [[Hero (EU2012)|heroes]]' - those are beefed up soldiers you can unlock as
    17 KB (2,423 words) - 11:51, 19 June 2015
  • In the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], the Foundry counts as a [[Wo The Foundry must be constructed in the [[XCOM Headquarters (EU2012)|HQ]] in order to be accessed. Cost and Time are base
    36 KB (5,035 words) - 19:41, 17 April 2024
  • Multiplayer games in '''XCOM: Enemy Unknown (2012)''' are played online over the internet or through a L Each player may select a Squad of one to six Units, mixing XCOM Soldiers and Aliens, each with associated points costs according to potenti
    21 KB (2,796 words) - 21:52, 30 November 2019
  • | align="center" | '''[[Alien Nav Computer (EU2012)|Alien Nav Computer]]'''<br>''Lighthouse'' || Building used for ship navigation. ...n cannons from George Lucas' ''Star Wars'' universe, which, similar to EMP weapons, disable electronics and computer systems.
    10 KB (1,447 words) - 09:43, 21 January 2015
  • ...building (and taking a relations hit) or waiting for an alert (and risking alien takeover). ...te's Funding and selling stuff. Unlike in previous titles a huge chunk of XCOM's funding comes from the Senate, so this mode isn't as tough as it sounds.
    11 KB (1,939 words) - 22:26, 3 December 2023

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