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  • There are 4 classes of agents available on The Bureau: XCOM Declassified, plus [[William Carter (Bureau)|Carter]], which belongs to a u Commandos are your main combat class. They use regular rifles as weapons and have the highest durability of any class.
    7 KB (954 words) - 03:54, 19 September 2013
  • ...an item fabrication capacity of 2. This means you can produce a maximum of 2 different item orders simultaneously. All other item orders will be queued ...rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost
    15 KB (1,793 words) - 11:52, 31 May 2024
  • ...d what isn't. This article will attempt to make logical comparisons of the weapons you start with, explain their roles and let you decide which weapon will su ...e, heavy cannon vs. auto cannon, grenade vs. high explosive. Merits of the weapons that don't have immediate pairings will be discussed on their own, such as
    8 KB (1,486 words) - 13:14, 8 February 2019
  • ...iers, these soldiers do not need to overcommit utility item slots to their weapons, allowing them to bulk up health and armor like their fellow frontline sold ...ruins left in a rocket's wake make an unsuitable defensive position should XCOM need to occupy it.
    6 KB (879 words) - 15:40, 22 December 2020
  • For the Version that appears in [[The Bureau: XCOM Declassified|The Bureau]], ''see [[Silacoid (Bureau)]]'' ...ase Defence]]s, with a [[Terror ship|Terror Ship]] or [[Battleship]], on [[Alien Base Assault]]s, and finally on [[Cydonia]].
    4 KB (570 words) - 08:19, 1 May 2015
  • ...ns that are only available to one or a few classes, each class has several weapons to choose from. ...Tap and Light 'Em Up, the bonus only applies to the first shot. Note that weapons that can only be fired as the first action, such as Sniper Rifles, can stil
    69 KB (9,548 words) - 17:01, 18 July 2020
  • [[Image:Elite Muton 2 (EU2012).png|right|300px|Muton Elite]] ...and a [[Heavy Plasma (EU2012)|Heavy Plasma]] and [[Alien Grenade (EU2012)|Alien Grenades]]. They're one of the last aliens to be encountered and will alway
    3 KB (430 words) - 17:08, 9 November 2017
  • ...ry gives access to is interceptor upgrades, making them viable against the alien UFOs. For a full list of some of the new items unlocked by Foundry projects ...rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost
    17 KB (2,027 words) - 06:10, 29 November 2021
  • An '''Alien Artifact''' is anything that your soldiers acquire from tactical missions. ==Alien materials==
    47 KB (5,724 words) - 20:18, 25 July 2020
  • ..., with the possible remote exception of somebody playing with hacked melee weapons (which might or might not also be hard-wired to 100% accuracy). ...ake "new" [[Item Stacking Bug#Effects of stacked items in hand slots|melee weapons]].
    6 KB (981 words) - 03:18, 5 July 2016
  • ...2012)|Raven]]''' - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. ** Variable Procurement Cost: §200, 20x [[Elerium (EU2012)|Elerium]], 40 [[Alien Alloys (EU2012)|Alloys]] (Halved if have NA bonus)
    9 KB (1,314 words) - 20:09, 25 October 2013
  • ...ver. The DLC also introduces the Lost, former humans that will attack both XCOM and ADVENT forces on the battlefield. *[[Spectre (XCOM2)|Spectre]]: A bizarre alien that knocks soldiers unconscious to create shadow clones under its control.
    7 KB (1,159 words) - 15:09, 25 June 2020
  • [[File:XCOM Base Defense Mission Screen (EU2012).png|200px|right]] ...XCOM Base Security personnel, are available. Failure will mean the end of XCOM.
    7 KB (1,206 words) - 06:28, 2 August 2014
  • ...uivalent protection worn by [[MEC Trooper (EU2012)|MEC Troopers]] on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] see [[MEC Suit (EU2012)|MEC S ...2)|Psi Armor]] ||align="center" |+6||align="center" |+10||align="center" |+2||+20 Will
    4 KB (536 words) - 13:26, 5 October 2014
  • '''Alien Artifact''' is everything that your soldiers return to the base from tactic ...m Alien base assaults and the EXALT HQ are much more valuable, encouraging XCOM to liberate withdrawn nations when possible and forcing the player to consi
    51 KB (6,517 words) - 05:49, 14 January 2023
  • ...its main Research laboratory, headed by Dr. Tygan. Research in [[Long War 2]] has been expanded with two more weapon tier techs, one more autopsy, and These projects increase XCOM's efficiency at research and engineering, reducing staff requirements and i
    47 KB (5,867 words) - 14:03, 12 March 2024
  • '''Primary Weapons:''' Shotgun, Shard Gun, Storm Gun, Assault Rifle, Magnetic Rifle, Plasma Ri '''Auxiliary Weapons:''' Sword, Arc Blade, Fusion Blade
    7 KB (1,113 words) - 09:52, 29 January 2017
  • ...between their predecessors the [[Heavy Cannon]] and [[Rocket Launcher]] as weapons were vastly different, the improvements to the Gas Cannon and reductions to ...ade the rocket launcher worthwhile, but in TFTD, the fact that you can get 2 shots off with GC makes the 25 point difference no longer worth it, damagew
    3 KB (483 words) - 19:34, 15 September 2018
  • ...<div style="text-align: center;">'''''A mysterious new branch of study for XCOM, the Psionic Operative utilizes their mental abilities to great effect to b The Psi Operative in Long War 2 is almost identical to the vanilla one. The main difference is that some ab
    5 KB (664 words) - 17:58, 27 January 2021
  • ...rts, see''''' '''[[Primary Weapons (LWR)]]''' '''''and''''' '''[[Secondary Weapons (LWR)]].''' Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:
    9 KB (1,367 words) - 20:10, 25 July 2020

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